Press release
The Reasons For The Rise In Education Gamification Market In Recent Period
Global Education Gamification Market Size Status and Forecast 2017-2022This market knowledge report is an extensive investigation of the circumstance of Education Gamification advertise. A point by point examination of the past advance, display showcase situation, and future prospects has been offered in the report. It additionally gives precise information of the fundamental procedures, piece of the overall industry, and results of the main organizations in this market part.
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Companies Profiled in this report includes: Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Fundamentor, Gametize, GradeCraft, Kuato Studios, Kungfu-Math, Recurrence
Gamification is the application of game mechanics into non-gaming contexts to drive user engagement and to enhance problem solving. Points, badges, leaderboards, challenges and rewards are some examples of game mechanics. Gamification does not create brand new, real-world games,but uses game techniques to engage students in comprehensive learning mechanisms
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The gamification of education facilitates the students to improve their learning outcomes. Despite the staggering growth of the global education gamification market, the demand and supply gap has broadened in the past few years. The increasing demand and supply gap in the global education gamification market can be overcome through the collaboration of education gamification vendor with educational institutions.
Table of Content:
Global Education Gamification Market Size, Status and Forecast 2022
1 Industry Overview of Education Gamification
2 Global Education Gamification Competition Analysis by Players
3 Company (Top Players) Profiles
3.1 Badgeville
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Education Gamification Revenue (Value) (2012-2017)
3.1.5 Recent Developments
3.2 Bunchball
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Education Gamification Revenue (Value) (2012-2017)
3.2.5 Recent Developments
3.3 Classcraft Studios
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 Education Gamification Revenue (Value) (2012-2017)
3.3.5 Recent Developments
4 Global Education Gamification Market Size by Type and Application (2012-2017)
5 United States Education Gamification Development Status and Outlook
6 EU Education Gamification Development Status and Outlook
7 Japan Education Gamification Development Status and Outlook
8 China Education Gamification Development Status and Outlook
9 India Education Gamification Development Status and Outlook
10 Southeast Asia Education Gamification Development Status and Outlook
11 Market Forecast by Regions, Type and Application (2017-2022)
12 Education Gamification Market Dynamics
13 Market Effect Factors Analysis
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