Global Education Gamification Market
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Global Education Gamification Market, By Deployment Type (On-premise, On-cloud), By End-User (K-12, Higher Education), By Region (North America, Europe, Asia-Pacific (APAC), Latin America (LATAM), Middle-East & Africa (MEA)) Trend Analysis, Competitive Market Share & Forecast, 2017-2027
- Published Date: April 2021
- Report ID: BWC20313
- Available Format: PDF
- Page: 179
1. Research Framework
1.1. Research Objective
1.2. Product Overview
1.3. Market Segmentation
2. Research Methodology
2.1. Qualitative Research
2.1.1. Primary and Secondary Sources
2.2. Quantitative Research
2.2.1. Primary and Secondary Sources
2.3. Breakdown of Primary Research Respondents
2.3.1. Secondary Research
2.3.2. Primary Research
2.4. Breakdown of Primary Research Respondents, By Industry Participants
2.5. Key Questionnaire asked during Primary Interviews
2.6. Key Primary Responses
2.7. Market Size Estimation
2.8. Assumption for the Study
2.9. Market Breakdown & Data Triangulation
3. Executive Summary
4. Global Education Gamification Market – Industry Insights
4.1. DROC Analysis
4.1.1. Growth Drivers
4.1.2. Restraints
4.1.3. Opportunity
4.1.4. Challenges
4.2. Recent Developments / Technical Landscape
4.3. Regulatory Framework
4.4. Porter’s Five Forces Analysis
4.5. Value Chain Analysis
4.6. PESTEL Analysis
4.7. Strategic Outlook
5. Global EducationGamification Market Overview
5.1. Market Estimates & Forecast by Value, 2017-2027
5.1.1. By Value (USD Million)
5.2. Market Share & Forecast
5.2.1.1. On-Premises
5.2.1.2. Cloud
5.2.2. By End-User
5.2.2.1. K-12
5.2.2.2. Higher Education
5.2.2.3. Corporate Training
5.2.3. By Region
5.2.3.1. North America
5.2.3.2. Europe
5.2.3.3. Asia-Pacific (APAC)
5.2.3.4. Latin America (LATAM)
5.2.3.5. Middle-East & Africa (MEA)
6. North America Education Gamification Market Overview
6.1. Market Size and Forecast
6.1.1. By Value (USD Million), 2017-2027
6.2. Market Share and Forecast
6.2.1. By Deployment Type
6.2.2. By End-User
6.2.3. By Country
6.2.3.1. U.S.
6.2.3.2. Canada
7. Europe Education Gamification Market Overview
7.1. Market Size and Forecast
7.1.1. By Value (USD Million), 2017-2027
7.2. Market Share and Forecast
7.2.1. By Deployment Type
7.2.2. By End-User
7.2.3. By Country
7.2.3.1. Germany
7.2.3.2. U.K.
7.2.3.3. France
7.2.3.4. Italy
7.2.3.5. Spain
7.2.3.6. Russia
7.2.3.7. Netherlands
7.2.3.8. Rest of Europe
8. APAC Education Gamification Market Overview
8.1. Market Size and Forecast
8.1.1. By Value (USD Million), 2017-2027
8.2. Market Share and Forecast
8.2.1. By Deployment Type
8.2.2. By End-User
8.2.3. By Country
8.2.3.1. China
8.2.3.2. India
8.2.3.3. Japan
8.2.3.4. South Korea
8.2.3.5. Rest of APAC
9. LATAM Education Gamification Market Overview
9.1. Market Size and Forecast
9.1.1. By Value (USD Million), 2017-2027
9.2. Market Share and Forecast
9.2.1. By Deployment Type
9.2.2. By End-User
9.2.3. By Country
9.2.3.1. Mexico
9.2.3.2. Brazil
9.2.3.3. Rest of LATAM
10. MEA Education Gamification Market Overview
10.1. Market Size and Forecast
10.1.1. By Value (USD Million), 2017-2027
10.2. Market Share and Forecast
10.2.1. By Deployment Type
10.2.2. By End-User
10.2.3. By Country
10.2.3.1. Saudi Arabia
10.2.3.2. UAE
10.2.3.3. South Africa
10.2.3.4. Rest of Europe
11. Competitive Landscape
11.1.1. List of Key Producers and Their Offerings
11.1.2. Market Share / Ranking Analysis (2020)
11.1.3. Competitive Benchmarking, By Operating Parameters
12. COVID-19 Impact
12.1. Future Impact
12.2. Key Developments during COVID-19
12.3. Impact on Market
12.3.1. Different Scenario
12.3.2. Impact on Companies
12.4. Regional Impact
13. Key Strategic Recommendations
14. Company Profiles (Company Overview, Financial Matrix, Key Product landscape, Key Personnel, Key Competitors, Contact Address, and Strategic Outlook) *
14.1. Badgeville
14.2. Bunchball
14.3. Google
14.4. Classcraft Studios
14.5. GoGo Labs
14.6. Bluerabbit
14.7. Kahoot!
14.8. Top Hat
14.9. Microsoft
14.10. Fundamentor
14.11. Cognizant
14.12. D2L Corporation
14.13. NIIT Ltd.
14.14. MPS Interactive Systems
14.15. Recurrence
14.16. CK-12
14.17. Kuato Studios
14.18. 6waves
14.19. Kungfu-Math
14.20. Other prominent players
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