Press release
Surge In E-Learning Fueling The Growth Of The Market Due To Increasing Flexibility And Engagement: Critical Driver Shaping the Global Gamification In Learning Market in 2025
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What Is the Expected CAGR for the Gamification In Learning Market Through 2025?_x000D_
The market size of gamification in learning has seen a significant rise in the past few years. The market, which was worth $2.18 billion in 2024, is projected to increase to $2.73 billion in 2025, showcasing a compound annual growth rate (CAGR) of 25.3%. The factors contributing to this remarkable growth over the historical period include enhancing learning engagement, widespread adoption of mobile devices, greater understanding of psychology, increased investment in edtech and the rise of personalized learning._x000D_
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What's the Projected Size of the Global Gamification In Learning Market by 2029?_x000D_
The market size of gamification in learning is predicted to experience a remarkable surge in the coming years, reaching $6.77 billion in 2029 with a compound annual growth rate (CAGR) of 25.5%. This projected expansion during the forecast period can be linked to factors such as the heightened integration of artificial intelligence, an escalation in corporate training sessions, the uptrend in remote learning, a rise in learner motivation, and the prevalence of immersive technologies. Significant trends for the forecast period comprise progress in mobile learning technologies, integration of data analytics, advancements in digitally individualized learning experiences, evolution in virtual and augmented reality, and improvements in cloud-based learning platforms._x000D_
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Top Growth Drivers in the Gamification In Learning Industry: What's Accelerating the Market? _x000D_
The anticipated surge in e-learning is expected to stimulate the expansion of the gamification in learning market in the coming years. E-learning entails the transmission of educational content and teaching via digital platforms, facilitating distant and self-paced learning over the internet. The upward trend in e-learning comes from its adaptability, permitting learners to engage with courses at their own leisure from any location, thereby making education more easily attainable for individuals with varied schedules and places. Gamification fortifies e-learning by rendering it more compelling and interactive via game-like components such as rewards, challenges, and feedback. These elements enhance motivation, involvement, and learning results. For instance, a report issued by a Belgium-based governing body, the European Commission, in January 2024 revealed that in 2023, 30% of internet users between the ages of 16 and 74 in the European Union had engaged with an online course or used digital learning tools within the preceding three months, marking a 2% rise from 28% in 2022. Consequently, the surge in e-learning is expected to catalyze the growth of the gamification in learning market._x000D_
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What Trends Will Shape the Gamification In Learning Market Through 2029 and Beyond?_x000D_
Leading businesses in the gamification in learning market are prioritizing the creation of highly sophisticated solutions, such as AI platforms. These platforms are designed to streamline the development and implementation of AI models. AI platforms encompass software frameworks or settings that offer tools and resources to create, implement, and oversee applications and models powered by artificial intelligence. For example, in November 2024, a software company based in the United States, EON Reality, rolled out Adaptive Gamified Learning Paths. This AI platform incorporates a unique function that merges artificial intelligence with gamification to offer customized and captivating learning experiences for learners of all age groups. The Adaptive Gamified Learning Paths employs AI algorithms to assess each learner's engagement, preferences, and performance, and subsequently personalizes content accordingly. This platform actively modifies instructive material in real time to facilitate each student's learning progression, integrating game features like points, badges, leaderboards, and challenges._x000D_
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What Are the Main Segments in the Gamification In Learning Market?_x000D_
The gamification in learningmarket covered in this report is segmented - _x000D_
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1) By Educational Institutions: Vocational Training Centers, K-12 Schools, Higher Education Institutions, Online Learning Platforms_x000D_
2) By Corporate Training: Employee Onboarding Programs, Sales Training, Technical Skills Development, Leadership And Management Training_x000D_
3) By Health And Wellness: Nutrition And Lifestyle Education, Fitness And Physical Health Programs, Medical Training And Certification, Mental Health Awareness Programs_x000D_
4) By Consumer Engagement And Marketing: Community Building Initiatives, Brand Loyalty Programs, Product Knowledge Training, Customer Feedback And Education_x000D_
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Subsegments:_x000D_
1) By Vocational Training Centers: Technical Skill Development, Certification Programs, Corporate Training, Apprenticeships And Internships_x000D_
2) By K-12 Schools: Primary Schools, Secondary Schools, Special Education Institutions, After-School Programs_x000D_
3) By Higher Education Institutions: Universities And Colleges, Technical Institutes, Professional Development Programs, Research And Postgraduate Programs_x000D_
4) By Online Learning Platforms: MOOCs (Massive Open Online Courses), E-Learning Platforms for Corporate Training, EdTech Startups, Virtual Learning Environments (VLEs)_x000D_
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Which Top Companies are Driving Growth in the Gamification In Learning Market?_x000D_
Major companies operating in the gamification in learning market are Microsoft Corporation, Cognizant Technology Solutions Corporation, Duolingo Inc., MPS Interactive Systems Ltd., EI Technologies, ELB Learning (formerly known as eLearning Brothers), Ambition Software, Allen Communication Learning Services, CommLab India Pvt. Ltd., Keeves Technologies Pvt. Ltd., SweetRush Inc., Learning Pool Ltd., VK Creative Learning Solutions, Bunchball Inc., International Business Machines Corporation, eWyse Technologies, QuoDeck Technologies Pvt. Ltd., GameApp Studios, Indusgeeks Solutions Pvt. Ltd., Edurigo Technologies Pvt. Ltd. _x000D_
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Which Regions Will Dominate the Gamification In Learning Market Through 2029?_x000D_
North America was the largest region in the gamification in learning market in 2024. The regions covered in the gamification in learning market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa._x000D_
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