
The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments.The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning.
Market Analysis and Insights: Global Gamification of Learning Market
The global Gamification of Learning market is projected to grow from US$ million in 2024 to US$ million by 2030, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.
The US & Canada market for Gamification of Learning is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The China market for Gamification of Learning is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The Europe market for Gamification of Learning is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The global key companies of Gamification of Learning include Microsoft, MPS Interactive Systems, Bunchball, NIIT, D2L Corporation, Cognizant, Fundamentor, Top Hat and Classcraft Studios, etc. In 2023, the global top five players had a share approximately % in terms of revenue.
Gamification of Learning is widely used in various fields, such as Academic and Corporate Training, etc. Academic provides greatest supports to the Gamification of Learning industry development. In 2023, global % revenue of Gamification of Learning went into Academic filed and the proportion will reach to % in 2030.
Report Covers:
This report presents an overview of global market for Gamification of Learning market size. Analyses of the global market trends, with historic market revenue data for 2019 - 2023, estimates for 2024, and projections of CAGR through 2030.
This report researches the key producers of Gamification of Learning, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for Gamification of Learning, and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the Gamification of Learning revenue, market share and industry ranking of main companies, data from 2019 to 2024. Identification of the major stakeholders in the global Gamification of Learning market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2019 to 2030. Evaluation and forecast the market size for Gamification of Learning revenue, projected growth trends, production technology, application and end-user industry.
Market Segmentation
By Company
Microsoft
MPS Interactive Systems
Bunchball
NIIT
D2L Corporation
Cognizant
Fundamentor
Top Hat
Classcraft Studios
Recurrence
Segment by Type
Cloud
On-premises
Segment by Application
Academic
Corporate Training
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
China
Asia (excluding China)
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America, Middle East & Africa
Brazil
Mexico
Turkey
Israel
GCC Countries
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, 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: Revenue of Gamification of Learning in global and regional level. 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. 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 Gamification of Learning companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the revenue, 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 revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: North America (US & Canada) by Type, by Application and by country, revenue for each segment.
Chapter 7: Europe by Type, by Application and by country, revenue for each segment.
Chapter 8: China by Type, and by Application, revenue for each segment.
Chapter 9: Asia (excluding China) by Type, by Application and by region, revenue for each segment.
Chapter 10: Middle East, Africa, and Latin America by Type, by Application and by country, revenue for each segment.
Chapter 11: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Gamification of Learning revenue, gross margin, and recent development, etc.
Chapter 12: Analyst's Viewpoints/Conclusions
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1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Gamification of Learning Market Size Growth Rate by Type, 2019 VS 2023 VS 2030
1.2.2 Cloud
1.2.3 On-premises
1.3 Market by Application
1.3.1 Global Gamification of Learning Market Size Growth Rate by Application, 2019 VS 2023 VS 2030
1.3.2 Academic
1.3.3 Corporate Training
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Gamification of Learning Market Perspective (2019-2030)
2.2 Global Gamification of Learning Growth Trends by Region
2.2.1 Gamification of Learning Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Gamification of Learning Historic Market Size by Region (2019-2024)
2.2.3 Gamification of Learning Forecasted Market Size by Region (2025-2030)
2.3 Gamification of Learning Market Dynamics
2.3.1 Gamification of Learning Industry Trends
2.3.2 Gamification of Learning Market Drivers
2.3.3 Gamification of Learning Market Challenges
2.3.4 Gamification of Learning Market Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue Gamification of Learning by Players
3.1.1 Global Gamification of Learning Revenue by Players (2019-2024)
3.1.2 Global Gamification of Learning Revenue Market Share by Players (2019-2024)
3.2 Global Gamification of Learning Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of Gamification of Learning, Ranking by Revenue, 2022 VS 2023 VS 2024
3.4 Global Gamification of Learning Market Concentration Ratio
3.4.1 Global Gamification of Learning Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Gamification of Learning Revenue in 2023
3.5 Global Key Players of Gamification of Learning Head office and Area Served
3.6 Global Key Players of Gamification of Learning, Product and Application
3.7 Global Key Players of Gamification of Learning, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Gamification of Learning Breakdown Data by Type
4.1 Global Gamification of Learning Historic Market Size by Type (2019-2024)
4.2 Global Gamification of Learning Forecasted Market Size by Type (2025-2030)
5 Gamification of Learning Breakdown Data by Application
5.1 Global Gamification of Learning Historic Market Size by Application (2019-2024)
5.2 Global Gamification of Learning Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Gamification of Learning Market Size (2019-2030)
6.2 North America Gamification of Learning Market Size by Type
6.2.1 North America Gamification of Learning Market Size by Type (2019-2024)
6.2.2 North America Gamification of Learning Market Size by Type (2025-2030)
6.2.3 North America Gamification of Learning Market Share by Type (2019-2030)
6.3 North America Gamification of Learning Market Size by Application
6.3.1 North America Gamification of Learning Market Size by Application (2019-2024)
6.3.2 North America Gamification of Learning Market Size by Application (2025-2030)
6.3.3 North America Gamification of Learning Market Share by Application (2019-2030)
6.4 North America Gamification of Learning Market Size by Country
6.4.1 North America Gamification of Learning Market Size by Country: 2019 VS 2023 VS 2030
6.4.2 North America Gamification of Learning Market Size by Country (2019-2024)
6.4.3 North America Gamification of Learning Market Size by Country (2025-2030)
6.4.4 U.S.
6.4.5 Canada
7 Europe
7.1 Europe Gamification of Learning Market Size (2019-2030)
7.2 Europe Gamification of Learning Market Size by Type
7.2.1 Europe Gamification of Learning Market Size by Type (2019-2024)
7.2.2 Europe Gamification of Learning Market Size by Type (2025-2030)
7.2.3 Europe Gamification of Learning Market Share by Type (2019-2030)
7.3 Europe Gamification of Learning Market Size by Application
7.3.1 Europe Gamification of Learning Market Size by Application (2019-2024)
7.3.2 Europe Gamification of Learning Market Size by Application (2025-2030)
7.3.3 Europe Gamification of Learning Market Share by Application (2019-2030)
7.4 Europe Gamification of Learning Market Size by Country
7.4.1 Europe Gamification of Learning Market Size by Country: 2019 VS 2023 VS 2030
7.4.2 Europe Gamification of Learning Market Size by Country (2019-2024)
7.4.3 Europe Gamification of Learning Market Size by Country (2025-2030)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China Gamification of Learning Market Size (2019-2030)
8.2 China Gamification of Learning Market Size by Type
8.2.1 China Gamification of Learning Market Size by Type (2019-2024)
8.2.2 China Gamification of Learning Market Size by Type (2025-2030)
8.2.3 China Gamification of Learning Market Share by Type (2019-2030)
8.3 China Gamification of Learning Market Size by Application
8.3.1 China Gamification of Learning Market Size by Application (2019-2024)
8.3.2 China Gamification of Learning Market Size by Application (2025-2030)
8.3.3 China Gamification of Learning Market Share by Application (2019-2030)
9 Asia (excluding China)
9.1 Asia Gamification of Learning Market Size (2019-2030)
9.2 Asia Gamification of Learning Market Size by Type
9.2.1 Asia Gamification of Learning Market Size by Type (2019-2024)
9.2.2 Asia Gamification of Learning Market Size by Type (2025-2030)
9.2.3 Asia Gamification of Learning Market Share by Type (2019-2030)
9.3 Asia Gamification of Learning Market Size by Application
9.3.1 Asia Gamification of Learning Market Size by Application (2019-2024)
9.3.2 Asia Gamification of Learning Market Size by Application (2025-2030)
9.3.3 Asia Gamification of Learning Market Share by Application (2019-2030)
9.4 Asia Gamification of Learning Market Size by Region
9.4.1 Asia Gamification of Learning Market Size by Region: 2019 VS 2023 VS 2030
9.4.2 Asia Gamification of Learning Market Size by Region (2019-2024)
9.4.3 Asia Gamification of Learning Market Size by Region (2025-2030)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America Gamification of Learning Market Size (2019-2030)
10.2 Middle East, Africa, and Latin America Gamification of Learning Market Size by Type
10.2.1 Middle East, Africa, and Latin America Gamification of Learning Market Size by Type (2019-2024)
10.2.2 Middle East, Africa, and Latin America Gamification of Learning Market Size by Type (2025-2030)
10.2.3 Middle East, Africa, and Latin America Gamification of Learning Market Share by Type (2019-2030)
10.3 Middle East, Africa, and Latin America Gamification of Learning Market Size by Application
10.3.1 Middle East, Africa, and Latin America Gamification of Learning Market Size by Application (2019-2024)
10.3.2 Middle East, Africa, and Latin America Gamification of Learning Market Size by Application (2025-2030)
10.3.3 Middle East, Africa, and Latin America Gamification of Learning Market Share by Application (2019-2030)
10.4 Middle East, Africa, and Latin America Gamification of Learning Market Size by Country
10.4.1 Middle East, Africa, and Latin America Gamification of Learning Market Size by Country: 2019 VS 2023 VS 2030
10.4.2 Middle East, Africa, and Latin America Gamification of Learning Market Size by Country (2019-2024)
10.4.3 Middle East, Africa, and Latin America Gamification of Learning Market Size by Country (2025-2030)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 Microsoft
11.1.1 Microsoft Company Details
11.1.2 Microsoft Business Overview
11.1.3 Microsoft Gamification of Learning Introduction
11.1.4 Microsoft Revenue in Gamification of Learning Business (2019-2024)
11.1.5 Microsoft Recent Developments
11.2 MPS Interactive Systems
11.2.1 MPS Interactive Systems Company Details
11.2.2 MPS Interactive Systems Business Overview
11.2.3 MPS Interactive Systems Gamification of Learning Introduction
11.2.4 MPS Interactive Systems Revenue in Gamification of Learning Business (2019-2024)
11.2.5 MPS Interactive Systems Recent Developments
11.3 Bunchball
11.3.1 Bunchball Company Details
11.3.2 Bunchball Business Overview
11.3.3 Bunchball Gamification of Learning Introduction
11.3.4 Bunchball Revenue in Gamification of Learning Business (2019-2024)
11.3.5 Bunchball Recent Developments
11.4 NIIT
11.4.1 NIIT Company Details
11.4.2 NIIT Business Overview
11.4.3 NIIT Gamification of Learning Introduction
11.4.4 NIIT Revenue in Gamification of Learning Business (2019-2024)
11.4.5 NIIT Recent Developments
11.5 D2L Corporation
11.5.1 D2L Corporation Company Details
11.5.2 D2L Corporation Business Overview
11.5.3 D2L Corporation Gamification of Learning Introduction
11.5.4 D2L Corporation Revenue in Gamification of Learning Business (2019-2024)
11.5.5 D2L Corporation Recent Developments
11.6 Cognizant
11.6.1 Cognizant Company Details
11.6.2 Cognizant Business Overview
11.6.3 Cognizant Gamification of Learning Introduction
11.6.4 Cognizant Revenue in Gamification of Learning Business (2019-2024)
11.6.5 Cognizant Recent Developments
11.7 Fundamentor
11.7.1 Fundamentor Company Details
11.7.2 Fundamentor Business Overview
11.7.3 Fundamentor Gamification of Learning Introduction
11.7.4 Fundamentor Revenue in Gamification of Learning Business (2019-2024)
11.7.5 Fundamentor Recent Developments
11.8 Top Hat
11.8.1 Top Hat Company Details
11.8.2 Top Hat Business Overview
11.8.3 Top Hat Gamification of Learning Introduction
11.8.4 Top Hat Revenue in Gamification of Learning Business (2019-2024)
11.8.5 Top Hat Recent Developments
11.9 Classcraft Studios
11.9.1 Classcraft Studios Company Details
11.9.2 Classcraft Studios Business Overview
11.9.3 Classcraft Studios Gamification of Learning Introduction
11.9.4 Classcraft Studios Revenue in Gamification of Learning Business (2019-2024)
11.9.5 Classcraft Studios Recent Developments
11.10 Recurrence
11.10.1 Recurrence Company Details
11.10.2 Recurrence Business Overview
11.10.3 Recurrence Gamification of Learning Introduction
11.10.4 Recurrence Revenue in Gamification of Learning Business (2019-2024)
11.10.5 Recurrence Recent Developments
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
Microsoft
MPS Interactive Systems
Bunchball
NIIT
D2L Corporation
Cognizant
Fundamentor
Top Hat
Classcraft Studios
Recurrence
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*If Applicable.
