
Gamified Learning Management System (LMS) for eLearning is a digital platform that combines the features of a traditional Learning Management System with gamification elements to enhance the online learning experience. It integrates game mechanics like points, badges, leaderboards, and challenges into eLearning courses and materials, making them more engaging and motivating for learners. This approach aims to boost learner participation, improve knowledge retention, and create an interactive and enjoyable educational environment. Gamified LMS for eLearning is particularly valuable for educational institutions, corporations, and organizations seeking to make their online training and education programs more effective and captivating.
The global Gamified LMS for eLearning 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 Gamified LMS in eLearning is experiencing significant growth and adoption. As the demand for flexible and engaging online education and training solutions continues to rise, organizations are turning to gamified LMS platforms to meet these needs. The COVID-19 pandemic accelerated the shift to remote learning, further emphasizing the importance of engaging online education tools. The trend involves the development of more sophisticated gamification features, personalized learning pathways, and data analytics to track learner progress. As a result, Gamified LMS for eLearning is becoming a cornerstone of modern education and corporate training, with a promising future in the industry.
This report aims to provide a comprehensive presentation of the global market for Gamified LMS for eLearning, 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 Gamified LMS for eLearning.
Report Scope
The Gamified LMS for eLearning 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 Gamified LMS for eLearning 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 Gamified LMS for eLearning 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 Gamified LMS for eLearning 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 Gamified LMS for eLearning 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 Gamified LMS for eLearning 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 Gamified LMS for eLearning Market Perspective (2019-2030)
2.2 Gamified LMS for eLearning Growth Trends by Region
2.2.1 Global Gamified LMS for eLearning Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Gamified LMS for eLearning Historic Market Size by Region (2019-2024)
2.2.3 Gamified LMS for eLearning Forecasted Market Size by Region (2025-2030)
2.3 Gamified LMS for eLearning Market Dynamics
2.3.1 Gamified LMS for eLearning Industry Trends
2.3.2 Gamified LMS for eLearning Market Drivers
2.3.3 Gamified LMS for eLearning Market Challenges
2.3.4 Gamified LMS for eLearning Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Gamified LMS for eLearning Players by Revenue
3.1.1 Global Top Gamified LMS for eLearning Players by Revenue (2019-2024)
3.1.2 Global Gamified LMS for eLearning Revenue Market Share by Players (2019-2024)
3.2 Global Gamified LMS for eLearning Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Gamified LMS for eLearning Revenue
3.4 Global Gamified LMS for eLearning Market Concentration Ratio
3.4.1 Global Gamified LMS for eLearning Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Gamified LMS for eLearning Revenue in 2023
3.5 Gamified LMS for eLearning Key Players Head office and Area Served
3.6 Key Players Gamified LMS for eLearning Product Solution and Service
3.7 Date of Enter into Gamified LMS for eLearning Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Gamified LMS for eLearning Breakdown Data by Type
4.1 Global Gamified LMS for eLearning Historic Market Size by Type (2019-2024)
4.2 Global Gamified LMS for eLearning Forecasted Market Size by Type (2025-2030)
5 Gamified LMS for eLearning Breakdown Data by Application
5.1 Global Gamified LMS for eLearning Historic Market Size by Application (2019-2024)
5.2 Global Gamified LMS for eLearning Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Gamified LMS for eLearning Market Size (2019-2030)
6.2 North America Gamified LMS for eLearning Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Gamified LMS for eLearning Market Size by Country (2019-2024)
6.4 North America Gamified LMS for eLearning Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Gamified LMS for eLearning Market Size (2019-2030)
7.2 Europe Gamified LMS for eLearning Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Gamified LMS for eLearning Market Size by Country (2019-2024)
7.4 Europe Gamified LMS for eLearning 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 Gamified LMS for eLearning Market Size (2019-2030)
8.2 Asia-Pacific Gamified LMS for eLearning Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Gamified LMS for eLearning Market Size by Region (2019-2024)
8.4 Asia-Pacific Gamified LMS for eLearning 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 Gamified LMS for eLearning Market Size (2019-2030)
9.2 Latin America Gamified LMS for eLearning Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Gamified LMS for eLearning Market Size by Country (2019-2024)
9.4 Latin America Gamified LMS for eLearning Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Gamified LMS for eLearning Market Size (2019-2030)
10.2 Middle East & Africa Gamified LMS for eLearning Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Gamified LMS for eLearning Market Size by Country (2019-2024)
10.4 Middle East & Africa Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.1.4 TalentLMS Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.2.4 Docebo Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.3.4 Learning Pool Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.4.4 iSpring Learn Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.5.4 Tovuti LMS Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.6.4 Rockstar Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.7.4 Thinkific Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.8.4 KREDO Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.9.4 UpsideLMS Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.10.4 SAP Litmos Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.11.4 Adobe Captivate Prime Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.12.4 eFront Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.13.4 Paradiso Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.14.4 Growth Engineering Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.15.4 EdApp Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.16.4 Mambo.IO Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.17.4 Funifier Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.18.4 Code of Talent Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.19.4 Gametize Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.20.4 Hurix Digital Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.21.4 GoSkills Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.22.4 ProProfs Revenue in Gamified LMS for eLearning 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 Gamified LMS for eLearning Introduction
11.23.4 Hoopla Revenue in Gamified LMS for eLearning 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.
