
Gamification has been largely used in the education and learning sector for many years. This technology is a developing approach for increasing learnersā motivation and engagement by incorporating game design elements in educational environments. This technology is becoming increasingly used in educational settings for a number of reasons it āmakes the hard stuff more funā, that helps students get motivated and make them more engaged with the subject matter.
The global Gamification in Learning 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 Gamification in Learning 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 Gamification in Learning 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 Gamification in Learning in K-12 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 Gamification in Learning include Microsoft, MPS Interactive Systems, Bunchball, NIIT Ltd, D2L Corporation, Cognizant, Fundamentor, Top Hat and Classcraft Studios, 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 Gamification in Learning, 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 Gamification in Learning.
Report Scope
The Gamification in Learning 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 Gamification in Learning 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 Gamification in Learning 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
Microsoft
MPS Interactive Systems
Bunchball
NIIT Ltd
D2L Corporation
Cognizant
Fundamentor
Top Hat
Classcraft Studios
Recurrence Inc
Segment by Type
Cloud-Based
On-Premises
Segment by Application
K-12
Corporate Training
Universities
Others
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 Gamification in Learning companiesā 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.
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1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Gamification in Learning Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Cloud-Based
1.2.3 On-Premises
1.3 Market by Application
1.3.1 Global Gamification in Learning Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 K-12
1.3.3 Corporate Training
1.3.4 Universities
1.3.5 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Gamification in Learning Market Perspective (2019-2030)
2.2 Gamification in Learning Growth Trends by Region
2.2.1 Global Gamification in Learning Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Gamification in Learning Historic Market Size by Region (2019-2024)
2.2.3 Gamification in Learning Forecasted Market Size by Region (2025-2030)
2.3 Gamification in Learning Market Dynamics
2.3.1 Gamification in Learning Industry Trends
2.3.2 Gamification in Learning Market Drivers
2.3.3 Gamification in Learning Market Challenges
2.3.4 Gamification in Learning Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Gamification in Learning Players by Revenue
3.1.1 Global Top Gamification in Learning Players by Revenue (2019-2024)
3.1.2 Global Gamification in Learning Revenue Market Share by Players (2019-2024)
3.2 Global Gamification in Learning Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Gamification in Learning Revenue
3.4 Global Gamification in Learning Market Concentration Ratio
3.4.1 Global Gamification in Learning Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Gamification in Learning Revenue in 2023
3.5 Gamification in Learning Key Players Head office and Area Served
3.6 Key Players Gamification in Learning Product Solution and Service
3.7 Date of Enter into Gamification in Learning Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Gamification in Learning Breakdown Data by Type
4.1 Global Gamification in Learning Historic Market Size by Type (2019-2024)
4.2 Global Gamification in Learning Forecasted Market Size by Type (2025-2030)
5 Gamification in Learning Breakdown Data by Application
5.1 Global Gamification in Learning Historic Market Size by Application (2019-2024)
5.2 Global Gamification in Learning Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Gamification in Learning Market Size (2019-2030)
6.2 North America Gamification in Learning Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Gamification in Learning Market Size by Country (2019-2024)
6.4 North America Gamification in Learning Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Gamification in Learning Market Size (2019-2030)
7.2 Europe Gamification in Learning Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Gamification in Learning Market Size by Country (2019-2024)
7.4 Europe Gamification in Learning 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 Gamification in Learning Market Size (2019-2030)
8.2 Asia-Pacific Gamification in Learning Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Gamification in Learning Market Size by Region (2019-2024)
8.4 Asia-Pacific Gamification in Learning 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 Gamification in Learning Market Size (2019-2030)
9.2 Latin America Gamification in Learning Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Gamification in Learning Market Size by Country (2019-2024)
9.4 Latin America Gamification in Learning Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Gamification in Learning Market Size (2019-2030)
10.2 Middle East & Africa Gamification in Learning Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Gamification in Learning Market Size by Country (2019-2024)
10.4 Middle East & Africa Gamification in Learning Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Microsoft
11.1.1 Microsoft Company Detail
11.1.2 Microsoft Business Overview
11.1.3 Microsoft Gamification in Learning Introduction
11.1.4 Microsoft Revenue in Gamification in Learning Business (2019-2024)
11.1.5 Microsoft Recent Development
11.2 MPS Interactive Systems
11.2.1 MPS Interactive Systems Company Detail
11.2.2 MPS Interactive Systems Business Overview
11.2.3 MPS Interactive Systems Gamification in Learning Introduction
11.2.4 MPS Interactive Systems Revenue in Gamification in Learning Business (2019-2024)
11.2.5 MPS Interactive Systems Recent Development
11.3 Bunchball
11.3.1 Bunchball Company Detail
11.3.2 Bunchball Business Overview
11.3.3 Bunchball Gamification in Learning Introduction
11.3.4 Bunchball Revenue in Gamification in Learning Business (2019-2024)
11.3.5 Bunchball Recent Development
11.4 NIIT Ltd
11.4.1 NIIT Ltd Company Detail
11.4.2 NIIT Ltd Business Overview
11.4.3 NIIT Ltd Gamification in Learning Introduction
11.4.4 NIIT Ltd Revenue in Gamification in Learning Business (2019-2024)
11.4.5 NIIT Ltd Recent Development
11.5 D2L Corporation
11.5.1 D2L Corporation Company Detail
11.5.2 D2L Corporation Business Overview
11.5.3 D2L Corporation Gamification in Learning Introduction
11.5.4 D2L Corporation Revenue in Gamification in Learning Business (2019-2024)
11.5.5 D2L Corporation Recent Development
11.6 Cognizant
11.6.1 Cognizant Company Detail
11.6.2 Cognizant Business Overview
11.6.3 Cognizant Gamification in Learning Introduction
11.6.4 Cognizant Revenue in Gamification in Learning Business (2019-2024)
11.6.5 Cognizant Recent Development
11.7 Fundamentor
11.7.1 Fundamentor Company Detail
11.7.2 Fundamentor Business Overview
11.7.3 Fundamentor Gamification in Learning Introduction
11.7.4 Fundamentor Revenue in Gamification in Learning Business (2019-2024)
11.7.5 Fundamentor 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 Gamification in Learning Introduction
11.8.4 Top Hat Revenue in Gamification in Learning Business (2019-2024)
11.8.5 Top Hat Recent Development
11.9 Classcraft Studios
11.9.1 Classcraft Studios Company Detail
11.9.2 Classcraft Studios Business Overview
11.9.3 Classcraft Studios Gamification in Learning Introduction
11.9.4 Classcraft Studios Revenue in Gamification in Learning Business (2019-2024)
11.9.5 Classcraft Studios 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 Gamification in Learning Introduction
11.10.4 Recurrence Inc Revenue in Gamification in Learning Business (2019-2024)
11.10.5 Recurrence Inc 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
Microsoft
MPS Interactive Systems
Bunchball
NIIT Ltd
D2L Corporation
Cognizant
Fundamentor
Top Hat
Classcraft Studios
Recurrence Inc
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*If Applicable.
