Gamification In Education Market Size By Component, By Deployment, By End-User, By Geographic Scope And Forecast


Posted May 14, 2020 by jennysmith

Gamification in Education Market was valued at USD 444.1 Million in 2018 and is projected to reach USD 3,959.4 Million by 2026, growing at a CAGR of 31.29% from 2019 to 2026.

 
Gamification in Education Market Size And Forecast
According to Verified Market Research, Global Gamification in Education Market was valued at USD 444.1 Million in 2018 and is projected to reach USD 3,959.4 Million by 2026, growing at a CAGR of 31.29% from 2019 to 2026.

What is Gamification in Education?
Gamification in learning can be referred to as a method used to motivate students to learn with the help of video games and game components in the learning environment. Today’s generation has been growing up with digital technologies and demands for the new approach of learning. Students are getting attracted to the game-based learning approaches as it provides gaming feature and helps in making education more enjoyable and more efficient. Online learning offers students a dependable learning experience and further exciting students to explore their curiosity.

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Global Gamification in Education Market Outlook
In the report, the market outlook section mainly encompasses fundamental dynamics of the market which include drivers, restraints, opportunities and challenges faced by the industry. Drivers and restraints are intrinsic factors whereas opportunities and challenges are extrinsic factors of the market.

The growing adoption of cloud-based platforms and digital learning is a major factor that is driving the market for upcoming years. The growing inclination of institutes and organizations towards the leverage gamification platforms for offering flexible and innovative learning is propelling the growth of gamification in the education market. Moreover, the growing adoption of smartphones and the penetration of AR & VR in gamification is likely to provide lucrative opportunities for the market to grow.

Verified Market Research narrows down the available data using primary sources to validate the data and use it in compiling a full-fledged market research study. The report contains a quantitative and qualitative estimation of market elements that interests the client. The “Global Gamification in Education Market” is mainly bifurcated into sub-segments which can provide classified data regarding the latest trends in the market.

Global Gamification in Education Market Competitive Landscape
The “Global Gamification in Education Market” study report will provide a valuable insight with an emphasis on global market including some of the major players such as Microsoft, MPS Interactive, NIIT, Bunchball, D2L, Top Hat, Classcraft Studios, Recurrence, Fundamentor, and Cognizant Our market analysis also entails a section solely dedicated to such major players wherein our analysts provide an insight into the financial statements of all the major players, along with its product benchmarking and SWOT analysis. The competitive landscape section also includes key development strategies, market share and market ranking analysis of the above-mentioned players globally.

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Gamification in Education Market, By Component
• Software
• Services

Gamification in Education Market, By Deployment
• Cloud
• On-premises

Gamification in Education Market, By End-User
• Academic
• Corporate Training

Gamification in Education Market, By Geographic Scope
• North America
o U.S.
o Canada
o Mexico
• Europe
o Germany
o UK
o France
o Rest of Europe
• Asia Pacific
o China
o Japan
o India
o Rest of Asia Pacific
• Rest of the World



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Issued By vmr
Country United States
Categories Business
Tags gamification in education market
Last Updated May 14, 2020