封面
市场调查报告书
商品编码
1760118

2025年学习游戏化全球市场报告

Gamification In Learning 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,游戏化学习市场规模将呈指数级增长。至2029年,该市场规模将成长至68.8亿美元,复合年增长率为25.8%。预测期内的成长归因于人工智慧的日益融合、企业培训的扩展、远距学习的兴起、学习者学习积极性的提升以及身临其境型技术的日益普及。预计在此期间的主要趋势包括行动学习技术的进步、数据分析的整合、技术主导的个人化学习体验、虚拟实境和扩增实境实境的发展以及云端基础的学习平台的进步。

数位学习的日益普及预计将推动未来游戏化学习市场的扩张。数位学习是指透过数位平台传递教育内容和教学,允许透过网路进行远距学习和自主学习。数位学习的普及得益于学习者可以随时随地灵活地存取课程,这使得不同时间安排和地点的人都能接受教育。游戏化透过引入奖励、挑战和回馈等游戏元素来增强数位学习,从而提高参与度、学习动机、参与度和学习成果。例如,总部位于比利时的欧盟委员会在2024年1月发布的报告显示,2023年,欧盟16至74岁网路用户中有30%在过去三个月内参加过线上课程或使用过数位学习材料,比2022年的28%增加了2%。因此,数位学习的成长预计将推动游戏化学习市场的成长。

游戏化学习市场的主要参与者正专注于开发先进的技术解决方案,例如人工智慧平台,以简化人工智慧模型的开发和部署。人工智慧平台是一个软体环境,提供开发、部署和管理人工智慧应用程式及模型所需的工具和资源。例如,2024年11月,美国软体公司EON Reality宣布推出“自适应游戏化学习路径”,这是一个融合人工智慧和游戏化的人工智慧平台,旨在为所有年龄段的学习者提供个性化且引人入胜的学习体验。该平台使用人工智慧演算法评估每个学习者的表现、偏好和参与度,并根据他们的个人需求自订内容。学习材料会即时动态调整,并结合积分、徽章、排行榜和挑战等游戏机制,以提高学习效率。

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

  • 全球学习中的游戏化 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
  • 全球学习游戏化市场:成长率分析
  • 全球学习游戏化市场表现:规模与成长,2019-2024
  • 全球学习游戏化市场预测:规模与成长,2024-2029 年,2034 年预测
  • 全球学习游戏化总可寻址市场 (TAM)

第六章市场区隔

  • 全球学习游戏化市场(依教育机构、表现与预测),2019-2024 年、2024-2029 年、2034 年
  • 职业训练中心
  • K-12学校
  • 高等教育
  • 线上学习平台
  • 全球游戏化学习市场企业训练、绩效及预测(2019-2024 年、2024-2029 年及 2034 年)
  • 员工入职培训计划
  • 销售培训
  • 技术技能发展
  • 领导力与管理培训
  • 全球游戏化学习市场健康与保健、表现与预测,2019-2024 年、2024-2029 年、2034 年
  • 营养和生活方式教育
  • 健身和身体健康计划
  • 医疗培训和认证
  • 心理健康意识计划
  • 全球学习市场游戏化消费者参与与行销、绩效及预测(2019-2024 年、2024-2029 年及 2034 年)
  • 社区营造工作
  • 忠诚度计画
  • 产品知识培训
  • 全球游戏化学习市场区隔(依职业训练中心类型、绩效及预测),2019-2024 年、2024-2029 年、2034 年
  • 技术技能发展
  • 认证计划
  • 企业培训
  • 学徒和实习
  • 全球学习游戏化市场,依 K-12 学校类型细分,实际状况及预测,2019-2024 年、2024-2029 年、2034 年
  • 小学
  • 中学
  • 特殊教育机构
  • 课后活动
  • 全球学习游戏化市场区隔(依高等教育机构类型划分)、实际状况及预测(2019-2024 年、2024-2029 年及 2034 年)
  • 大学和学院
  • 技术研究院
  • 专业发展计划
  • 研究和研究生项目
  • 全球学习游戏化市场区隔(按线上学习平台类型划分)、实际状况及预测(2019-2024 年、2024-2029 年及 2034 年)
  • MOOC(大规模开放式线上课程)
  • 企业培训数位学习平台
  • 教育科技Start-Ups
  • 虚拟学习环境(VLEs)

第七章 区域和国家分析

  • 全球学习游戏化市场:按地区、表现和预测,2019-2024 年、2024-2029 年、2034 年
  • 全球学习游戏化市场:依国家、表现与预测,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

  • 学习市场的游戏化:竞争格局
  • 学习市场中的游戏化: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
    • Duolingo Inc. Overview, Products and Services, Strategy and Financial Analysis
    • MPS Interactive Systems Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • EI Technologies Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型创新企业

  • ELB Learning(formerly known as eLearning Brothers)
  • Ambition Software
  • Allen Communication Learning Services
  • CommLab India Pvt. Ltd.
  • Keeves Technologies Pvt. Ltd.
  • SweetRush Inc.
  • Learning Pool Ltd.
  • VK Creative Learning Solutions
  • Bunchball Inc.
  • International Business Machines Corporation
  • eWyse Technologies
  • QuoDeck Technologies Pvt. Ltd.
  • GameApp Studios
  • Indusgeeks Solutions Pvt. Ltd.
  • Edurigo Technologies Pvt. Ltd.

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年学习市场的游戏化:提供新机会的国家
  • 2029年学习市场的游戏化:细分领域带来新机会
  • 2029年学习市场的游戏化: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: r35142

Gamification in learning refers to the incorporation of game design elements, such as points, levels, challenges, rewards, and competition, into educational environments to boost learner engagement, motivation, and participation. It transforms traditional learning experiences into more dynamic and enjoyable activities, encouraging learners to take an active role in their education. By tapping into the natural human inclination for achievement and play, gamification promotes deeper understanding, enhances knowledge retention, and supports goal-oriented behavior.

Key institutions utilizing gamification in learning include vocational training centers, K-12 schools, higher education institutions, and online learning platforms. Vocational training centers offer practical, skills-based education focused on specific trades or professions. Gamification is applied in various corporate training settings, such as employee onboarding, sales training, technical skills development, leadership and management training, as well as nutrition, fitness, medical certification, and mental health programs. It is also used for consumer engagement and marketing, including community-building initiatives, brand loyalty programs, product knowledge training, and customer feedback and education.

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

The gamification in learning market size has grown exponentially in recent years. It will grow from $2.18 billion in 2024 to $2.75 billion in 2025 at a compound annual growth rate (CAGR) of 26.2%. The growth during the historic period can be attributed to factors such as increased learner engagement, the growing adoption of mobile technology, heightened psychological awareness, rising investments in edtech, and the growing trend of personalized learning.

The gamification in learning market size is expected to see exponential growth in the next few years. It will grow to $6.88 billion in 2029 at a compound annual growth rate (CAGR) of 25.8%. The projected growth in the forecast period can be attributed to the increasing integration of AI, the expansion of corporate training, the rise of remote learning, growing learner motivation, and the increasing adoption of immersive technologies. Key trends expected during this period include advancements in mobile learning technologies, the integration of data analytics, technology-driven personalized learning experiences, developments in virtual and augmented reality, and advancements in cloud-based learning platforms.

The growing adoption of e-learning is expected to drive the expansion of the gamification in learning market in the future. E-learning refers to the delivery of educational content and instruction through digital platforms, enabling remote and self-paced learning via the internet. The popularity of e-learning is rising due to its flexibility, allowing learners to access courses at any time and from anywhere, making education more accessible to individuals with varying schedules and locations. Gamification enhances e-learning by introducing game-like elements, such as rewards, challenges, and feedback, which increase engagement, motivation, participation, and learning outcomes. For example, in January 2024, a report from the European Commission, a Belgium-based governing body, revealed that in 2023, 30% of internet users in the European Union aged 16 to 74 had taken an online course or used digital learning materials in the past three months, marking a 2% increase from 28% in 2022. Therefore, the rise in e-learning is expected to drive the growth of the gamification in learning market.

Key players in the gamification in learning market are focusing on developing advanced technological solutions, such as AI platforms, to streamline the development and deployment of AI models. AI platforms are software environments that provide the tools and resources necessary to develop, deploy, and manage AI applications and models. For example, in November 2024, EON Reality, a U.S.-based software company, introduced Adaptive Gamified Learning Paths, an AI platform that integrates artificial intelligence with gamification to provide personalized and engaging learning experiences for learners of all ages. This platform uses AI algorithms to assess each learner's performance, preferences, and engagement, tailoring content to individual needs. It dynamically adjusts educational materials in real-time, incorporating game mechanics such as points, badges, leaderboards, and challenges to enhance the learning journey.

In July 2023, Naseej, a Saudi Arabia-based technology company, acquired a majority stake in Appsinnovate for an undisclosed amount. This acquisition strengthens Naseej's ability to offer interactive and engaging learning experiences to its higher education and enterprise clients. Appsinnovate, an Egypt-based provider of gamification in learning, will enable Naseej to expand its portfolio of gamified educational solutions.

Major players in the gamification in learning market are Microsoft Corporation, Cognizant Technology Solutions Corporation, Duolingo Inc., MPS Interactive Systems Ltd., EI Technologies, ELB Learning (formerly known as eLearning Brothers), Ambition Software, Allen Communication Learning Services, CommLab India Pvt. Ltd., Keeves Technologies Pvt. Ltd., SweetRush Inc., Learning Pool Ltd., VK Creative Learning Solutions, Bunchball Inc., International Business Machines Corporation, eWyse Technologies, QuoDeck Technologies Pvt. Ltd., GameApp Studios, Indusgeeks Solutions Pvt. Ltd., Edurigo Technologies Pvt. Ltd.

North America was the largest region in the gamification in learning market in 2024. The regions covered in gamification in learning report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

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

The gamification in learning market consists of revenues earned by entities by providing services such as learning management system integration, interactive assessments and quizzes, progress tracking and analytics. The market value includes the value of related goods sold by the service provider or included within the service offering. The gamification in learning market also includes sales of educational games, gamified mobile apps, simulation-based learning tools and interactive ebooks. 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 Learning 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 learning 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.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
  • Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 2-3 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for gamification in learning ? 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 learning 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 Educational Institutions: Vocational Training Centers; K-12 Schools; Higher Education Institutions; Online Learning Platforms
  • 2) By Corporate Training: Employee Onboarding Programs; Sales Training; Technical Skills Development; Leadership And Management Training
  • 3) By Health And Wellness: Nutrition And Lifestyle Education; Fitness And Physical Health Programs; Medical Training And Certification; Mental Health Awareness Programs
  • 4) By Consumer Engagement And Marketing: Community Building Initiatives; Brand Loyalty Programs; Product Knowledge Training; Customer Feedback And Education
  • Subsegments:
  • 1) By Vocational Training Centers: Technical Skill Development; Certification Programs; Corporate Training; Apprenticeships And Internships
  • 2) By K-12 Schools: Primary Schools; Secondary Schools; Special Education Institutions; After-School Programs
  • 3) By Higher Education Institutions: Universities And Colleges; Technical Institutes; Professional Development Programs; Research And Postgraduate Programs
  • 4) By Online Learning Platforms: MOOCs (Massive Open Online Courses); E-Learning Platforms for Corporate Training; EdTech Startups; Virtual Learning Environments (VLEs)
  • Companies Mentioned: Microsoft Corporation; Cognizant Technology Solutions Corporation; Duolingo Inc.; MPS Interactive Systems Ltd.; EI Technologies
  • 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 Learning Market Characteristics

3. Gamification In Learning Market Trends And Strategies

4. Gamification In Learning 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 Learning Growth Analysis And Strategic Analysis Framework

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

6. Gamification In Learning Market Segmentation

  • 6.1. Global Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Vocational Training Centers
  • K-12 Schools
  • Higher Education Institutions
  • Online Learning Platforms
  • 6.2. Global Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Employee Onboarding Programs
  • Sales Training
  • Technical Skills Development
  • Leadership And Management Training
  • 6.3. Global Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Nutrition And Lifestyle Education
  • Fitness And Physical Health Programs
  • Medical Training And Certification
  • Mental Health Awareness Programs
  • 6.4. Global Gamification In Learning Market, Segmentation By Consumer Engagement And Marketing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Community Building Initiatives
  • Brand Loyalty Programs
  • Product Knowledge Training
  • 6.5. Global Gamification In Learning Market, Sub-Segmentation Of Vocational Training Centers, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Technical Skill Development
  • Certification Programs
  • Corporate Training
  • Apprenticeships And Internships
  • 6.6. Global Gamification In Learning Market, Sub-Segmentation Of K-12 Schools, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Primary Schools
  • Secondary Schools
  • Special Education Institutions
  • After-School Programs
  • 6.7. Global Gamification In Learning Market, Sub-Segmentation Of Higher Education Institutions, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Universities And Colleges
  • Technical Institutes
  • Professional Development Programs
  • Research And Postgraduate Programs
  • 6.8. Global Gamification In Learning Market, Sub-Segmentation Of Online Learning Platforms, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • MOOCs (Massive Open Online Courses)
  • E-Learning Platforms for Corporate Training
  • EdTech Startups
  • Virtual Learning Environments (VLEs)

7. Gamification In Learning Market Regional And Country Analysis

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

8. Asia-Pacific Gamification In Learning Market

  • 8.1. Asia-Pacific Gamification In Learning 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 Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Gamification In Learning Market

  • 9.1. China Gamification In Learning Market Overview
  • 9.2. China Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Gamification In Learning Market

  • 10.1. India Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Gamification In Learning Market

  • 11.1. Japan Gamification In Learning Market Overview
  • 11.2. Japan Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Gamification In Learning Market

  • 12.1. Australia Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Gamification In Learning Market

  • 13.1. Indonesia Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Gamification In Learning Market

  • 14.1. South Korea Gamification In Learning Market Overview
  • 14.2. South Korea Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Gamification In Learning Market

  • 15.1. Western Europe Gamification In Learning Market Overview
  • 15.2. Western Europe Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Gamification In Learning Market

  • 16.1. UK Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Gamification In Learning Market

  • 17.1. Germany Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Gamification In Learning Market

  • 18.1. France Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Gamification In Learning Market

  • 19.1. Italy Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Gamification In Learning Market

  • 20.1. Spain Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Gamification In Learning Market

  • 21.1. Eastern Europe Gamification In Learning Market Overview
  • 21.2. Eastern Europe Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Gamification In Learning Market

  • 22.1. Russia Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Gamification In Learning Market

  • 23.1. North America Gamification In Learning Market Overview
  • 23.2. North America Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Gamification In Learning Market

  • 24.1. USA Gamification In Learning Market Overview
  • 24.2. USA Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Gamification In Learning Market

  • 25.1. Canada Gamification In Learning Market Overview
  • 25.2. Canada Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Gamification In Learning Market

  • 26.1. South America Gamification In Learning Market Overview
  • 26.2. South America Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Gamification In Learning Market

  • 27.1. Brazil Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Gamification In Learning Market

  • 28.1. Middle East Gamification In Learning Market Overview
  • 28.2. Middle East Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Gamification In Learning Market

  • 29.1. Africa Gamification In Learning Market Overview
  • 29.2. Africa Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Gamification In Learning Market Competitive Landscape And Company Profiles

  • 30.1. Gamification In Learning Market Competitive Landscape
  • 30.2. Gamification In Learning 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. Duolingo Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. MPS Interactive Systems Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. EI Technologies Overview, Products and Services, Strategy and Financial Analysis

31. Gamification In Learning Market Other Major And Innovative Companies

  • 31.1. ELB Learning (formerly known as eLearning Brothers)
  • 31.2. Ambition Software
  • 31.3. Allen Communication Learning Services
  • 31.4. CommLab India Pvt. Ltd.
  • 31.5. Keeves Technologies Pvt. Ltd.
  • 31.6. SweetRush Inc.
  • 31.7. Learning Pool Ltd.
  • 31.8. VK Creative Learning Solutions
  • 31.9. Bunchball Inc.
  • 31.10. International Business Machines Corporation
  • 31.11. eWyse Technologies
  • 31.12. QuoDeck Technologies Pvt. Ltd.
  • 31.13. GameApp Studios
  • 31.14. Indusgeeks Solutions Pvt. Ltd.
  • 31.15. Edurigo Technologies Pvt. Ltd.

32. Global Gamification In Learning Market Competitive Benchmarking And Dashboard

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

34. Recent Developments In The Gamification In Learning Market

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

  • 35.1 Gamification In Learning Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Gamification In Learning Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Gamification In Learning 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