Gamification In Education Market 2021 Global Analysis, Emerging Trends, Product Value, Growth, Demand, Gross Margin, Revenue And Forecast To 2028
The market size for global gamification in education is anticipated to reach USD 7,200 Million By 2028. The factors such as digitalization and adoption of digitalization have led to the growth of the market.
Dallas, United States – April 26, 2021 /MarketersMedia/ —
Gamification in education is a technique for motivating students to learn by incorporating video games and game elements into the learning process. Today’s generation has grown up with emerging technology and has high expectations for a new learning strategy. Students are drawn to game-based learning because it incorporates a gaming element and helps to make education more fun and effective.
Gamification is the method of applying game mechanics to non-gaming situations in order to increase user interaction and problem-solving abilities. Game features include things like points, badges, leaderboards, challenges, and rewards. Gamification does not include the development of actual games, but rather the use of gaming techniques to engage students in a variety of learning activities. Students benefit from online education as it delivers a reliable learning environment that encourages them to gain their interests.
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A major factor driving the business in the coming years is the increasing adoption of cloud-based services and digital learning. Gamification’s growth in the education sector is being fueled by a growing trend among institutes and organizations to use gamification platforms to provide scalable and creative learning. Furthermore, the increasing adoption of smartphones, as well as the use of AR and VR in gamification, is expected to provide lucrative growth opportunities for the industry.
Increased adoption of gamification and digital education, high government initiatives for the development of learning management systems and E-learning, growth in cloud adoption among institutions and organizations motivate learners to use web-based gamification services, and the rising importance of incessant learning are all driving factors in the global gamification in the education market. On the other hand, in the recent market scenario, low interest and motivation in the implementation of gamification services are having a negative impact on the market’s expansion.
For the past few years, the use of big data and machine learning technologies, as well as artificial intelligence and probabilistic reasoning, has paved the way for the growth of Gamification in the Education industry. With its numerous applications in the advances of immersive learning to users and developing their problem-solving skills through interactive games, the Internet of Things (IoT) has also fuelled the industry’s growth momentum.
Game approaches are used by market leaders to help learners understand schooling in a more immersive way. Gamification and Learning Management Systems are becoming more common. In addition, the value of continuous learning in organizational settings is growing, as is the acceptance of digital learning.
The major players of the global gamification in the education market are Microsoft, D2L, Top Hat, Cognizant, Google, and more. The Global Gamification in Education Market has vendors across the globe focusing on organic and inorganic strategies.
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Key Segments of the Global Gamification in Education Market
Component Overview, 2018-2028 ((USD Million))
Software
Services
Deployment Overview, 2018-2028 ((USD Million))
Cloud
On-premises
Application Overview, 2018-2028 ((USD Million))
Academic
Corporate Training
Regional Overview, 2018-2028 ((USD Million))
North America
U.S.
Canada
Europe
UK
Germany
France
Rest of Europe
Asia Pacific
China
Japan
India
Rest of Asia-Pacific
Middle East and Africa
UAE
South Africa
Rest of Middle East and Africa
South America
Brazil
Rest of South America
Some Major Points from Table of Contents:
Chapter 9 Competitive Landscape
9.1 Overview
9.2 Strategic Initiatives
9.2.1 Mergers & Acquisitions
9.2.2 New Product Launch
9.2.3 Investments
9.2.4 Expansion
9.2.5 Others
Chapter 10 Company Profiles
10.1 Microsoft
10.1.1 Overview
10.1.2 Products and Services Portfolio
10.1.3 Recent Initiatives
10.1.4 Company Financials
10.1.5 SWOT
10.2 MPS Interactive Systems
10.2.1 Overview
10.2.2 Products and Services Portfolio
10.2.3 Recent Initiatives
10.2.4 Company Financials
10.2.5 SWOT
10.3 Bunchball
10.3.1 Overview
10.3.2 Products and Services Portfolio
10.3.3 Recent Initiatives
10.3.4 Company Financials
10.3.5 SWOT
10.4 NIIT Ltd
10.4.1 Overview
10.4.2 Products and Services Portfolio
10.4.3 Recent Initiatives
10.4.4 Company Financials
10.4.5 SWOT
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