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Education Gamification Market - Global Outlook and Forecast 2021-2027

Education Gamification Market - Global Outlook and Forecast 2021-2027

This report contains market size and forecasts of Education Gamification in Global, including the following market information:
Global Education Gamification Market Revenue, 2016-2021, 2022-2027, ($ millions)
Global top five companies in 2020 (%)
The global Education Gamification market was valued at xx million in 2020 and is projected to reach US$ xx million by 2027, at a CAGR of xx% during the forecast period.

MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Education Gamification companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.

Total Market by Segment:
Global Education Gamification Market, By Type, 2016-2021, 2022-2027 ($ millions)
Global Education Gamification Market Segment Percentages, By Type, 2020 (%)
Augmented Reality (AR) Types
Virtual Reality (VR) Types
Other

China Education Gamification Market, By Application, 2016-2021, 2022-2027 ($ millions)
China Education Gamification Market Segment Percentages, By Application, 2020 (%)
K-12 Education
Higher Education

Global Education Gamification Market, By Region and Country, 2016-2021, 2022-2027 ($ Millions)
Global Education Gamification Market Segment Percentages, By Region and Country, 2020 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa

Competitor Analysis
The report also provides analysis of leading market participants including:
Total Education Gamification Market Competitors Revenues in Global, by Players 2016-2021 (Estimated), ($ millions)
Total Education Gamification Market Competitors Revenues Share in Global, by Players 2020 (%)
Further, the report presents profiles of competitors in the market, including the following:
Badgeville
Bunchball
Classcraft Studios
GoGo Labs
6waves
Recurrence
Fundamentor
Gametize
GradeCraft
Kuato Studios
Kungfu-Math
1 Introduction to Research & Analysis Reports
1.1 Education Gamification Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Education Gamification Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Education Gamification Overall Market Size
2.1 Global Education Gamification Market Size: 2021 VS 2027
2.2 Global Education Gamification Market Size, Prospects & Forecasts: 2016-2027
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Education Gamification Players in Global Market
3.2 Top Global Education Gamification Companies Ranked by Revenue
3.3 Global Education Gamification Revenue by Companies
3.4 Top 3 and Top 5 Education Gamification Companies in Global Market, by Revenue in 2020
3.5 Global Companies Education Gamification Product Type
3.6 Tier 1, Tier 2 and Tier 3 Education Gamification Players in Global Market
3.6.1 List of Global Tier 1 Education Gamification Companies
3.6.2 List of Global Tier 2 and Tier 3 Education Gamification Companies
4 Market Sights by Product
4.1 Overview
4.1.1 By Type - Global Education Gamification Market Size Markets, 2021 & 2027
4.1.2 Augmented Reality (AR) Types
4.1.3 Virtual Reality (VR) Types
4.1.4 Other
4.2 By Type - Global Education Gamification Revenue & Forecasts
4.2.1 By Type - Global Education Gamification Revenue, 2016-2021
4.2.2 By Type - Global Education Gamification Revenue, 2022-2027
4.2.3 By Type - Global Education Gamification Revenue Market Share, 2016-2027
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Education Gamification Market Size, 2021 & 2027
5.1.2 K-12 Education
5.1.3 Higher Education
5.2 By Application - Global Education Gamification Revenue & Forecasts
5.2.1 By Application - Global Education Gamification Revenue, 2016-2021
5.2.2 By Application - Global Education Gamification Revenue, 2022-2027
5.2.3 By Application - Global Education Gamification Revenue Market Share, 2016-2027
6 Sights by Region
6.1 By Region - Global Education Gamification Market Size, 2021 & 2027
6.2 By Region - Global Education Gamification Revenue & Forecasts
6.2.1 By Region - Global Education Gamification Revenue, 2016-2021
6.2.2 By Region - Global Education Gamification Revenue, 2022-2027
6.2.3 By Region - Global Education Gamification Revenue Market Share, 2016-2027
6.3 North America
6.3.1 By Country - North America Education Gamification Revenue, 2016-2027
6.3.2 US Education Gamification Market Size, 2016-2027
6.3.3 Canada Education Gamification Market Size, 2016-2027
6.3.4 Mexico Education Gamification Market Size, 2016-2027
6.4 Europe
6.4.1 By Country - Europe Education Gamification Revenue, 2016-2027
6.4.2 Germany Education Gamification Market Size, 2016-2027
6.4.3 France Education Gamification Market Size, 2016-2027
6.4.4 U.K. Education Gamification Market Size, 2016-2027
6.4.5 Italy Education Gamification Market Size, 2016-2027
6.4.6 Russia Education Gamification Market Size, 2016-2027
6.4.7 Nordic Countries Education Gamification Market Size, 2016-2027
6.4.8 Benelux Education Gamification Market Size, 2016-2027
6.5 Asia
6.5.1 By Region - Asia Education Gamification Revenue, 2016-2027
6.5.2 China Education Gamification Market Size, 2016-2027
6.5.3 Japan Education Gamification Market Size, 2016-2027
6.5.4 South Korea Education Gamification Market Size, 2016-2027
6.5.5 Southeast Asia Education Gamification Market Size, 2016-2027
6.5.6 India Education Gamification Market Size, 2016-2027
6.6 South America
6.6.1 By Country - South America Education Gamification Revenue, 2016-2027
6.6.2 Brazil Education Gamification Market Size, 2016-2027
6.6.3 Argentina Education Gamification Market Size, 2016-2027
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Education Gamification Revenue, 2016-2027
6.7.2 Turkey Education Gamification Market Size, 2016-2027
6.7.3 Israel Education Gamification Market Size, 2016-2027
6.7.4 Saudi Arabia Education Gamification Market Size, 2016-2027
6.7.5 UAE Education Gamification Market Size, 2016-2027
7 Players Profiles
7.1 Badgeville
7.1.1 Badgeville Corporate Summary
7.1.2 Badgeville Business Overview
7.1.3 Badgeville Education Gamification Major Product Offerings
7.1.4 Badgeville Education Gamification Revenue in Global (2016-2021)
7.1.5 Badgeville Key News
7.2 Bunchball
7.2.1 Bunchball Corporate Summary
7.2.2 Bunchball Business Overview
7.2.3 Bunchball Education Gamification Major Product Offerings
7.2.4 Bunchball Education Gamification Revenue in Global (2016-2021)
7.2.5 Bunchball Key News
7.3 Classcraft Studios
7.3.1 Classcraft Studios Corporate Summary
7.3.2 Classcraft Studios Business Overview
7.3.3 Classcraft Studios Education Gamification Major Product Offerings
7.3.4 Classcraft Studios Education Gamification Revenue in Global (2016-2021)
7.3.5 Classcraft Studios Key News
7.4 GoGo Labs
7.4.1 GoGo Labs Corporate Summary
7.4.2 GoGo Labs Business Overview
7.4.3 GoGo Labs Education Gamification Major Product Offerings
7.4.4 GoGo Labs Education Gamification Revenue in Global (2016-2021)
7.4.5 GoGo Labs Key News
7.5 6waves
7.5.1 6waves Corporate Summary
7.5.2 6waves Business Overview
7.5.3 6waves Education Gamification Major Product Offerings
7.5.4 6waves Education Gamification Revenue in Global (2016-2021)
7.5.5 6waves Key News
7.6 Recurrence
7.6.1 Recurrence Corporate Summary
7.6.2 Recurrence Business Overview
7.6.3 Recurrence Education Gamification Major Product Offerings
7.6.4 Recurrence Education Gamification Revenue in Global (2016-2021)
7.6.5 Recurrence Key News
7.7 Fundamentor
7.7.1 Fundamentor Corporate Summary
7.7.2 Fundamentor Business Overview
7.7.3 Fundamentor Education Gamification Major Product Offerings
7.4.4 Fundamentor Education Gamification Revenue in Global (2016-2021)
7.7.5 Fundamentor Key News
7.8 Gametize
7.8.1 Gametize Corporate Summary
7.8.2 Gametize Business Overview
7.8.3 Gametize Education Gamification Major Product Offerings
7.8.4 Gametize Education Gamification Revenue in Global (2016-2021)
7.8.5 Gametize Key News
7.9 GradeCraft
7.9.1 GradeCraft Corporate Summary
7.9.2 GradeCraft Business Overview
7.9.3 GradeCraft Education Gamification Major Product Offerings
7.9.4 GradeCraft Education Gamification Revenue in Global (2016-2021)
7.9.5 GradeCraft Key News
7.10 Kuato Studios
7.10.1 Kuato Studios Corporate Summary
7.10.2 Kuato Studios Business Overview
7.10.3 Kuato Studios Education Gamification Major Product Offerings
7.10.4 Kuato Studios Education Gamification Revenue in Global (2016-2021)
7.10.5 Kuato Studios Key News
7.11 Kungfu-Math
7.11.1 Kungfu-Math Corporate Summary
7.11.2 Kungfu-Math Business Overview
7.11.3 Kungfu-Math Education Gamification Major Product Offerings
7.11.4 Kungfu-Math Education Gamification Revenue in Global (2016-2021)
7.11.5 Kungfu-Math Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer

List of Tables
Table 1. Education Gamification Market Opportunities & Trends in Global Market
Table 2. Education Gamification Market Drivers in Global Market
Table 3. Education Gamification Market Restraints in Global Market
Table 4. Key Players of Education Gamification in Global Market
Table 5. Top Education Gamification Players in Global Market, Ranking by Revenue (2019)
Table 6. Global Education Gamification Revenue by Companies, (US$, Mn), 2016-2021
Table 7. Global Education Gamification Revenue Share by Companies, 2016-2021
Table 8. Global Companies Education Gamification Product Type
Table 9. List of Global Tier 1 Education Gamification Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Education Gamification Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 11. By Type – Global Education Gamification Revenue, (US$, Mn), 2021 VS 2027
Table 12. By Type - Education Gamification Revenue in Global (US$, Mn), 2016-2021
Table 13. By Type - Education Gamification Revenue in Global (US$, Mn), 2022-2027
Table 14. By Application – Global Education Gamification Revenue, (US$, Mn), 2021 VS 2027
Table 15. By Application - Education Gamification Revenue in Global (US$, Mn), 2016-2021
Table 16. By Application - Education Gamification Revenue in Global (US$, Mn), 2022-2027
Table 17. By Region – Global Education Gamification Revenue, (US$, Mn), 2021 VS 2027
Table 18. By Region - Global Education Gamification Revenue (US$, Mn), 2016-2021
Table 19. By Region - Global Education Gamification Revenue (US$, Mn), 2022-2027
Table 20. By Country - North America Education Gamification Revenue, (US$, Mn), 2016-2021
Table 21. By Country - North America Education Gamification Revenue, (US$, Mn), 2022-2027
Table 22. By Country - Europe Education Gamification Revenue, (US$, Mn), 2016-2021
Table 23. By Country - Europe Education Gamification Revenue, (US$, Mn), 2022-2027
Table 24. By Region - Asia Education Gamification Revenue, (US$, Mn), 2016-2021
Table 25. By Region - Asia Education Gamification Revenue, (US$, Mn), 2022-2027
Table 26. By Country - South America Education Gamification Revenue, (US$, Mn), 2016-2021
Table 27. By Country - South America Education Gamification Revenue, (US$, Mn), 2022-2027
Table 28. By Country - Middle East & Africa Education Gamification Revenue, (US$, Mn), 2016-2021
Table 29. By Country - Middle East & Africa Education Gamification Revenue, (US$, Mn), 2022-2027
Table 30. Badgeville Corporate Summary
Table 31. Badgeville Education Gamification Product Offerings
Table 32. Badgeville Education Gamification Revenue (US$, Mn), (2016-2021)
Table 33. Bunchball Corporate Summary
Table 34. Bunchball Education Gamification Product Offerings
Table 35. Bunchball Education Gamification Revenue (US$, Mn), (2016-2021)
Table 36. Classcraft Studios Corporate Summary
Table 37. Classcraft Studios Education Gamification Product Offerings
Table 38. Classcraft Studios Education Gamification Revenue (US$, Mn), (2016-2021)
Table 39. GoGo Labs Corporate Summary
Table 40. GoGo Labs Education Gamification Product Offerings
Table 41. GoGo Labs Education Gamification Revenue (US$, Mn), (2016-2021)
Table 42. 6waves Corporate Summary
Table 43. 6waves Education Gamification Product Offerings
Table 44. 6waves Education Gamification Revenue (US$, Mn), (2016-2021)
Table 45. Recurrence Corporate Summary
Table 46. Recurrence Education Gamification Product Offerings
Table 47. Recurrence Education Gamification Revenue (US$, Mn), (2016-2021)
Table 48. Fundamentor Corporate Summary
Table 49. Fundamentor Education Gamification Product Offerings
Table 50. Fundamentor Education Gamification Revenue (US$, Mn), (2016-2021)
Table 51. Gametize Corporate Summary
Table 52. Gametize Education Gamification Product Offerings
Table 53. Gametize Education Gamification Revenue (US$, Mn), (2016-2021)
Table 54. GradeCraft Corporate Summary
Table 55. GradeCraft Education Gamification Product Offerings
Table 56. GradeCraft Education Gamification Revenue (US$, Mn), (2016-2021)
Table 57. Kuato Studios Corporate Summary
Table 58. Kuato Studios Education Gamification Product Offerings
Table 59. Kuato Studios Education Gamification Revenue (US$, Mn), (2016-2021)
Table 60. Kungfu-Math Corporate Summary
Table 61. Kungfu-Math Education Gamification Product Offerings
Table 62. Kungfu-Math Education Gamification Revenue (US$, Mn), (2016-2021)

List of Figures
Figure 1. Education Gamification Segment by Type
Figure 2. Education Gamification Segment by Application
Figure 3. Global Education Gamification Market Overview: 2020
Figure 4. Key Caveats
Figure 5. Global Education Gamification Market Size: 2021 VS 2027 (US$, Mn)
Figure 6. Global Education Gamification Revenue, 2016-2027 (US$, Mn)
Figure 7. The Top 3 and 5 Players Market Share by Education Gamification Revenue in 2020
Figure 8. By Type - Global Education Gamification Revenue Market Share, 2016-2027
Figure 9. By Application - Global Education Gamification Revenue Market Share, 2016-2027
Figure 10. By Region - Global Education Gamification Revenue Market Share, 2016-2027
Figure 11. By Country - North America Education Gamification Revenue Market Share, 2016-2027
Figure 12. US Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 13. Canada Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 14. Mexico Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 15. By Country - Europe Education Gamification Revenue Market Share, 2016-2027
Figure 16. Germany Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 17. France Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 18. U.K. Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 19. Italy Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 20. Russia Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 21. Nordic Countries Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 22. Benelux Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 23. By Region - Asia Education Gamification Revenue Market Share, 2016-2027
Figure 24. China Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 25. Japan Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 26. South Korea Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 27. Southeast Asia Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 28. India Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 29. By Country - South America Education Gamification Revenue Market Share, 2016-2027
Figure 30. Brazil Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 31. Argentina Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 32. By Country - Middle East & Africa Education Gamification Revenue Market Share, 2016-2027
Figure 33. Turkey Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 34. Israel Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 35. Saudi Arabia Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 36. UAE Education Gamification Revenue, (US$, Mn), 2016-2027
Figure 37. Badgeville Education Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 38. Bunchball Education Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 39. Classcraft Studios Education Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 40. GoGo Labs Education Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 41. 6waves Education Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 42. Recurrence Education Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 43. Fundamentor Education Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 44. Gametize Education Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 45. GradeCraft Education Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 46. Kuato Studios Education Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 47. Kungfu-Math Education Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)

Report Title: Education Gamification Market - Global Outlook and Forecast 2021-2027


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