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Global Education Gamification Market

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.   By Deployment Type

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