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市场调查报告书
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1896262

教育游戏化市场预测至2032年:依产品、部署方式、游戏类型及机制、最终用户及地区分類的全球分析

Gamified Education Market Forecasts to 2032 - Global Analysis By Offering (Software Solutions, and Services), Deployment Mode (Cloud-Based (SaaS), and On-Premises), Game Type & Mechanic, End User, and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 | 商品交期: 2-3个工作天内

价格

根据 Stratistics MRC 的研究,全球游戏化教育市场预计到 2025 年将达到 153 亿美元,到 2032 年将达到 629 亿美元。

预计在预测期内,游戏化教育市场将以22.4%的复合年增长率成长。游戏化教育市场将积分、等级、挑战和奖励等游戏设计元素应用于学习环境,目标市场包括K-12教育、高等教育和企业培训平台。其优点包括提高学习者的参与度、增强学习动力和资讯记忆力、提高参与率以及改善学习成果。趣味性和竞争性元素使教育内容更具吸引力,并能有效吸引各个年龄层和技能水平的学习者。

经合组织引用的教育研究表明,与传统方法相比,游戏化学习可将知识保留率提高 20-40%,并将学习者的参与度提高 30% 以上。

对身临其境型、互动式数位学习的需求日益增长

学习者越来越倾向于将教育与奖励、挑战和即时回馈相结合的身临其境型体验,这有助于提高学习动力和记忆力。此外,数位原民学生对游戏机制的反应优于被动式内容。学校、学院和培训中心正在利用游戏化来吸引更多人参与并提升学习效果。同时,行动装置和分析技术的进步使得个人化互动成为可能,促使教育机构将游戏化平台纳入其数位化学习策略。

教育工作者缺乏技术专长

许多教师不熟悉游戏设计原则、数据仪錶板和平台配置,这限制了他们在课堂上的有效应用。此外,训练预算不足和时间限制也阻碍了技能的提升。对传统教学方式的抗拒进一步降低了游戏化应用的普及率。如果缺乏足够的教学设计支持,游戏化应用可能会流于表面,而缺乏真正的教育意义。因此,教育机构可能会推迟投资或未能充分利用该平台,这可能会影响学习成果,并随着时间的推移,减缓游戏化在全球不同教育系统中的市场渗透。

拓展至企业培训及职涯发展领域

企业正在寻求能够提升员工技能、提高生产力并支持持续学习文化的互动式数位化工具。游戏化能够促进员工参与合规、领导力和技术培训计画。此外,数据驱动的回馈机制使雇主能够追踪绩效和学习成果。同时,远距办公和混合办公模式也推动了可扩展的云端游戏化解决方案的需求。这些因素正在持续推动企业收入成长、伙伴关係拓展和客製化产品开发,从而支持游戏化解决方案的市场扩张,其范围已从教育领域扩展到全球各行各业。

与传统学习管理系统(LMS)的竞争

许多教育机构依赖成熟的学习管理系统(LMS)平台,可能不愿意实施独立的游戏化工具。此外,LMS供应商正日益整合基础的游戏化功能,使得独立供应商难以脱颖而出。预算限制也加剧了采购决策的竞争。如果游戏化平台无法展现清晰的商业价值,买家可能会优先选择他们熟悉的系统,这可能会限制其在全球各地区和细分市场的普及,造成价格压力,扼杀创新,并削弱未来几年的长期市场成长前景。

新冠疫情的感染疾病:

新冠疫情显着加速了游戏化在教育领域的应用,尤其是在教育机构转型为远距学习模式之际。相关人员利用游戏化工具来维持学生的参与和积极性,并确保在长期停课期间评估的连续性。学生也逐渐习惯了互动式数位教学模式。然而,这种快速普及也暴露了培训和内容品质的挑战。混合式学习模式很可能在疫情结束后继续存在,而支持灵活教学、学习者分析和互动的游戏化平台预计将在中长期内继续受到全球学术和专业领域的青睐。

预计在预测期内,软体解决方案领域将占据最大的市场份额。

预计在预测期内,软体解决方案领域将占据最大的市场份额。教育机构对集中式、互动式学习环境的需求是推动其普及的重要因素。软体平台能够快速部署游戏化模组、评估和进度追踪功能。此外,授权和订阅模式也为使用者提供了可预测的支出。高昂的转换成本以及与课程和培训项目的深度整合,增强了用户的持续使用,确保软体解决方案将继续在全球游戏化教育市场中主导。

预计在预测期内,基于云端(SaaS)的细分市场将呈现最高的复合年增长率。

预计在预测期内,基于云端(SaaS)的细分市场将实现最高的成长率。教育机构越来越重视云端平台,以支援远端存取、协作和基于分析的个人化教学。此外,SaaS模式使供应商能够快速跨区域扩展,而无需进行大量的基础设施投资。持续的安全性增强和合规性改进有助于建立使用者信任。这些因素共同作用,将保持强劲的普及势头,并确保云端采用在不久的将来成为全球游戏化教育市场的主要成长引擎。

占比最大的地区:

预计北美将在整个预测期内占据最大的市场份额。先进的数位基础设施、高技术普及率和强劲的教育投入支撑着其市场领先地位。学校、大学和企业都在积极投资游戏化平台,以提高参与度和学习成果。此外,主要供应商和创新生态系统的存在也加速了产品开发。扶持性政策、成熟的企业培训市场以及对数位化学习的早期应用,都将巩固该地区在整个预测期内的全球持续优势。

复合年增长率最高的地区:

预计亚太地区在预测期内将实现最高的复合年增长率。快速的数位化、不断扩大的网路存取以及庞大的学生群体正在推动游戏化教育的普及。各国政府积极推广数位化学习倡议,而私营机构则推出价格亲民的行动优先解决方案。此外,新兴经济体对企业培训需求的不断增长也促进了市场扩张。投资和伙伴关係的增加正在推动创新,使亚太地区成为当前及未来几年全球成长最快的市场。

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目录

第一章执行摘要

第二章 前言

  • 摘要
  • 相关利益者
  • 调查范围
  • 调查方法
  • 研究材料

第三章 市场趋势分析

  • 司机
  • 抑制因素
  • 机会
  • 威胁
  • 终端用户分析
  • 新兴市场
  • 新冠疫情的感染疾病

第四章 波特五力分析

  • 供应商的议价能力
  • 买方的议价能力
  • 替代品的威胁
  • 新进入者的威胁
  • 竞争对手之间的竞争

5. 全球游戏化教育市场(依产品/服务划分)

  • 软体解决方案
    • 游戏化学习管理系统(LMS)
    • 内容创作工具
    • 独立游戏化应用
  • 服务
    • 策略咨询与课程设计
    • 实施和系统集成
    • 支援、维护和分析服务

6. 全球游戏化教育市场依部署类型划分

  • 基于云端的(SaaS)
  • 本地部署

7. 全球游戏化教育市场(依游戏类型和机制划分)

  • 身临其境型游戏
  • 自适应/人工智慧驱动的游戏
  • 评估和考核游戏
  • 模拟与角色扮演
  • 协作/社交游戏

8. 全球游戏化教育市场(依最终用户划分)

  • 学术领域
    • K-12教育
    • 高等教育
  • 企业培训(公司)
    • 入职和合规
    • 销售和软性技能培训
    • 技术和产品知识培训
  • 其他领域

9. 全球游戏化教育市场(按地区划分)

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 其他欧洲
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 亚太其他地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 其他南美国家
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东和非洲地区

第十章:重大进展

  • 协议、伙伴关係、合作和合资企业
  • 併购
  • 新产品发布
  • 业务拓展
  • 其他关键策略

第十一章 企业概况

  • Kahoot!AS
  • Quizlet Inc.
  • Duolingo, Inc.
  • Prodigy Education Inc.
  • Classcraft Studios Inc.
  • Gimkit Inc.
  • ClassDojo Inc.
  • Nearpod LLC
  • BrainPOP LLC
  • Showbie Inc.
  • Seesaw Learning, Inc.
  • BYJU'S Limited
  • Gametize Pte. Ltd.
  • Epic!Kids Inc.
  • Quizizz(Wayground)
  • Socrative(Showbie Inc.)
Product Code: SMRC32951

According to Stratistics MRC, the Global Gamified Education Market is accounted for $15.3 billion in 2025 and is expected to reach $62.9 billion by 2032, growing at a CAGR of 22.4% during the forecast period. The gamified education market applies game design elements such as points, levels, challenges, and rewards to learning environments. It spans K-12, higher education, and corporate training platforms. Benefits include increased learner engagement, enhanced motivation and retention of information, higher participation rates, and improved learning outcomes, as fun and competitive features make educational content more engaging and effective for people of all ages and skill levels.

According to OECD-cited education research, gamified learning improves knowledge retention by 20-40% and increases learner engagement by 30%+ compared with traditional methods.

Market Dynamics:

Driver:

Growing demand for engaging and interactive digital learning

Learners increasingly prefer immersive experiences that combine education with rewards, challenges, and real-time feedback, improving motivation and retention. Furthermore, digital-native students respond better to game mechanics than passive content. Schools, colleges, and training centers use gamification to get more people involved and improve results. Additionally, advances in mobile devices and analytics enable personalized engagement, encouraging institutions to invest in gamified platforms as part of broader digital learning strategies globally today.

Restraint:

Lack of technical expertise among educators

Many teachers are unfamiliar with game design principles, data dashboards, and platform configuration, limiting effective classroom use. Moreover, inadequate training budgets and time constraints slow skill development. Resistance to change from traditional teaching practices further reduces acceptance. Without sufficient instructional design support, gamification risks being superficial rather than pedagogically meaningful. Consequently, institutions may delay investments or underutilize platforms, affecting learning outcomes and slowing market penetration across diverse education systems globally over time.

Opportunity:

Expansion into corporate training and professional development

Organizations seek engaging digital tools to upskill employees, improve productivity, and support continuous learning cultures. Gamification enhances participation in compliance, leadership, and technical training programs. Furthermore, data-driven feedback helps employers track performance and learning impact. Additionally, remote and hybrid work models increase demand for scalable, cloud-based gamified solutions. These factors support recurring enterprise revenues, partnerships, and customized offerings, broadening market reach beyond traditional education sectors globally and across industries worldwide today.

Threat:

Competition from traditional learning management systems

Many institutions already rely on established LMS platforms and may hesitate to adopt separate gamification tools. Moreover, LMS vendors increasingly integrate basic gamification features, reducing differentiation for standalone providers. Budget constraints further intensify competition during procurement decisions. If gamified platforms fail to demonstrate a clear return on investment, buyers may prioritize familiar systems, limiting adoption and pressuring pricing, innovation, and long-term market growth prospects across regions and segments worldwide over the coming years.

Covid-19 Impact:

Covid-19 significantly accelerated adoption of gamified education as institutions shifted to remote learning models. Educators used game-based tools to maintain engagement, motivation, and assessment continuity during prolonged closures. Moreover, students became accustomed to interactive digital formats. However, rapid deployment exposed gaps in training and content quality. Post-pandemic, hybrid learning models persist, sustaining demand for gamified platforms that support flexible delivery, learner analytics, and engagement across academic and professional environments globally over the medium- to long-term horizon ahead now.

The software solutions segment is expected to be the largest during the forecast period

The software solutions segment is expected to account for the largest market share during the forecast period. Institutional needs for centralized, interactive learning environments drive strong adoption. Software platforms enable rapid deployment of gamified modules, assessments, and progress tracking. Additionally, licensing and subscription models support predictable spending for buyers. High switching costs and deep integration with curricula and training programs reinforce retention, ensuring software solutions continue to dominate revenue contribution within the gamified education market globally over time.

The cloud-based (SaaS) segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the cloud-based (SaaS) segment is predicted to witness the highest growth rate. Institutions increasingly favor cloud platforms to support remote access, collaboration, and analytics-driven personalization. Additionally, SaaS models enable vendors to scale rapidly across regions without heavy infrastructure investment. Continuous security upgrades and compliance improvements build trust among users. These factors collectively sustain strong adoption momentum, reinforcing cloud deployment as a key growth engine for the global gamified education market in the foreseeable future.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share. Advanced digital infrastructure, high technology adoption, and strong education spending support market leadership. Schools, universities, and enterprises actively invest in gamified platforms to improve engagement and outcomes. Furthermore, the presence of leading vendors and innovation ecosystems accelerates product development. Supportive policies, mature corporate training markets, and early adoption of digital learning reinforce sustained regional dominance across the forecast horizon globally over time ahead now widely.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR. Rapid digitization, expanding internet access, and large student populations drive adoption of gamified education. Governments increasingly promote digital learning initiatives, while private providers introduce affordable, mobile-first solutions. Moreover, growing corporate training demand in emerging economies supports market expansion. Rising investments and partnerships accelerate innovation, positioning the Asia Pacific region as the fastest-growing market globally both now and in the coming years.

Key players in the market

Some of the key players in Gamified Education Market include Kahoot! AS, Quizlet Inc., Duolingo, Inc., Prodigy Education Inc., Classcraft Studios Inc., Gimkit Inc., ClassDojo Inc., Nearpod LLC, BrainPOP LLC, Showbie Inc., Seesaw Learning, Inc., BYJU'S Limited, Gametize Pte. Ltd., Epic! Kids Inc., Quizizz (Wayground), and Socrative (Showbie Inc.).

Key Developments:

In December 2025, Epic! Kids Inc. introduced the new holiday classroom gamified activities and Cat Ninja collectibles, expanding its digital reading gamification.

In November 2025, Kahoot! AS introduced the new Kahoot! 360 live audience expansion for hosting larger interactive sessions, and won Digital Game-Based Learning Product of the Year at the Digital Education Awards.

In January 2025, Prodigy Education Inc. introduced the new Dragon Island game mode with replayable battles and epic dragon encounters, expanding its math adventure world.

Offerings Covered:

  • Software Solutions
  • Services

Deployment Modes Covered:

  • Cloud-Based (SaaS)
  • On-Premises

Game Type & Mechanics Covered:

  • Immersive Games
  • Adaptive/AI-Driven Games
  • Assessment & Evaluation Games
  • Simulation & Role-Playing
  • Collaboration/Social Games

End Users Covered:

  • Academic Sector
  • Corporate Training (Enterprise)
  • Other Verticals

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 End User Analysis
  • 3.7 Emerging Markets
  • 3.8 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Gamified Education Market, By Offering

  • 5.1 Introduction
  • 5.2 Software Solutions
    • 5.2.1 Gamified Learning Management Systems (LMS)
    • 5.2.2 Content Authoring Tools
    • 5.2.3 Standalone Gamified Apps
  • 5.3 Services
    • 5.3.1 Strategic Consulting & Curriculum Design
    • 5.3.2 Implementation & System Integration
    • 5.3.3 Support, Maintenance, and Analytics Services

6 Global Gamified Education Market, By Deployment Mode

  • 6.1 Introduction
  • 6.2 Cloud-Based (SaaS)
  • 6.3 On-Premises

7 Global Gamified Education Market, By Game Type & Mechanic

  • 7.1 Introduction
  • 7.2 Immersive Games
  • 7.3 Adaptive/AI-Driven Games
  • 7.4 Assessment & Evaluation Games
  • 7.5 Simulation & Role-Playing
  • 7.6 Collaboration/Social Games

8 Global Gamified Education Market, By End User

  • 8.1 Introduction
  • 8.2 Academic Sector
    • 8.2.1 K-12 Education
    • 8.2.2 Higher Education
  • 8.3 Corporate Training (Enterprise)
    • 8.3.1 Onboarding & Compliance
    • 8.3.2 Sales & Soft Skill Training
    • 8.3.3 Technical & Product Knowledge Training
  • 8.4 Other Verticals

9 Global Gamified Education Market, By Geography

  • 9.1 Introduction
  • 9.2 North America
    • 9.2.1 US
    • 9.2.2 Canada
    • 9.2.3 Mexico
  • 9.3 Europe
    • 9.3.1 Germany
    • 9.3.2 UK
    • 9.3.3 Italy
    • 9.3.4 France
    • 9.3.5 Spain
    • 9.3.6 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 Japan
    • 9.4.2 China
    • 9.4.3 India
    • 9.4.4 Australia
    • 9.4.5 New Zealand
    • 9.4.6 South Korea
    • 9.4.7 Rest of Asia Pacific
  • 9.5 South America
    • 9.5.1 Argentina
    • 9.5.2 Brazil
    • 9.5.3 Chile
    • 9.5.4 Rest of South America
  • 9.6 Middle East & Africa
    • 9.6.1 Saudi Arabia
    • 9.6.2 UAE
    • 9.6.3 Qatar
    • 9.6.4 South Africa
    • 9.6.5 Rest of Middle East & Africa

10 Key Developments

  • 10.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 10.2 Acquisitions & Mergers
  • 10.3 New Product Launch
  • 10.4 Expansions
  • 10.5 Other Key Strategies

11 Company Profiling

  • 11.1 Kahoot! AS
  • 11.2 Quizlet Inc.
  • 11.3 Duolingo, Inc.
  • 11.4 Prodigy Education Inc.
  • 11.5 Classcraft Studios Inc.
  • 11.6 Gimkit Inc.
  • 11.7 ClassDojo Inc.
  • 11.8 Nearpod LLC
  • 11.9 BrainPOP LLC
  • 11.10 Showbie Inc.
  • 11.11 Seesaw Learning, Inc.
  • 11.12 BYJU'S Limited
  • 11.13 Gametize Pte. Ltd.
  • 11.14 Epic! Kids Inc.
  • 11.15 Quizizz (Wayground)
  • 11.16 Socrative (Showbie Inc.)

List of Tables

  • Table 1 Global Gamified Education Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Gamified Education Market Outlook, By Offering (2024-2032) ($MN)
  • Table 3 Global Gamified Education Market Outlook, By Software Solutions (2024-2032) ($MN)
  • Table 4 Global Gamified Education Market Outlook, By Gamified Learning Management Systems (LMS) (2024-2032) ($MN)
  • Table 5 Global Gamified Education Market Outlook, By Content Authoring Tools (2024-2032) ($MN)
  • Table 6 Global Gamified Education Market Outlook, By Standalone Gamified Apps (2024-2032) ($MN)
  • Table 7 Global Gamified Education Market Outlook, By Services (2024-2032) ($MN)
  • Table 8 Global Gamified Education Market Outlook, By Strategic Consulting & Curriculum Design (2024-2032) ($MN)
  • Table 9 Global Gamified Education Market Outlook, By Implementation & System Integration (2024-2032) ($MN)
  • Table 10 Global Gamified Education Market Outlook, By Support, Maintenance & Analytics Services (2024-2032) ($MN)
  • Table 11 Global Gamified Education Market Outlook, By Deployment Mode (2024-2032) ($MN)
  • Table 12 Global Gamified Education Market Outlook, By Cloud-Based (SaaS) (2024-2032) ($MN)
  • Table 13 Global Gamified Education Market Outlook, By On-Premises (2024-2032) ($MN)
  • Table 14 Global Gamified Education Market Outlook, By Game Type & Mechanic (2024-2032) ($MN)
  • Table 15 Global Gamified Education Market Outlook, By Immersive Games (2024-2032) ($MN)
  • Table 16 Global Gamified Education Market Outlook, By Adaptive / AI-Driven Games (2024-2032) ($MN)
  • Table 17 Global Gamified Education Market Outlook, By Assessment & Evaluation Games (2024-2032) ($MN)
  • Table 18 Global Gamified Education Market Outlook, By Simulation & Role-Playing (2024-2032) ($MN)
  • Table 19 Global Gamified Education Market Outlook, By Collaboration / Social Games (2024-2032) ($MN)
  • Table 20 Global Gamified Education Market Outlook, By End User (2024-2032) ($MN)
  • Table 21 Global Gamified Education Market Outlook, By Academic Sector (2024-2032) ($MN)
  • Table 22 Global Gamified Education Market Outlook, By K-12 Education (2024-2032) ($MN)
  • Table 23 Global Gamified Education Market Outlook, By Higher Education (2024-2032) ($MN)
  • Table 24 Global Gamified Education Market Outlook, By Corporate Training (Enterprise) (2024-2032) ($MN)
  • Table 25 Global Gamified Education Market Outlook, By Onboarding & Compliance (2024-2032) ($MN)
  • Table 26 Global Gamified Education Market Outlook, By Sales & Soft Skill Training (2024-2032) ($MN)
  • Table 27 Global Gamified Education Market Outlook, By Technical & Product Knowledge Training (2024-2032) ($MN)
  • Table 28 Global Gamified Education Market Outlook, By Other Verticals (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.