Global Education Gamification Market
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
Report Overview
The global education gamification the market was worth USD 697.26 Million in 2020 and is further projected to reach USD 4144.97 Million by 2027, at a CAGR of 29.00% during 2021-2027 (forecast period).
Global Gamification Market- Industry Trends & Forecast Report 2027
The global education gamification the market was worth USD 697.26 Million in 2020 and is further projected to reach USD 4144.97 Million by 2027, at a CAGR of 29.00% during 2021-2027 (forecast period). Increasing adoption of digital education, shift to prioritizing learning over grades,and an increase in the use of internet-connected devices such as smartphones and other mobile devices are some of the factors that will propel the global education gamification market forward over the forecast period.Also, students are now shifting to digital education because of lockdown and the boom of online classes and e-learning is becoming a new normal in their academic life. Furthermore, education gamification provides a range of advantages, including low-cost setup, easy accessibility, enhanced security, and low-cost maintenance, among others.
Global Education Gamification Market Overview
Gamification is a concept that incorporates the terms 'game' and 'fication’. It refers to the integration of gaming elements into non-gaming activities.Gaming elements such as points earning, completing, leader boards and now with advanced technology, application of AR/VR are constantly being applied as learning tools for quite some time. Gamification has created a preferred learning environment in which students focus on acquired knowledge rather than grades alone. Furthermore, gamification provides a platform where each student can learn up to their capacity and abilities. In contrast to traditional classrooms, where students with extroverted personalities are only given opportunities, gamification in education has almost eliminated that distinction, and every student now stands on the same pedestal.
Global Education Gamification Market Forecast and Trends
Growth Drivers
Digital Education is Driving the Education Gamification Market Forward
Students as well as their parents are now realizing that only good grades are not enough to survive and thrive in this competitive world. Therefore, they are focusing more on practical knowledge now. Students now have a variety of options for learning outside of their academic curriculum. As a result, the education gamification market is gaining traction worldwide. Furthermore, gamification has turned learning into a fun activity that is capturing the attention of students, especially the younger ones. This will further allow the growth of the global education gamification market during the forecast period.
Enhanced and Fun-Learning Options in Gamification Giving Boost to the Market
Learning and studies has always been a stressful task for most students, especially those belonging to the K12 demographic. Gamification in education, on the other hand, has turned the learning process into a fun experience by incorporating various components such as interactive resources and modules, story-lines, progress bars, quizzes, and exercises. Through gaming elements, students’ attention span towards learning is increasing and when they are enjoying it, they are better at retaining what they have learned. Due to this, students, as well as institutions are opting for gamification methods into learning, which will propel the market growth during the forecast period.
Restraints
Lack of Skilled Teachers and Trainers May Hinder the Gamification Market
Education gamification is completely technology-based. However, there aren't enough well-qualified teachers to adapt to evolving educational trends. As of today, the majority of trained and professional teachers are in their 40s or older. Adopting exceptionally new technology and teaching with it may not sit well with them. Due to this, fewer experienced teachers who can adapt well to the gamification technology are given opportunities. But then, this directly affects the quality of education. This factor is a huge hindrance to the growth of the education gamification market.
Impact of COVID-19 on Global Education Gamification Market
The outburst of COVID-19 and the declaration of a pandemic by the World Health Organization has halted the functioning of several industries. However, in terms of edtech and gamified education, it has brought a boom in the industry. Several leading edtech companies were present during the pre-COVID period as well. However, all these companies, big or small, have witnessed a sudden boom in their revenue because of the pandemic. This is because schools, universities, coaching centers, cram schools, etc., were closed down following the norms of the pandemic to prevent crowding and spreading of the virus. Due to this, education institutions across the globe shifted to online classes.
This gave an enormous opportunity for edtech and education gamification solutions to seep into the learning and education of students. Furthermore, the use of smartphones and other devices has grown at an exponential rate, thereby driving the growth of the education gamification market.
Global Education Gamification Market - By Deployment Type
Based on deployment, the education gamification market is segmented into on-premises and on-cloud. Between these two, the on-cloud market is leading the market and is expected to grow exponentially during the forecast period. This is owing to factors such as low-cost set-up, easy maintenance, convenient accessibility, more storage, fast deployment, etc.
Global Education Gamification Market - By End-User
Based on end-user, the global education gamification market is categorized into K12, higher education, and corporate training. Among these, K12 is dominating the market with a revenue of USD 697.26 million in 2020. K12 covers the school life of a person i.e. from kindergarten to 12th standard. A large demographic of education gamification users belong to this category and that is why it has the highest revenue. However, it is projected that corporate training will grow at a much higher CAGR as compared to K12 or higher education in the forecast period. This is because companies are not only investing and implementing gamification methods into employee training, but they are also promoting it wholeheartedly to improve their skills.
Global Education Gamification Market - By Region
Based on region, the global education gamification market is segmented into North America, Europe, the Asia-Pacific, Latin America, and the Middle East and Africa. North America is leading the market followed by Europe, which holds the second position in the education gamification market. North America dominates this market because they are more technologically advanced as compared to other regions. Furthermore, a larger proportion of their population is amenable to shifts or changes. However, Asia-Pacifies countries like India, China, South Korea, and Middle East countries like Saudi Arabia are coming up as a potential market for education gamification and are expected to grow during the forecast period.
Competitive Landscape
The leading players in the global education gamification market are Badgeville, Bunchball, Google, Classcraft Studio, GoGo Labs, Bluerabbit, Kahoot!, Top Hat, Microsoft, Fundamental, Cognizant, D2L Corporation, NIIT Ltd., MPS Interactive Systems, Recurrence, CK-12, Kuato Studios, 6waves, Kungfu-Math and other prominent players.
The key players are constantly engaging in partnerships and mergers. They are also joining hands with research teams to gamify learning techniques and create modules to cater to the needs of students. This is helping the global education gamification market flourish. Furthermore, private institutions are also getting into this field by making investments for funding education gamification startups. According to the data given by the Indian Private Equity & Venture Capital Association & PGA labs, India alone has witnessed a huge surge in its edtech market as around 90 companies received investments for expansion. With adequate funding, new entrants also have ample opportunities to set a foot in the education gamification market.
Recent Developments
Ø In March 2021, a law university in Kochi, India, called NUALS (National University of Advanced Legal Studies) declared to gamify its overall law curriculum. On the reference of Senior Advocate Fali Nariman, the Vice-Chancellor of the university, Prof. KC Sunny decided to gamify this five-year course to upgrade and improve legal education in India. To carry this gamification process forward, they have joined hands with gamification expert Manu Melvin Joy, assistant professor at Cochin University of Science and Technology.
Ø In March 2021, a robot teaching assistant called ‘Avatar’ won the gold medal and Innovation Excellence Award in the international British Innovation, Invention, Technology Exhibition (IBIX), 2020. The teaching assistant is the innovative collaboration between Chula’s faculties of Education and Engineering. The co-developers of ‘Avatar’ are Prof. Dr. NaowanitSongkram and Prof. Dr. KrerkPiromsopa of the Chulalongkorn University, Thailand. They have implemented gamification technology to enhance the learning experience of kids.
Scope of Report
Attributes |
Details |
Years Considered |
Historical data – 2017-2020 Base Year – 2021 Forecast – 2021 – 2027 |
Facts Covered |
Revenue in USD Million |
Market Coverage |
North America, Europe, the Asia-Pacific, Latin America, and the Middle East and Africa |
Product Service/Segmentation |
By Deployment Type, By End-User, By Region |
Key Players |
Badgeville, Bunchball, Google, Classcraft Studio, GoGo Labs, Bluerabbit, Kahoot!, Top Hat, Microsoft, Fundamentor, Cognizant, D2L Corporation, NIIT Ltd., MPS Interactive Systems, Recurrence, CK-12, Kuato Studios, 6waves, Kungfu-Math, and other prominent players |
By Deployment Type
- On-Premises
- Cloud
By End-User
- K-12
- Higher Education
- Corporate Training
By Region
- North America
- Europe
- Asia-Pacific (APAC)
- Latin America (LATAM)
- Middle-East & Africa (MEA)
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
Market Segmentation
By Deployment Type
- On-Premises
- Cloud
By End-User
- K-12
- Higher Education
- Corporate Training
By Region
- North America
- Europe
- Asia-Pacific (APAC)
- Latin America (LATAM)
- Middle-East & Africa (MEA)
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