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市场调查报告书
商品编码
1751004

2025年教育游戏化全球市场报告

Gamification In Education Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 175 Pages | 商品交期: 2-10个工作天内

价格
简介目录

预计未来几年,教育游戏化市场规模将呈指数级增长。到2029年,该市场规模将达到66.9亿美元,年复合成长率(CAGR)为27.7%。预测期内的成长可以归因于个人化学习需求的不断增长、远端教育和线上学习的扩展、人工智慧在教育中的应用日益广泛、虚拟实境和扩增实境在学习中的应用日益普及,以及政府对教育科技的投资。预测期内的主要趋势包括游戏化工具的技术进步、自适应学习技术的创新、身临其境型学习体验的进步、游戏化教育应用程式研发的加强,以及对以学生为中心的学习解决方案的日益关注。

数位学习平台的日益普及预计将推动教育市场游戏化的发展。数位学习平台是提供线上教育内容和课程的数位工具和网站,使用户无论身在何处都能随时随地学习。网路存取的改善推动了电子学习的普及,使更多用户能够参与灵活的按需学习。这些平台透过将游戏元素融入数位学习环境,增强了教育领域的游戏化,使课程更具吸引力和互动性。这些平台促进个人化和可扩展的学习体验,从而提高学生的积极性和学习成绩。例如,2024 年 1 月,总部位于卢森堡的政府机构欧盟统计局报告称,30% 的欧盟 16 至 74 岁网路用户在 2023 年前三个月内参加了线上课程或访问了线上学习资源。因此,数位学习学习平台的普及度不断提高,促进了教育领域游戏化的扩展。

教育游戏化市场的主要企业正在开发创新解决方案,例如基于人工智慧的个人化教育,透过满足每个学生的需求来改善学习成果。基于人工智慧的个人化教育利用人工智慧根据学生的表现和进展调整学习内容、节奏和学习方法。它使用即时数据分析和自订回馈来创建自适应学习体验。例如,2024 年 11 月,美国扩增实境和虚拟实境解决方案供应商 Eon Reality 宣布推出自适应游戏化学习路径。新解决方案使用人工智慧评估个别学习者的表现和偏好,以提供个人化和引人入胜的教育体验。它动态调整内容并结合积分和挑战等游戏机制,以提高积极性和学习成果。该系统还提供即时回馈、教育工作者的数据分析以及对各种学习情况的扩充性。

目录

第一章执行摘要

第二章 市场特征

第三章 市场趋势与策略

第四章 市场 - 宏观经济情景,包括利率、通膨、地缘政治、贸易战和关税,以及新冠疫情和復苏对市场的影响

第五章 全球成长分析与策略分析框架

  • 全球教育中的游戏化 PESTEL 分析(政治、社会、技术、环境、法律因素、驱动因素和限制因素)
  • 最终用途产业分析
  • 全球教育游戏化市场:成长率分析
  • 全球教育游戏化市场表现:规模与成长,2019-2024
  • 全球教育游戏化市场预测:规模与成长,2024-2029 年,2034 年预测
  • 教育游戏化的全球总目标市场(TAM)

第六章市场区隔

  • 全球教育游戏化市场:按组成部分、表现和预测,2019-2024 年、2024-2029 年、2034 年
  • 软体
  • 服务
  • 全球教育游戏化市场(依游戏化元素类型、表现与预测)2019-2024 年、2024-2029 年、2034 年
  • 积分、徽章和排行榜
  • 互动测验与作业
  • 基于模拟的学习
  • 说故事和叙事
  • 全球教育游戏化市场(依科技、绩效与预测),2019-2024 年、2024-2029 年、2034 年
  • 传统学习技术
  • 线上学习管理系统(LMS)
  • 行动学习应用程式
  • 扩增实境和虚拟现实
  • 全球教育游戏化市场:应用、表现与预测(2019-2024 年、2024-2029 年及 2034 年)
  • K-12教育
  • 高等教育
  • 企业培训
  • 全球教育游戏化市场:目标群、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 学生
  • 教育家
  • 父母
  • 教育机构
  • 全球教育游戏化市场细分(按软体类型、效能和预测),2019-2024 年、2024-2029 年、2034 年
  • 基于游戏的学习平台
  • 游戏化学习管理系统(LMS)
  • 行动教育游戏
  • 扩增实境(AR)/虚拟实境(VR)教育游戏
  • 评估工具
  • 全球教育游戏化市场,依服务类型、绩效及预测细分,2019-2024 年、2024-2029 年、2034 年
  • 咨询服务
  • 实施和整合服务
  • 支援和维护服务
  • 培训与发展服务
  • 内容客製化服务

第七章 区域和国家分析

  • 全球教育游戏化市场:依地区、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 全球教育游戏化市场:依国家、表现及预测,2019-2024 年、2024-2029 年、2034 年

第八章 亚太市场

第九章:中国市场

第十章 印度市场

第十一章 日本市场

第十二章 澳洲市场

第十三章 印尼市场

第十四章 韩国市场

第十五章 西欧市场

第十六章英国市场

第十七章 德国市场

第十八章 法国市场

第十九章:义大利市场

第20章:西班牙市场

第21章 东欧市场

第22章 俄罗斯市场

第23章 北美市场

第24章美国市场

第25章:加拿大市场

第26章 南美洲市场

第27章:巴西市场

第28章 中东市场

第29章:非洲市场

第30章竞争格局与公司概况

  • 教育游戏化:竞争格局
  • 教育游戏化:公司简介
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Cognizant Technology Solutions Corporation Overview, Products and Services, Strategy and Financial Analysis
    • D2L Corporation Overview, Products and Services, Strategy and Financial Analysis
    • NIIT Limited Overview, Products and Services, Strategy and Financial Analysis
    • Kahoot!ASA Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型创新企业

  • ELB Learning
  • Quizlet Inc.
  • Top Hat Studios Inc
  • HigherEchelon Inc.
  • Program-Ace LLC
  • Osmo
  • Filament Games LLC
  • Indusgeeks Solutions Pvt. Ltd.
  • CodeCombat Inc.
  • Triseum LLC
  • Serious Games Interactive ApS
  • Fundamentor
  • StudioKrew
  • Pok Pok
  • Zcooly AB

第 32 章全球市场竞争基准化分析与仪表板

第33章 重大併购

第34章近期市场趋势

第 35 章 高市场潜力国家、细分市场与策略

  • 2029年教育市场的游戏化:提供新机会的国家
  • 2029年教育市场的游戏化:细分领域带来新机会
  • 2029年教育市场的游戏化:成长策略
    • 基于市场趋势的策略
    • 竞争对手的策略

第36章 附录

简介目录
Product Code: r34857

Gamification in education involves applying game elements and principles such as points, badges, challenges, and leaderboards to boost student engagement, motivation, and learning outcomes. By integrating these game mechanics into the learning environment, educators aim to make education more interactive, enjoyable, and rewarding, motivating students to participate actively, set goals, and gain a sense of achievement.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The primary components of gamification in education include software and services. Software offers gamified and interactive learning experiences via digital platforms that enable personalized education through assessments and analytics. Common gamification elements include points, badges, leaderboards, interactive quizzes and challenges, simulation-based learning, and storytelling or narrative techniques. These elements are supported by a range of technologies, including traditional learning tools, online learning management systems (LMS), mobile learning apps, and augmented and virtual reality. Gamification is applied across various settings, such as K-12 education, higher education, and corporate training, and serves multiple user groups, including students, educators, parents, and educational institutions.

The gamification in education market research report is one of a series of new reports from The Business Research Company that provides gamification in education market statistics, including the gamification in education industry global market size, regional shares, competitors with the gamification in education market share, detailed gamification in education market segments, market trends, and opportunities, and any further data you may need to thrive in the gamification in education industry. This gamification in education market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The gamification in education market size has grown exponentially in recent years. It will grow from$1.97 billion in 2024 to $2.52 billion in 2025 at a compound annual growth rate (CAGR) of 28.0%. The growth during the historic period can be attributed to the increased use of e-learning, the adoption of digital learning platforms, a rise in student engagement, the incorporation of interactive content, and the growing demand for more engaging learning environments.

The gamification in education market size is expected to see exponential growth in the next few years. It will grow to$6.69 billion in 2029 at a compound annual growth rate (CAGR) of 27.7%. The growth in the forecast period can be attributed to the rising demand for personalized learning, the expansion of remote education and online learning, the growing use of artificial intelligence in education, the increasing adoption of virtual and augmented reality in learning, and government investments in educational technology. Key trends expected during the forecast period include technological advancements in gamification tools, innovations in adaptive learning technologies, progress in immersive learning experiences, increased research and development of gamified educational apps, and a stronger emphasis on student-centric learning solutions.

The increasing use of e-learning platforms is expected to drive the growth of gamification in the education market. E-learning platforms are digital tools or websites that offer educational content and courses online, allowing users to learn at their convenience, from any location. The surge in e-learning adoption is fueled by improved internet access, supporting flexible, on-demand learning for a broader audience. These platforms enhance gamification in education by incorporating game-like elements into digital learning environments, making lessons more engaging and interactive. They facilitate personalized and scalable learning experiences that boost student motivation and academic performance. For example, in January 2024, Eurostat, a Luxembourg-based government agency, reported that 30% of European Union internet users aged 16 to 74 participated in an online course or accessed online learning resources within the first three months of 2023-a 2-percentage-point increase compared to 2022. As a result, the rising adoption of e-learning platforms is contributing to the expansion of gamification in education.

Leading companies in the gamification in education market are developing innovative solutions such as AI-driven personalized education to enhance learning outcomes by catering to individual student needs. AI-based personalized education utilizes artificial intelligence to tailor learning content, pacing, and methods based on a student's performance and progress. It creates adaptive learning experiences using real-time data analysis and customized feedback. For instance, in November 2024, EON Reality, a U.S.-based provider of augmented and virtual reality solutions for industry and education, introduced Adaptive Gamified Learning Paths. This new solution offers personalized and engaging educational experiences, using AI to evaluate individual learner performance and preferences. It adjusts content dynamically and includes game mechanics such as points and challenges to boost motivation and learning outcomes. The system also provides immediate feedback, data analytics for educators, and scalability for various learning contexts.

In June 2022, Animoca Brands, a Hong Kong-based company focused on advancing digital property rights for gaming and the metaverse, acquired TinyTap for $38.875 million. With this acquisition, Animoca Brands aims to strengthen its footprint in the educational technology sector by incorporating TinyTap's platform for user-generated educational games. This platform empowers educators to create, distribute, and monetize interactive learning content. Additionally, by integrating blockchain technology, the acquisition is set to improve accessibility, learner engagement, and revenue potential for both teachers and students globally. TinyTap is an Israel-based company specializing in educational games.

Major players in the gamification in education market are Microsoft Corporation, Cognizant Technology Solutions Corporation, D2L Corporation, NIIT Limited, Kahoot! ASA, ELB Learning, Quizlet Inc., Top Hat Studios Inc, HigherEchelon Inc., Program-Ace LLC, Osmo, Filament Games LLC, Indusgeeks Solutions Pvt. Ltd., CodeCombat Inc., Triseum LLC, Serious Games Interactive ApS, Fundamentor, StudioKrew, Pok Pok, Zcooly AB.

North America was the largest region in the gamification in education market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in gamification in education report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the gamification in education market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The gamification in education market consists of revenues earned by entities by providing services such as interactive learning experiences, progress tracking and feedback, and collaborative learning. The market value includes the value of related goods sold by the service provider or included within the service offering. The gamification in education market includes sales of computers and laptops, smartphones, smartboards, and virtual reality (VR) headsets. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Gamification In Education Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on gamification in education market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for gamification in education ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The gamification in education market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Software; Services
  • 2) By Type Of Gamification Elements: Points, Badges, And Leaderboards; Interactive Quizzes And Challenges; Simulation-based Learning; Storytelling And Narratives
  • 3) By Technology: Traditional Learning Technologies; Online Learning Management Systems (LMS); Mobile Learning Applications; Augmented And Virtual Reality
  • 4) By Application: K-12 Education; Higher Education; Corporate Training
  • 5) By Target Audience: Students; Educators; Parents; Educational Institutions
  • Subsegments:
  • 1) By Software: Game-Based Learning Platforms; Learning Management Systems (LMS) With Gamification; Mobile Educational Games; Augmented Reality (AR)/Virtual Reality (VR) Educational Games; Assessment And Evaluation Tools
  • 2) By Services: Consulting Services; Implementation And Integration Services; Support And Maintenance Services; Training And Development Services; Content Customization Services
  • Companies Mentioned: Microsoft Corporation; Cognizant Technology Solutions Corporation; D2L Corporation; NIIT Limited; Kahoot! ASA
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Gamification In Education Market Characteristics

3. Gamification In Education Market Trends And Strategies

4. Gamification In Education Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Gamification In Education Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Gamification In Education PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Gamification In Education Market Growth Rate Analysis
  • 5.4. Global Gamification In Education Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Gamification In Education Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Gamification In Education Total Addressable Market (TAM)

6. Gamification In Education Market Segmentation

  • 6.1. Global Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Software
  • Services
  • 6.2. Global Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Points, Badges, And Leaderboards
  • Interactive Quizzes And Challenges
  • Simulation-based Learning
  • Storytelling And Narratives
  • 6.3. Global Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Traditional Learning Technologies
  • Online Learning Management Systems (Lms)
  • Mobile Learning Applications
  • Augmented And Virtual Reality
  • 6.4. Global Gamification In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • K-12 Education
  • Higher Education
  • Corporate Training
  • 6.5. Global Gamification In Education Market, Segmentation By Target Audience, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Students
  • Educators
  • Parents
  • Educational Institutions
  • 6.6. Global Gamification In Education Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Game-Based Learning Platforms
  • Learning Management Systems (LMS) With Gamification
  • Mobile Educational Games
  • Augmented Reality (AR)/Virtual Reality (VR) Educational Games
  • Assessment And Evaluation Tools
  • 6.7. Global Gamification In Education Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Consulting Services
  • Implementation And Integration Services
  • Support And Maintenance Services
  • Training And Development Services
  • Content Customization Services

7. Gamification In Education Market Regional And Country Analysis

  • 7.1. Global Gamification In Education Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Gamification In Education Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Gamification In Education Market

  • 8.1. Asia-Pacific Gamification In Education Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Gamification In Education Market

  • 9.1. China Gamification In Education Market Overview
  • 9.2. China Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Gamification In Education Market

  • 10.1. India Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Gamification In Education Market

  • 11.1. Japan Gamification In Education Market Overview
  • 11.2. Japan Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Gamification In Education Market

  • 12.1. Australia Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Gamification In Education Market

  • 13.1. Indonesia Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Gamification In Education Market

  • 14.1. South Korea Gamification In Education Market Overview
  • 14.2. South Korea Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Gamification In Education Market

  • 15.1. Western Europe Gamification In Education Market Overview
  • 15.2. Western Europe Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Gamification In Education Market

  • 16.1. UK Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Gamification In Education Market

  • 17.1. Germany Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Gamification In Education Market

  • 18.1. France Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Gamification In Education Market

  • 19.1. Italy Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Gamification In Education Market

  • 20.1. Spain Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Gamification In Education Market

  • 21.1. Eastern Europe Gamification In Education Market Overview
  • 21.2. Eastern Europe Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Gamification In Education Market

  • 22.1. Russia Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Gamification In Education Market

  • 23.1. North America Gamification In Education Market Overview
  • 23.2. North America Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Gamification In Education Market

  • 24.1. USA Gamification In Education Market Overview
  • 24.2. USA Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Gamification In Education Market

  • 25.1. Canada Gamification In Education Market Overview
  • 25.2. Canada Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Gamification In Education Market

  • 26.1. South America Gamification In Education Market Overview
  • 26.2. South America Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Gamification In Education Market

  • 27.1. Brazil Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Gamification In Education Market

  • 28.1. Middle East Gamification In Education Market Overview
  • 28.2. Middle East Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Gamification In Education Market

  • 29.1. Africa Gamification In Education Market Overview
  • 29.2. Africa Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Gamification In Education Market Competitive Landscape And Company Profiles

  • 30.1. Gamification In Education Market Competitive Landscape
  • 30.2. Gamification In Education Market Company Profiles
    • 30.2.1. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Cognizant Technology Solutions Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. D2L Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. NIIT Limited Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Kahoot! ASA Overview, Products and Services, Strategy and Financial Analysis

31. Gamification In Education Market Other Major And Innovative Companies

  • 31.1. ELB Learning
  • 31.2. Quizlet Inc.
  • 31.3. Top Hat Studios Inc
  • 31.4. HigherEchelon Inc.
  • 31.5. Program-Ace LLC
  • 31.6. Osmo
  • 31.7. Filament Games LLC
  • 31.8. Indusgeeks Solutions Pvt. Ltd.
  • 31.9. CodeCombat Inc.
  • 31.10. Triseum LLC
  • 31.11. Serious Games Interactive ApS
  • 31.12. Fundamentor
  • 31.13. StudioKrew
  • 31.14. Pok Pok
  • 31.15. Zcooly AB

32. Global Gamification In Education Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Gamification In Education Market

34. Recent Developments In The Gamification In Education Market

35. Gamification In Education Market High Potential Countries, Segments and Strategies

  • 35.1 Gamification In Education Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Gamification In Education Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Gamification In Education Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
  • 250617_r34857_Gamification_In_Education_GMR_2025