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Education Gamification 2017 Global Market Expected to Grow at CAGR 64.34 % and Forecast to 2021

11-28-2017 07:41 AM CET | Business, Economy, Finances, Banking & Insurance

Press release from: WiseGuyResearch Consultants Pvt Ltd

/ PR Agency: WiseGuyResearch Consultants Pvt Ltd
Education Gamification Market

Education Gamification Market

Education Gamification Market Analysis And Forecast

About gamification 
Gamification is the process of implementing game mechanics into non-gaming context to engage users and solve problems. Points, badges, a leaderboard, challenges, and rewards are examples of game mechanics. Gamification does not create real games but uses game techniques to engage students toward comprehensive learning.

Technavio's analysts forecast the global education gamification market to grow at a CAGR of 64.34% over the period 2014-2019.

Covered in this report 
The report covers the current scenario and the growth prospects of the global education gamification market for the period of 2015-2019. To calculate the market size, the report considers revenue generated from the sales of gamification solutions for the following end-users: 
• K-12 schools 
• Higher education institutes

Technavio's report, Global Education Gamification Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers Americas, APAC, and EMEA; it also covers the landscape of the market and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key regions 
• Americas 
• EMEA 
• APAC 
Key vendors 
• Badgeville 
• Bunchball 
• Gigya 
• Kuato Studios 
• Lithium Technologies 
Other prominent vendors 

• Big Door 
• Captain Up 
• Crowd Twist 
• Gamify 
• IActionable 
• Pug Pharm 
Market driver 
• Increased demand for quality education 
• For a full, detailed list, view our report 
Market challenge 
• Differing regional requirements 
• For a full, detailed list, view our report 
Market trend 
• Growing adoption of tablets 
• For a full, detailed list, view our report 
Key questions answered in this report 
• What will the market size be in 2019 and what will the growth rate be? 
• What are the key market trends? 
• What is driving this market? 
• What are the challenges to market growth? 
• Who are the key vendors in this market space? 
• What are the market opportunities and threats faced by the key vendors? 
• What are the strengths and weaknesses of the key vendors?

 

Request For Sample Report @ https://www.wiseguyreports.com/sample-request/781556-global-education-gamification-market-2015-2019                                          

                                                        

Table of Contents:

PART 01: Executive summary 
Highlights 
PART 02: Scope of the report 
Market overview 
Top-vendor offerings 
PART 03: Market research methodology 
Research methodology 
Economic indicators 
PART 04: Introduction 
Key market highlights 
PART 05: Market landscape 
Evolution of gamification 
Process of gamification 
Application areas of gamification 
PART 06: Market overview 
Cognitive 
Emotional 
Social 
Market size and forecast 
Five forces analysis 
PART 07: Market segmentation by end-user 
Global education gamification market segmentation by end-user 
Global education gamification market by K-12 schools 
Global education gamification market by higher education institutes 
PART 08: Geographical segmentation 
Global education gamification market by geography 2015-2019 
Global education gamification market in Americas 
Global education gamification market in EMEA 
Global education gamification market in APAC 
PART 09: Market drivers 
PART 10: Impact of drivers 
PART 11: Market challenges 
PART 12: Impact of drivers and challenges 
PART 13: Market trends 
PART 14: Vendor landscape 
Competitive scenario 
Competitor analysis 
PART 15: Key vendor analysis 
Badgeville 
Bunchball 
Gigya 
Kuato Studios 
Lithium Technologies 
PART 16: Other prominent vendorsBig Door 

 Continued…….

 

Enquiry Before Buy @ https://www.wiseguyreports.com/enquiry/781556-global-education-gamification-market-2015-2019                                                                       

                                                                                                                                                             

CONTACT US:

NORAH TRENT

Partner Relations & Marketing Manager

sales@wiseguyreports.com

www.wiseguyreports.com

Ph: +1-646-845-9349 (US)

Ph: +44 208 133 9349 (UK)

 

ABOUT US:
Wise Guy Reports is part of the Wise Guy Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe. Wise Guy Reports features an exhaustive list of market research reports from hundreds of publishers worldwide. We boast a database spanning virtually every market category and an even more comprehensive collection of market research reports under these categories and sub-categories.

Address:
WISE GUY RESEARCH CONSULTANTS PVT LTD
Office No. 528, Amanora Chambers
Magarpatta Road, Hadapsar
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Maharashtra, India

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