
The global E-Learning Gamification market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for E-Learning Gamification is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for E-Learning Gamification is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for E-Learning Gamification in K-12 education is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of E-Learning Gamification include Badgeville, BI WORLDWIDE, Classcraft Studios, Microsoft, SAP, MPS Interactive Systems, D2L Corporation, Top Hat and Cognizant, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for E-Learning Gamification, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding E-Learning Gamification.
Report Scope
The E-Learning Gamification market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global E-Learning Gamification market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the E-Learning Gamification companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Badgeville
BI WORLDWIDE
Classcraft Studios
Microsoft
SAP
MPS Interactive Systems
D2L Corporation
Top Hat
Cognizant
Recurrence Inc.
Fundamentor
Gametize
GradeCraft
Kuato Studios
Kungfu-Math
Segment by Type
Cloud Based
On-Premise
Segment by Application
K-12 education
Higher education
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of E-Learning Gamification companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global E-Learning Gamification Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Cloud Based
1.2.3 On-Premise
1.3 Market by Application
1.3.1 Global E-Learning Gamification Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 K-12 education
1.3.3 Higher education
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global E-Learning Gamification Market Perspective (2019-2030)
2.2 E-Learning Gamification Growth Trends by Region
2.2.1 Global E-Learning Gamification Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 E-Learning Gamification Historic Market Size by Region (2019-2024)
2.2.3 E-Learning Gamification Forecasted Market Size by Region (2025-2030)
2.3 E-Learning Gamification Market Dynamics
2.3.1 E-Learning Gamification Industry Trends
2.3.2 E-Learning Gamification Market Drivers
2.3.3 E-Learning Gamification Market Challenges
2.3.4 E-Learning Gamification Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top E-Learning Gamification Players by Revenue
3.1.1 Global Top E-Learning Gamification Players by Revenue (2019-2024)
3.1.2 Global E-Learning Gamification Revenue Market Share by Players (2019-2024)
3.2 Global E-Learning Gamification Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by E-Learning Gamification Revenue
3.4 Global E-Learning Gamification Market Concentration Ratio
3.4.1 Global E-Learning Gamification Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by E-Learning Gamification Revenue in 2023
3.5 E-Learning Gamification Key Players Head office and Area Served
3.6 Key Players E-Learning Gamification Product Solution and Service
3.7 Date of Enter into E-Learning Gamification Market
3.8 Mergers & Acquisitions, Expansion Plans
4 E-Learning Gamification Breakdown Data by Type
4.1 Global E-Learning Gamification Historic Market Size by Type (2019-2024)
4.2 Global E-Learning Gamification Forecasted Market Size by Type (2025-2030)
5 E-Learning Gamification Breakdown Data by Application
5.1 Global E-Learning Gamification Historic Market Size by Application (2019-2024)
5.2 Global E-Learning Gamification Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America E-Learning Gamification Market Size (2019-2030)
6.2 North America E-Learning Gamification Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America E-Learning Gamification Market Size by Country (2019-2024)
6.4 North America E-Learning Gamification Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe E-Learning Gamification Market Size (2019-2030)
7.2 Europe E-Learning Gamification Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe E-Learning Gamification Market Size by Country (2019-2024)
7.4 Europe E-Learning Gamification Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific E-Learning Gamification Market Size (2019-2030)
8.2 Asia-Pacific E-Learning Gamification Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific E-Learning Gamification Market Size by Region (2019-2024)
8.4 Asia-Pacific E-Learning Gamification Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America E-Learning Gamification Market Size (2019-2030)
9.2 Latin America E-Learning Gamification Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America E-Learning Gamification Market Size by Country (2019-2024)
9.4 Latin America E-Learning Gamification Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa E-Learning Gamification Market Size (2019-2030)
10.2 Middle East & Africa E-Learning Gamification Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa E-Learning Gamification Market Size by Country (2019-2024)
10.4 Middle East & Africa E-Learning Gamification Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Badgeville
11.1.1 Badgeville Company Detail
11.1.2 Badgeville Business Overview
11.1.3 Badgeville E-Learning Gamification Introduction
11.1.4 Badgeville Revenue in E-Learning Gamification Business (2019-2024)
11.1.5 Badgeville Recent Development
11.2 BI WORLDWIDE
11.2.1 BI WORLDWIDE Company Detail
11.2.2 BI WORLDWIDE Business Overview
11.2.3 BI WORLDWIDE E-Learning Gamification Introduction
11.2.4 BI WORLDWIDE Revenue in E-Learning Gamification Business (2019-2024)
11.2.5 BI WORLDWIDE Recent Development
11.3 Classcraft Studios
11.3.1 Classcraft Studios Company Detail
11.3.2 Classcraft Studios Business Overview
11.3.3 Classcraft Studios E-Learning Gamification Introduction
11.3.4 Classcraft Studios Revenue in E-Learning Gamification Business (2019-2024)
11.3.5 Classcraft Studios Recent Development
11.4 Microsoft
11.4.1 Microsoft Company Detail
11.4.2 Microsoft Business Overview
11.4.3 Microsoft E-Learning Gamification Introduction
11.4.4 Microsoft Revenue in E-Learning Gamification Business (2019-2024)
11.4.5 Microsoft Recent Development
11.5 SAP
11.5.1 SAP Company Detail
11.5.2 SAP Business Overview
11.5.3 SAP E-Learning Gamification Introduction
11.5.4 SAP Revenue in E-Learning Gamification Business (2019-2024)
11.5.5 SAP Recent Development
11.6 MPS Interactive Systems
11.6.1 MPS Interactive Systems Company Detail
11.6.2 MPS Interactive Systems Business Overview
11.6.3 MPS Interactive Systems E-Learning Gamification Introduction
11.6.4 MPS Interactive Systems Revenue in E-Learning Gamification Business (2019-2024)
11.6.5 MPS Interactive Systems Recent Development
11.7 D2L Corporation
11.7.1 D2L Corporation Company Detail
11.7.2 D2L Corporation Business Overview
11.7.3 D2L Corporation E-Learning Gamification Introduction
11.7.4 D2L Corporation Revenue in E-Learning Gamification Business (2019-2024)
11.7.5 D2L Corporation Recent Development
11.8 Top Hat
11.8.1 Top Hat Company Detail
11.8.2 Top Hat Business Overview
11.8.3 Top Hat E-Learning Gamification Introduction
11.8.4 Top Hat Revenue in E-Learning Gamification Business (2019-2024)
11.8.5 Top Hat Recent Development
11.9 Cognizant
11.9.1 Cognizant Company Detail
11.9.2 Cognizant Business Overview
11.9.3 Cognizant E-Learning Gamification Introduction
11.9.4 Cognizant Revenue in E-Learning Gamification Business (2019-2024)
11.9.5 Cognizant Recent Development
11.10 Recurrence Inc.
11.10.1 Recurrence Inc. Company Detail
11.10.2 Recurrence Inc. Business Overview
11.10.3 Recurrence Inc. E-Learning Gamification Introduction
11.10.4 Recurrence Inc. Revenue in E-Learning Gamification Business (2019-2024)
11.10.5 Recurrence Inc. Recent Development
11.11 Fundamentor
11.11.1 Fundamentor Company Detail
11.11.2 Fundamentor Business Overview
11.11.3 Fundamentor E-Learning Gamification Introduction
11.11.4 Fundamentor Revenue in E-Learning Gamification Business (2019-2024)
11.11.5 Fundamentor Recent Development
11.12 Gametize
11.12.1 Gametize Company Detail
11.12.2 Gametize Business Overview
11.12.3 Gametize E-Learning Gamification Introduction
11.12.4 Gametize Revenue in E-Learning Gamification Business (2019-2024)
11.12.5 Gametize Recent Development
11.13 GradeCraft
11.13.1 GradeCraft Company Detail
11.13.2 GradeCraft Business Overview
11.13.3 GradeCraft E-Learning Gamification Introduction
11.13.4 GradeCraft Revenue in E-Learning Gamification Business (2019-2024)
11.13.5 GradeCraft Recent Development
11.14 Kuato Studios
11.14.1 Kuato Studios Company Detail
11.14.2 Kuato Studios Business Overview
11.14.3 Kuato Studios E-Learning Gamification Introduction
11.14.4 Kuato Studios Revenue in E-Learning Gamification Business (2019-2024)
11.14.5 Kuato Studios Recent Development
11.15 Kungfu-Math
11.15.1 Kungfu-Math Company Detail
11.15.2 Kungfu-Math Business Overview
11.15.3 Kungfu-Math E-Learning Gamification Introduction
11.15.4 Kungfu-Math Revenue in E-Learning Gamification Business (2019-2024)
11.15.5 Kungfu-Math Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Badgeville
BI WORLDWIDE
Classcraft Studios
Microsoft
SAP
MPS Interactive Systems
D2L Corporation
Top Hat
Cognizant
Recurrence Inc.
Fundamentor
Gametize
GradeCraft
Kuato Studios
Kungfu-Math
Ìý
Ìý
*If Applicable.
