
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 global eLearning Gamification Software market was valued at US$ 1022 million in 2023 and is anticipated to reach US$ 1778.1 million by 2030, witnessing a CAGR of 8.3% during the forecast period 2024-2030.
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 aims to provide a comprehensive presentation of the global market for eLearning Gamification Software, 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 eLearning Gamification Software.
Report Scope
The eLearning Gamification Software 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 eLearning Gamification Software 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 eLearning Gamification Software 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
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
Segment by Type
Cloud Based
Web Based
Segment by Application
SMEs
Large Enterprises
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 eLearning Gamification Software 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 eLearning Gamification Software Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Cloud Based
1.2.3 Web Based
1.3 Market by Application
1.3.1 Global eLearning Gamification Software Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 SMEs
1.3.3 Large Enterprises
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global eLearning Gamification Software Market Perspective (2019-2030)
2.2 eLearning Gamification Software Growth Trends by Region
2.2.1 Global eLearning Gamification Software Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 eLearning Gamification Software Historic Market Size by Region (2019-2024)
2.2.3 eLearning Gamification Software Forecasted Market Size by Region (2025-2030)
2.3 eLearning Gamification Software Market Dynamics
2.3.1 eLearning Gamification Software Industry Trends
2.3.2 eLearning Gamification Software Market Drivers
2.3.3 eLearning Gamification Software Market Challenges
2.3.4 eLearning Gamification Software Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top eLearning Gamification Software Players by Revenue
3.1.1 Global Top eLearning Gamification Software Players by Revenue (2019-2024)
3.1.2 Global eLearning Gamification Software Revenue Market Share by Players (2019-2024)
3.2 Global eLearning Gamification Software Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by eLearning Gamification Software Revenue
3.4 Global eLearning Gamification Software Market Concentration Ratio
3.4.1 Global eLearning Gamification Software Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by eLearning Gamification Software Revenue in 2023
3.5 eLearning Gamification Software Key Players Head office and Area Served
3.6 Key Players eLearning Gamification Software Product Solution and Service
3.7 Date of Enter into eLearning Gamification Software Market
3.8 Mergers & Acquisitions, Expansion Plans
4 eLearning Gamification Software Breakdown Data by Type
4.1 Global eLearning Gamification Software Historic Market Size by Type (2019-2024)
4.2 Global eLearning Gamification Software Forecasted Market Size by Type (2025-2030)
5 eLearning Gamification Software Breakdown Data by Application
5.1 Global eLearning Gamification Software Historic Market Size by Application (2019-2024)
5.2 Global eLearning Gamification Software Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America eLearning Gamification Software Market Size (2019-2030)
6.2 North America eLearning Gamification Software Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America eLearning Gamification Software Market Size by Country (2019-2024)
6.4 North America eLearning Gamification Software Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe eLearning Gamification Software Market Size (2019-2030)
7.2 Europe eLearning Gamification Software Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe eLearning Gamification Software Market Size by Country (2019-2024)
7.4 Europe eLearning Gamification Software 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 eLearning Gamification Software Market Size (2019-2030)
8.2 Asia-Pacific eLearning Gamification Software Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific eLearning Gamification Software Market Size by Region (2019-2024)
8.4 Asia-Pacific eLearning Gamification Software 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 eLearning Gamification Software Market Size (2019-2030)
9.2 Latin America eLearning Gamification Software Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America eLearning Gamification Software Market Size by Country (2019-2024)
9.4 Latin America eLearning Gamification Software Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa eLearning Gamification Software Market Size (2019-2030)
10.2 Middle East & Africa eLearning Gamification Software Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa eLearning Gamification Software Market Size by Country (2019-2024)
10.4 Middle East & Africa eLearning Gamification Software Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 TalentLMS
11.1.1 TalentLMS Company Detail
11.1.2 TalentLMS Business Overview
11.1.3 TalentLMS eLearning Gamification Software Introduction
11.1.4 TalentLMS Revenue in eLearning Gamification Software Business (2019-2024)
11.1.5 TalentLMS Recent Development
11.2 Docebo
11.2.1 Docebo Company Detail
11.2.2 Docebo Business Overview
11.2.3 Docebo eLearning Gamification Software Introduction
11.2.4 Docebo Revenue in eLearning Gamification Software Business (2019-2024)
11.2.5 Docebo Recent Development
11.3 Learning Pool
11.3.1 Learning Pool Company Detail
11.3.2 Learning Pool Business Overview
11.3.3 Learning Pool eLearning Gamification Software Introduction
11.3.4 Learning Pool Revenue in eLearning Gamification Software Business (2019-2024)
11.3.5 Learning Pool Recent Development
11.4 iSpring Learn
11.4.1 iSpring Learn Company Detail
11.4.2 iSpring Learn Business Overview
11.4.3 iSpring Learn eLearning Gamification Software Introduction
11.4.4 iSpring Learn Revenue in eLearning Gamification Software Business (2019-2024)
11.4.5 iSpring Learn Recent Development
11.5 Tovuti LMS
11.5.1 Tovuti LMS Company Detail
11.5.2 Tovuti LMS Business Overview
11.5.3 Tovuti LMS eLearning Gamification Software Introduction
11.5.4 Tovuti LMS Revenue in eLearning Gamification Software Business (2019-2024)
11.5.5 Tovuti LMS Recent Development
11.6 Rockstar
11.6.1 Rockstar Company Detail
11.6.2 Rockstar Business Overview
11.6.3 Rockstar eLearning Gamification Software Introduction
11.6.4 Rockstar Revenue in eLearning Gamification Software Business (2019-2024)
11.6.5 Rockstar Recent Development
11.7 Thinkific
11.7.1 Thinkific Company Detail
11.7.2 Thinkific Business Overview
11.7.3 Thinkific eLearning Gamification Software Introduction
11.7.4 Thinkific Revenue in eLearning Gamification Software Business (2019-2024)
11.7.5 Thinkific Recent Development
11.8 KREDO
11.8.1 KREDO Company Detail
11.8.2 KREDO Business Overview
11.8.3 KREDO eLearning Gamification Software Introduction
11.8.4 KREDO Revenue in eLearning Gamification Software Business (2019-2024)
11.8.5 KREDO Recent Development
11.9 UpsideLMS
11.9.1 UpsideLMS Company Detail
11.9.2 UpsideLMS Business Overview
11.9.3 UpsideLMS eLearning Gamification Software Introduction
11.9.4 UpsideLMS Revenue in eLearning Gamification Software Business (2019-2024)
11.9.5 UpsideLMS Recent Development
11.10 SAP Litmos
11.10.1 SAP Litmos Company Detail
11.10.2 SAP Litmos Business Overview
11.10.3 SAP Litmos eLearning Gamification Software Introduction
11.10.4 SAP Litmos Revenue in eLearning Gamification Software Business (2019-2024)
11.10.5 SAP Litmos Recent Development
11.11 Adobe Captivate Prime
11.11.1 Adobe Captivate Prime Company Detail
11.11.2 Adobe Captivate Prime Business Overview
11.11.3 Adobe Captivate Prime eLearning Gamification Software Introduction
11.11.4 Adobe Captivate Prime Revenue in eLearning Gamification Software Business (2019-2024)
11.11.5 Adobe Captivate Prime Recent Development
11.12 eFront
11.12.1 eFront Company Detail
11.12.2 eFront Business Overview
11.12.3 eFront eLearning Gamification Software Introduction
11.12.4 eFront Revenue in eLearning Gamification Software Business (2019-2024)
11.12.5 eFront Recent Development
11.13 Paradiso
11.13.1 Paradiso Company Detail
11.13.2 Paradiso Business Overview
11.13.3 Paradiso eLearning Gamification Software Introduction
11.13.4 Paradiso Revenue in eLearning Gamification Software Business (2019-2024)
11.13.5 Paradiso Recent Development
11.14 Growth Engineering
11.14.1 Growth Engineering Company Detail
11.14.2 Growth Engineering Business Overview
11.14.3 Growth Engineering eLearning Gamification Software Introduction
11.14.4 Growth Engineering Revenue in eLearning Gamification Software Business (2019-2024)
11.14.5 Growth Engineering Recent Development
11.15 EdApp
11.15.1 EdApp Company Detail
11.15.2 EdApp Business Overview
11.15.3 EdApp eLearning Gamification Software Introduction
11.15.4 EdApp Revenue in eLearning Gamification Software Business (2019-2024)
11.15.5 EdApp Recent Development
11.16 Mambo.IO
11.16.1 Mambo.IO Company Detail
11.16.2 Mambo.IO Business Overview
11.16.3 Mambo.IO eLearning Gamification Software Introduction
11.16.4 Mambo.IO Revenue in eLearning Gamification Software Business (2019-2024)
11.16.5 Mambo.IO Recent Development
11.17 Funifier
11.17.1 Funifier Company Detail
11.17.2 Funifier Business Overview
11.17.3 Funifier eLearning Gamification Software Introduction
11.17.4 Funifier Revenue in eLearning Gamification Software Business (2019-2024)
11.17.5 Funifier Recent Development
11.18 Code of Talent
11.18.1 Code of Talent Company Detail
11.18.2 Code of Talent Business Overview
11.18.3 Code of Talent eLearning Gamification Software Introduction
11.18.4 Code of Talent Revenue in eLearning Gamification Software Business (2019-2024)
11.18.5 Code of Talent Recent Development
11.19 Gametize
11.19.1 Gametize Company Detail
11.19.2 Gametize Business Overview
11.19.3 Gametize eLearning Gamification Software Introduction
11.19.4 Gametize Revenue in eLearning Gamification Software Business (2019-2024)
11.19.5 Gametize Recent Development
11.20 Hurix Digital
11.20.1 Hurix Digital Company Detail
11.20.2 Hurix Digital Business Overview
11.20.3 Hurix Digital eLearning Gamification Software Introduction
11.20.4 Hurix Digital Revenue in eLearning Gamification Software Business (2019-2024)
11.20.5 Hurix Digital Recent Development
11.21 GoSkills
11.21.1 GoSkills Company Detail
11.21.2 GoSkills Business Overview
11.21.3 GoSkills eLearning Gamification Software Introduction
11.21.4 GoSkills Revenue in eLearning Gamification Software Business (2019-2024)
11.21.5 GoSkills Recent Development
11.22 ProProfs
11.22.1 ProProfs Company Detail
11.22.2 ProProfs Business Overview
11.22.3 ProProfs eLearning Gamification Software Introduction
11.22.4 ProProfs Revenue in eLearning Gamification Software Business (2019-2024)
11.22.5 ProProfs Recent Development
11.23 Hoopla
11.23.1 Hoopla Company Detail
11.23.2 Hoopla Business Overview
11.23.3 Hoopla eLearning Gamification Software Introduction
11.23.4 Hoopla Revenue in eLearning Gamification Software Business (2019-2024)
11.23.5 Hoopla 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
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
Ìý
Ìý
*If Applicable.
