What is Gamification in Education Market?
Gamification in education is the activity of involving certain elements, designs, principles, and characteristics of Games in an educational environment or in the learning process which enhances the engagement, loyalty, motivation, productivity, and grasping ability of an individual, thus, in short, creating a gameful experience while learning in educational surroundings. Such processes can also help assess the students without making them feel the burden of excessive exams, with help of gaming elements like leader boards, virtual currency to buy virtual gifts, and other benefits. The Gamification in Education industry is in its embryo or beginning years, with the trend of Gamification beginning to take pace globally.
The market study is being classified, by Application (Academic, Corporate Training and Others) and major geographies with country level break-up.
Ei Design ( India), Sweetrush (United States), Top Hat (Canada), D2l (United States of America), Cognizant (United States), Learning Pool (United States), Coreaxis Llc ((United States), Infopro Learning (United States), Microsoft (United States) and Allencomm (United States) are some of the key players profiled in the study. Additionally, the Players which are also part of the research are Inno-Versity (United States), Google (United States), Commlab India (India) and Byju’s (India).
The industry is yet new and in its infant stage with Major American companies like D2L, Cognizant, Top Hat, and Microsoft having capital and investors on its back currently leading the market. Companies are constantly upgrading their infrastructure and investing aggressively in research and development to capture the market in hopes of covering all the elements involved in the Gamification of education. Research Analyst at AMA predicts that United States Players will contribute to the maximum growth of Global Gamification in Education market throughout the predicted period.
Analyst at AMA have segmented the market study of Global Gamification in Education market by Type, Application and Region.
On the basis of geography, the market of Gamification in Education has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
- Increasing Adoption by E-learning and Corporate Training Firms
- Increased Investment in Augmented and Virtual Reality Along with Mobile Accessible Cloud Computing
- Improvement of Internet Infrastructure has Led to Rising in Demand for Cloud Computing Solutions
- Data Privacy Related Consciousness has Increased Around the World, which can Hinder the Growth of Gamification in Large Masses Around the Globe
- Growing Use of AR and VR in Gamification
- Limited Investment in End-User Infrastructure
In 2019, India’s unicorn e-learning start-up Byju’s and American Mass Media giant Walt Disney have jointly rolled out a platform aimed at students from elementary schools which will comprise of learning expertise of Byju’s intermingled with in-app videos and games based on Disney cartoon characters.
Key Target AudienceE-learning companies, Learning Management System developers and service providers, Government regulation bodies, Research and consultancy firms, New Entrants/ Investors, Venture Funds and Private Equity Firms, Analysts and Strategic Business Planners and Others
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