

The global eLearning Gamification Software market size was valued at US$ 1134 million in 2024 and is forecast to a readjusted size of USD 1945 million by 2031 with a CAGR of 8.1% during review period.
eLearning Gamification Software refers to specialized software applications designed to incorporate gamification elements into online learning and training programs. This software allows educators and trainers to integrate game mechanics like points, badges, quizzes, and interactive challenges into their eLearning content. By doing so, it enhances learner engagement, motivation, and retention. eLearning Gamification Software is used to create interactive and immersive learning experiences, making it an effective tool for educational institutions, businesses, and organizations looking to optimize their online training programs.
The industry trend for eLearning Gamification Software is experiencing continuous growth and innovation. As the demand for online learning and training solutions continues to rise, organizations are increasingly recognizing the benefits of gamification in enhancing the effectiveness of eLearning programs. This trend is further driven by advancements in technology, enabling the development of more sophisticated and customizable gamification software. Additionally, the COVID-19 pandemic has accelerated the adoption of eLearning, making gamified learning solutions even more relevant. The industry is evolving to offer features such as AI-driven personalization and analytics, reflecting a promising future for eLearning Gamification Software in education and corporate training.
This report is a detailed and comprehensive analysis for global eLearning Gamification Software market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global eLearning Gamification Software market size and forecasts, in consumption value ($ Million), 2020-2031
Global eLearning Gamification Software market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global eLearning Gamification Software market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global eLearning Gamification Software market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for eLearning Gamification Software
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global eLearning Gamification Software market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include TalentLMS, Docebo, Learning Pool, iSpring Learn, Tovuti LMS, Rockstar, Thinkific, KREDO, UpsideLMS, SAP Litmos, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
eLearning Gamification Software market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Cloud Based
Web Based
Market segment by Application
SMEs
Large Enterprises
Market segment by players, this report covers
TalentLMS
Docebo
Learning Pool
iSpring Learn
Tovuti LMS
Rockstar
Thinkific
KREDO
UpsideLMS
SAP Litmos
Adobe Captivate Prime
eFront
Paradiso
Growth Engineering
EdApp
Mambo.IO
Funifier
Code of Talent
Gametize
Hurix Digital
GoSkills
ProProfs
Hoopla
Market segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe eLearning Gamification Software product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of eLearning Gamification Software, with revenue, gross margin, and global market share of eLearning Gamification Software from 2020 to 2025.
Chapter 3, the eLearning Gamification Software competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and eLearning Gamification Software market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of eLearning Gamification Software.
Chapter 13, to describe eLearning Gamification Software research findings and conclusion.
Please Note - This is an on demand report and will be delivered in 2 business days (48 Hours) post payment.
1 Market Overview
1.1 Product Overview and Scope
1.2 Market Estimation Caveats and Base Year
1.3 Classification of eLearning Gamification Software by Type
1.3.1 Overview: Global eLearning Gamification Software Market Size by Type: 2020 Versus 2024 Versus 2031
1.3.2 Global eLearning Gamification Software Consumption Value Market Share by Type in 2024
1.3.3 Cloud Based
1.3.4 Web Based
1.4 Global eLearning Gamification Software Market by Application
1.4.1 Overview: Global eLearning Gamification Software Market Size by Application: 2020 Versus 2024 Versus 2031
1.4.2 SMEs
1.4.3 Large Enterprises
1.5 Global eLearning Gamification Software Market Size & Forecast
1.6 Global eLearning Gamification Software Market Size and Forecast by Region
1.6.1 Global eLearning Gamification Software Market Size by Region: 2020 VS 2024 VS 2031
1.6.2 Global eLearning Gamification Software Market Size by Region, (2020-2031)
1.6.3 North America eLearning Gamification Software Market Size and Prospect (2020-2031)
1.6.4 Europe eLearning Gamification Software Market Size and Prospect (2020-2031)
1.6.5 Asia-Pacific eLearning Gamification Software Market Size and Prospect (2020-2031)
1.6.6 South America eLearning Gamification Software Market Size and Prospect (2020-2031)
1.6.7 Middle East & Africa eLearning Gamification Software Market Size and Prospect (2020-2031)
2 Company Profiles
2.1 TalentLMS
2.1.1 TalentLMS Details
2.1.2 TalentLMS Major Business
2.1.3 TalentLMS eLearning Gamification Software Product and Solutions
2.1.4 TalentLMS eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.1.5 TalentLMS Recent Developments and Future Plans
2.2 Docebo
2.2.1 Docebo Details
2.2.2 Docebo Major Business
2.2.3 Docebo eLearning Gamification Software Product and Solutions
2.2.4 Docebo eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.2.5 Docebo Recent Developments and Future Plans
2.3 Learning Pool
2.3.1 Learning Pool Details
2.3.2 Learning Pool Major Business
2.3.3 Learning Pool eLearning Gamification Software Product and Solutions
2.3.4 Learning Pool eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.3.5 Learning Pool Recent Developments and Future Plans
2.4 iSpring Learn
2.4.1 iSpring Learn Details
2.4.2 iSpring Learn Major Business
2.4.3 iSpring Learn eLearning Gamification Software Product and Solutions
2.4.4 iSpring Learn eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.4.5 iSpring Learn Recent Developments and Future Plans
2.5 Tovuti LMS
2.5.1 Tovuti LMS Details
2.5.2 Tovuti LMS Major Business
2.5.3 Tovuti LMS eLearning Gamification Software Product and Solutions
2.5.4 Tovuti LMS eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.5.5 Tovuti LMS Recent Developments and Future Plans
2.6 Rockstar
2.6.1 Rockstar Details
2.6.2 Rockstar Major Business
2.6.3 Rockstar eLearning Gamification Software Product and Solutions
2.6.4 Rockstar eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.6.5 Rockstar Recent Developments and Future Plans
2.7 Thinkific
2.7.1 Thinkific Details
2.7.2 Thinkific Major Business
2.7.3 Thinkific eLearning Gamification Software Product and Solutions
2.7.4 Thinkific eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.7.5 Thinkific Recent Developments and Future Plans
2.8 KREDO
2.8.1 KREDO Details
2.8.2 KREDO Major Business
2.8.3 KREDO eLearning Gamification Software Product and Solutions
2.8.4 KREDO eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.8.5 KREDO Recent Developments and Future Plans
2.9 UpsideLMS
2.9.1 UpsideLMS Details
2.9.2 UpsideLMS Major Business
2.9.3 UpsideLMS eLearning Gamification Software Product and Solutions
2.9.4 UpsideLMS eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.9.5 UpsideLMS Recent Developments and Future Plans
2.10 SAP Litmos
2.10.1 SAP Litmos Details
2.10.2 SAP Litmos Major Business
2.10.3 SAP Litmos eLearning Gamification Software Product and Solutions
2.10.4 SAP Litmos eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.10.5 SAP Litmos Recent Developments and Future Plans
2.11 Adobe Captivate Prime
2.11.1 Adobe Captivate Prime Details
2.11.2 Adobe Captivate Prime Major Business
2.11.3 Adobe Captivate Prime eLearning Gamification Software Product and Solutions
2.11.4 Adobe Captivate Prime eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.11.5 Adobe Captivate Prime Recent Developments and Future Plans
2.12 eFront
2.12.1 eFront Details
2.12.2 eFront Major Business
2.12.3 eFront eLearning Gamification Software Product and Solutions
2.12.4 eFront eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.12.5 eFront Recent Developments and Future Plans
2.13 Paradiso
2.13.1 Paradiso Details
2.13.2 Paradiso Major Business
2.13.3 Paradiso eLearning Gamification Software Product and Solutions
2.13.4 Paradiso eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.13.5 Paradiso Recent Developments and Future Plans
2.14 Growth Engineering
2.14.1 Growth Engineering Details
2.14.2 Growth Engineering Major Business
2.14.3 Growth Engineering eLearning Gamification Software Product and Solutions
2.14.4 Growth Engineering eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.14.5 Growth Engineering Recent Developments and Future Plans
2.15 EdApp
2.15.1 EdApp Details
2.15.2 EdApp Major Business
2.15.3 EdApp eLearning Gamification Software Product and Solutions
2.15.4 EdApp eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.15.5 EdApp Recent Developments and Future Plans
2.16 Mambo.IO
2.16.1 Mambo.IO Details
2.16.2 Mambo.IO Major Business
2.16.3 Mambo.IO eLearning Gamification Software Product and Solutions
2.16.4 Mambo.IO eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.16.5 Mambo.IO Recent Developments and Future Plans
2.17 Funifier
2.17.1 Funifier Details
2.17.2 Funifier Major Business
2.17.3 Funifier eLearning Gamification Software Product and Solutions
2.17.4 Funifier eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.17.5 Funifier Recent Developments and Future Plans
2.18 Code of Talent
2.18.1 Code of Talent Details
2.18.2 Code of Talent Major Business
2.18.3 Code of Talent eLearning Gamification Software Product and Solutions
2.18.4 Code of Talent eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.18.5 Code of Talent Recent Developments and Future Plans
2.19 Gametize
2.19.1 Gametize Details
2.19.2 Gametize Major Business
2.19.3 Gametize eLearning Gamification Software Product and Solutions
2.19.4 Gametize eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.19.5 Gametize Recent Developments and Future Plans
2.20 Hurix Digital
2.20.1 Hurix Digital Details
2.20.2 Hurix Digital Major Business
2.20.3 Hurix Digital eLearning Gamification Software Product and Solutions
2.20.4 Hurix Digital eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.20.5 Hurix Digital Recent Developments and Future Plans
2.21 GoSkills
2.21.1 GoSkills Details
2.21.2 GoSkills Major Business
2.21.3 GoSkills eLearning Gamification Software Product and Solutions
2.21.4 GoSkills eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.21.5 GoSkills Recent Developments and Future Plans
2.22 ProProfs
2.22.1 ProProfs Details
2.22.2 ProProfs Major Business
2.22.3 ProProfs eLearning Gamification Software Product and Solutions
2.22.4 ProProfs eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.22.5 ProProfs Recent Developments and Future Plans
2.23 Hoopla
2.23.1 Hoopla Details
2.23.2 Hoopla Major Business
2.23.3 Hoopla eLearning Gamification Software Product and Solutions
2.23.4 Hoopla eLearning Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.23.5 Hoopla Recent Developments and Future Plans
3 Market Competition, by Players
3.1 Global eLearning Gamification Software Revenue and Share by Players (2020-2025)
3.2 Market Share Analysis (2024)
3.2.1 Market Share of eLearning Gamification Software by Company Revenue
3.2.2 Top 3 eLearning Gamification Software Players Market Share in 2024
3.2.3 Top 6 eLearning Gamification Software Players Market Share in 2024
3.3 eLearning Gamification Software Market: Overall Company Footprint Analysis
3.3.1 eLearning Gamification Software Market: Region Footprint
3.3.2 eLearning Gamification Software Market: Company Product Type Footprint
3.3.3 eLearning Gamification Software Market: Company Product Application Footprint
3.4 New Market Entrants and Barriers to Market Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations
4 Market Size Segment by Type
4.1 Global eLearning Gamification Software Consumption Value and Market Share by Type (2020-2025)
4.2 Global eLearning Gamification Software Market Forecast by Type (2026-2031)
5 Market Size Segment by Application
5.1 Global eLearning Gamification Software Consumption Value Market Share by Application (2020-2025)
5.2 Global eLearning Gamification Software Market Forecast by Application (2026-2031)
6 North America
6.1 North America eLearning Gamification Software Consumption Value by Type (2020-2031)
6.2 North America eLearning Gamification Software Market Size by Application (2020-2031)
6.3 North America eLearning Gamification Software Market Size by Country
6.3.1 North America eLearning Gamification Software Consumption Value by Country (2020-2031)
6.3.2 United States eLearning Gamification Software Market Size and Forecast (2020-2031)
6.3.3 Canada eLearning Gamification Software Market Size and Forecast (2020-2031)
6.3.4 Mexico eLearning Gamification Software Market Size and Forecast (2020-2031)
7 Europe
7.1 Europe eLearning Gamification Software Consumption Value by Type (2020-2031)
7.2 Europe eLearning Gamification Software Consumption Value by Application (2020-2031)
7.3 Europe eLearning Gamification Software Market Size by Country
7.3.1 Europe eLearning Gamification Software Consumption Value by Country (2020-2031)
7.3.2 Germany eLearning Gamification Software Market Size and Forecast (2020-2031)
7.3.3 France eLearning Gamification Software Market Size and Forecast (2020-2031)
7.3.4 United Kingdom eLearning Gamification Software Market Size and Forecast (2020-2031)
7.3.5 Russia eLearning Gamification Software Market Size and Forecast (2020-2031)
7.3.6 Italy eLearning Gamification Software Market Size and Forecast (2020-2031)
8 Asia-Pacific
8.1 Asia-Pacific eLearning Gamification Software Consumption Value by Type (2020-2031)
8.2 Asia-Pacific eLearning Gamification Software Consumption Value by Application (2020-2031)
8.3 Asia-Pacific eLearning Gamification Software Market Size by Region
8.3.1 Asia-Pacific eLearning Gamification Software Consumption Value by Region (2020-2031)
8.3.2 China eLearning Gamification Software Market Size and Forecast (2020-2031)
8.3.3 Japan eLearning Gamification Software Market Size and Forecast (2020-2031)
8.3.4 South Korea eLearning Gamification Software Market Size and Forecast (2020-2031)
8.3.5 India eLearning Gamification Software Market Size and Forecast (2020-2031)
8.3.6 Southeast Asia eLearning Gamification Software Market Size and Forecast (2020-2031)
8.3.7 Australia eLearning Gamification Software Market Size and Forecast (2020-2031)
9 South America
9.1 South America eLearning Gamification Software Consumption Value by Type (2020-2031)
9.2 South America eLearning Gamification Software Consumption Value by Application (2020-2031)
9.3 South America eLearning Gamification Software Market Size by Country
9.3.1 South America eLearning Gamification Software Consumption Value by Country (2020-2031)
9.3.2 Brazil eLearning Gamification Software Market Size and Forecast (2020-2031)
9.3.3 Argentina eLearning Gamification Software Market Size and Forecast (2020-2031)
10 Middle East & Africa
10.1 Middle East & Africa eLearning Gamification Software Consumption Value by Type (2020-2031)
10.2 Middle East & Africa eLearning Gamification Software Consumption Value by Application (2020-2031)
10.3 Middle East & Africa eLearning Gamification Software Market Size by Country
10.3.1 Middle East & Africa eLearning Gamification Software Consumption Value by Country (2020-2031)
10.3.2 Turkey eLearning Gamification Software Market Size and Forecast (2020-2031)
10.3.3 Saudi Arabia eLearning Gamification Software Market Size and Forecast (2020-2031)
10.3.4 UAE eLearning Gamification Software Market Size and Forecast (2020-2031)
11 Market Dynamics
11.1 eLearning Gamification Software Market Drivers
11.2 eLearning Gamification Software Market Restraints
11.3 eLearning Gamification Software Trends Analysis
11.4 Porters Five Forces Analysis
11.4.1 Threat of New Entrants
11.4.2 Bargaining Power of Suppliers
11.4.3 Bargaining Power of Buyers
11.4.4 Threat of Substitutes
11.4.5 Competitive Rivalry
12 Industry Chain Analysis
12.1 eLearning Gamification Software Industry Chain
12.2 eLearning Gamification Software Upstream Analysis
12.3 eLearning Gamification Software Midstream Analysis
12.4 eLearning Gamification Software Downstream Analysis
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
TalentLMS
Docebo
Learning Pool
iSpring Learn
Tovuti LMS
Rockstar
Thinkific
KREDO
UpsideLMS
SAP Litmos
Adobe Captivate Prime
eFront
Paradiso
Growth Engineering
EdApp
Mambo.IO
Funifier
Code of Talent
Gametize
Hurix Digital
GoSkills
ProProfs
Hoopla
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Ìý
*If Applicable.