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Gamification in Education Market Set for Explosive Growth at 31.20% CAGR Through 2031, Led by North America's 40% Market Share | Key Players - Microsoft, Classcraft Studios, D2L

02-02-2026 10:32 AM CET | IT, New Media & Software

Press release from: DataM intelligence 4 Market Research LLP

Gamification in Education

Gamification in Education

Gamification in the Education Market is expected to reach at a CAGR of 31.20% within the forecast period (2024-2031).

Market growth is driven by the rising demand for engaging learning experiences, increasing adoption of digital education platforms, and strong outcomes from gamified learning tools. Advancements in edtech, expanding K-12 and higher education integrations, growing investments in AI-driven personalization, and increased regulatory support for innovative teaching methods are further accelerating market expansion.

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Key Industry Developments
United States:
✅ January 2026: Classcraft launched an advanced gamified learning platform update with AI-driven adaptive quests for K-12 education, enhancing personalized student engagement through real-time progress tracking and immersive challenges tailored to individual learning paces.​

✅ November 2025: Heartland Forward partnered with Stemuli to roll out gamified AI curricula across U.S. heartland schools, focusing on entrepreneurial skills via interactive storytelling modules that integrate gamification elements like badges and leaderboards.​

✅ October 2025: Duolingo introduced education-specific gamification tools for U.S. classrooms, featuring collaborative multiplayer challenges and analytics dashboards to boost language learning retention by up to 30% in pilot programs.​

Asia Pacific / Japan:
✅ December 2025: KIYO Learning debuted a gamified edtech app in Japan with AR-based learning missions, aligning with national digital education policies to improve STEM engagement through reward systems and peer competitions.​

✅ November 2025: EMK Fun Lab released a new gamification platform for Japanese universities, incorporating blockchain-verified achievements to gamify academic milestones and foster skill development in corporate training tie-ins.​

✅ October 2025: Singapore's Ministry of Education approved gamified AgTech simulation tools from local startup Edulab for agriculture education, enabling virtual farm management games with real-world sustainability metrics for APAC schools.​

Key Players:
Microsoft | Classcraft Studios | Recurrence | MPS Interactive | NIIT | Bunchball | D2L | Top Hat | Fundamental | Cognizant

Strategic Leadership Report: Top 5 Players in Gamification in Education Market 2026
-Microsoft: Launched Minecraft Education Edition updates with AI-driven adaptive quests and collaborative multiplayer challenges, boosting student engagement in STEM subjects through immersive, gamified learning worlds.

-Classcraft Studios: Introduced Classcraft Infinite, a narrative-driven platform featuring customizable character progression, team-based missions, and real-time behavior analytics to foster social-emotional learning and classroom management.

-Kahoot!: Rolled out Kahoot! 360 with AI-powered challenge generators and live leaderboards integrated across hybrid learning environments, enabling personalized quizzes and competitions to enhance retention and participation.

-D2L Corporation: Enhanced Brightspace LMS with gamified Brightspace Missions, incorporating badges, experience points, and predictive analytics for skill mastery, supporting scalable personalized pathways in higher education.

-Top Hat: Expanded Top Hat Gamify with interactive polls, gamified slides, and peer competition modules tailored for in-person and virtual classrooms, driving higher attendance and comprehension through real-time feedback loops.

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Regional Insights:
-North America: 40% (Largest share, driven by advanced ed-tech infrastructure and high adoption in the US and Canada).

-Asia Pacific: 25% (Fastest growing, fueled by rapid digitization and demand in China, India, and South Korea).

-Europe: 23% (Supported by progressive education reforms in the UK, Germany, and Scandinavia).

Key Growth Drivers:
-Strong government funding through programs like NICT's Beyond-5G/6G initiatives, providing grants for R&D and commercialization.

-Industry collaborations among telecom operators (NTT DoCoMo, KDDI, SoftBank), academia, and tech firms accelerating trials and innovation.

-Demand for ultra-low-latency connectivity from advanced sectors like automotive, robotics, and manufacturing for automation and tele-operation.

-Rising need for high-speed networks supporting smart cities, IoT, AI-driven services, and immersive tech like AR/VR.

-Advanced semiconductor capabilities and infrastructure investments enabling terahertz communication and AI-native networks.

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Market Segmentation Analysis:
-By Devices: Smartphones Lead Consumer Adoption
Smartphones dominate with 45% share in 2024, serving as primary 6G access points for high-speed mobile broadband and AR/VR experiences in daily connectivity.
Wearables claim 25%, enabling real-time health monitoring and IoT integration for fitness and remote patient care.
Vehicles and industrial devices split 20% and 10%, powering autonomous driving and smart factories with ultra-reliable low-latency links.

-By Communication Infrastructure: Core Networks Hold Majority
Core networks lead at 40% share, managing data routing and AI-driven orchestration for seamless 6G scalability across Japan.
Radio access networks (RAN) follow at 30%, deploying advanced antennas for terahertz spectrum coverage in urban areas.
Backhaul and fronthaul infrastructure account for 30%, linking base stations with fiber optics for massive capacity.

-By Application: Enhanced Mobile Broadband Tops Usage
Enhanced mobile broadband (eMBB) commands 50% share, driven by 8K streaming, holography, and immersive gaming demands.
Ultra-reliable low-latency communications (URLLC) takes 30%, supporting robotics and critical IoT in manufacturing.
Massive machine-type communications (mMTC) holds 20%, enabling dense sensor networks for smart cities.

-By End User: Consumer Electronics Drives Volume
Consumer electronics lead with 55% share, fueled by demand for next-gen devices in Japan's tech-savvy population.
Telecom operators follow at 25%, investing in nationwide 6G rollout for premium services.
Industrial and enterprise users split 20%, leveraging private networks for automation and logistics.

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About Us -

DataM Intelligence is a Market Research and Consulting firm that provides end-to-end business solutions to organizations from Research to Consulting. We, at DataM Intelligence, leverage our top trademark trends, insights and developments to emancipate swift and astute solutions to clients like you. We encompass a multitude of syndicate reports and customized reports with a robust methodology.

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