시장보고서
상품코드
1751004

세계의 교육용 게이미피케이션 시장 보고서(2025년)

Gamification In Education Global Market Report 2025

발행일: | 리서치사: The Business Research Company | 페이지 정보: 영문 175 Pages | 배송안내 : 2-10일 (영업일 기준)

    
    
    




■ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송일정은 문의해 주시기 바랍니다.

교육용 게이미피케이션 시장 규모는 향후 수년간 비약적인 성장이 전망될 예정입니다. 가상현실과 증강현실의 채용 증가, 교육기술에 대한 정부의 투자 등에 기인한다고 생각됩니다.

e러닝 플랫폼의 이용 증가는 교육용 게이미피케이션의 성장을 가속할 것으로 예측됩니다. E-러닝의 도입이 급증하고 있는 배경에는 인터넷 액세스의 향상이 있어 보다 많은 이용자가 유연한 온디맨드 학습을 실시할 수 있게 되어 있습니다. 예를 들어, 2024년 1월 룩셈부르크에 본사를 둔 정부 기관인 Eurostat는 16-74세 유럽 연합 인터넷 사용자의 30%가 2023년 첫 3개월 이내에 온라인 강좌에 참여했거나 온라인 학습 리소스에 액세스했으며, 이는 2022년에 비해 2% 포인트 증가한 수치라고 보고했습니다.

교육용 게이미피케이션 시장의 주요 기업은 AI를 활용한 개인화 교육 등의 혁신적인 솔루션을 개발하고, 학생 한사람 한사람의 요구에 부응함으로써 학습 성과를 높이고 있습니다. 실시간 데이터 분석과 맞춤화된 피드백을 사용하여 적응적인 학습 체험을 만들어 냅니다. 예를 들어, 2024년 11월에 산업 및 교육용 증강 및 가상 현실 솔루션을 제공하는 미국 기반의 EON Reality는 적응형 게임화 학습 경로를 도입했습니다. 이 새로운 솔루션은 AI를 사용하여 학습자 개인의 성능과 선호도를 평가하고 개인화된 매력적인 교육 경험을 제공합니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향과 전략

제4장 시장 - 금리, 인플레이션, 지정학, 무역전쟁과 관세, 코로나 및 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석과 전략 분석 프레임워크

  • 세계의 교육용 게이미피케이션 PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 성장 촉진요인과 억제요인)
  • 최종 이용 산업의 분석
  • 세계의 교육용 게이미피케이션 시장 : 성장률 분석
  • 세계의 교육용 게이미피케이션 시장 실적 : 규모와 성장(2019-2024년)
  • 세계의 교육용 게이미피케이션 시장 예측 : 규모와 성장(2024-2029년, 2034년)
  • 세계의 교육용 게이미피케이션 전체 시장(TAM)

제6장 시장 세분화

  • 세계의 교육용 게이미피케이션 시장 : 구성 요소별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
  • 소프트웨어
  • 서비스
  • 세계의 교육용 게이미피케이션 시장 : 게이미피케이션 요소 유형별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
  • 포인트, 배지, 리더보드
  • 인터랙티브 퀴즈 및 도전 과제
  • 시뮬레이션 기반 학습
  • 스토리텔링 및 내러티브
  • 세계의 교육용 게이미피케이션 시장 : 기술별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
  • 기존의 학습 기술
  • 온라인 학습 관리 시스템(LMS)
  • 모바일 학습 애플리케이션
  • 증강 및 가상 현실
  • 세계의 교육용 게이미피케이션 시장 : 용도별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
  • K-12 교육
  • 고등 교육
  • 기업 연수
  • 세계의 교육용 게이미피케이션 시장 : 타겟층별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
  • 학생
  • 교육자
  • 부모
  • 교육기관
  • 세계의 교육용 게이미피케이션 시장 : 소프트웨어 유형별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
  • 게임 기반 학습 플랫폼
  • 게이미피케이션을 활용한 학습관리시스템(LMS)
  • 모바일 교육 게임
  • 증강현실(AR)/가상현실(VR) 교육게임
  • 평가 도구
  • 세계의 교육용 게이미피케이션 시장 : 서비스 유형별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
  • 컨설팅 서비스
  • 구현 및 통합 서비스
  • 지원 및 유지보수 서비스
  • 교육 및 개발 서비스
  • 컨텐츠 맞춤화 서비스

제7장 지역별/국가별 분석

  • 세계의 교육용 게이미피케이션 시장 : 지역별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)
  • 세계의 교육용 게이미피케이션 시장 : 국가별, 분석과 예측(2019-2024년, 2024-2029년, 2034년)

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도와 기업 프로파일

  • 교육용 게이미피케이션 시장 : 경쟁 구도
  • 교육용 게이미피케이션 시장 : 기업 프로파일
    • Microsoft Corporation : 개요, 제품 및 서비스, 전략 및 재무 분석
    • Cognizant Technology Solutions Corporation : 개요, 제품 및 서비스, 전략 및 재무 분석
    • D2L Corporation : 개요, 제품 및 서비스, 전략 및 재무 분석
    • NIIT Limited : 개요, 제품 및 서비스, 전략 및 재무 분석
    • Kahoot!ASA : 개요, 제품 및 서비스, 전략 및 재무 분석

제31장 기타 주요 기업 및 혁신 기업

  • ELB Learning
  • Quizlet Inc.
  • Top Hat Studios Inc
  • HigherEchelon Inc.
  • Program-Ace LLC
  • Osmo
  • Filament Games LLC
  • Indusgeeks Solutions Pvt. Ltd.
  • CodeCombat Inc.
  • Triseum LLC
  • Serious Games Interactive ApS
  • Fundamentor
  • StudioKrew
  • Pok Pok
  • Zcooly AB

제32장 세계 시장 경쟁 벤치마킹과 대시보드

제33장 주요 인수합병(M&A)

제34장 최근 시장 동향

제35장 시장의 잠재력이 높은 국가, 부문, 전략

  • 교육용 게이미피케이션 시장(2029년) : 새로운 기회를 제공하는 국가
  • 교육용 게이미피케이션 시장(2029년) : 새로운 기회를 제공하는 부문
  • 교육용 게이미피케이션 시장(2029년) : 성장 전략
    • 시장 동향에 기초한 전략
    • 경쟁 전략

제36장 부록

KTH 25.06.25

Gamification in education involves applying game elements and principles such as points, badges, challenges, and leaderboards to boost student engagement, motivation, and learning outcomes. By integrating these game mechanics into the learning environment, educators aim to make education more interactive, enjoyable, and rewarding, motivating students to participate actively, set goals, and gain a sense of achievement.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The primary components of gamification in education include software and services. Software offers gamified and interactive learning experiences via digital platforms that enable personalized education through assessments and analytics. Common gamification elements include points, badges, leaderboards, interactive quizzes and challenges, simulation-based learning, and storytelling or narrative techniques. These elements are supported by a range of technologies, including traditional learning tools, online learning management systems (LMS), mobile learning apps, and augmented and virtual reality. Gamification is applied across various settings, such as K-12 education, higher education, and corporate training, and serves multiple user groups, including students, educators, parents, and educational institutions.

The gamification in education market research report is one of a series of new reports from The Business Research Company that provides gamification in education market statistics, including the gamification in education industry global market size, regional shares, competitors with the gamification in education market share, detailed gamification in education market segments, market trends, and opportunities, and any further data you may need to thrive in the gamification in education industry. This gamification in education market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The gamification in education market size has grown exponentially in recent years. It will grow from$1.97 billion in 2024 to $2.52 billion in 2025 at a compound annual growth rate (CAGR) of 28.0%. The growth during the historic period can be attributed to the increased use of e-learning, the adoption of digital learning platforms, a rise in student engagement, the incorporation of interactive content, and the growing demand for more engaging learning environments.

The gamification in education market size is expected to see exponential growth in the next few years. It will grow to$6.69 billion in 2029 at a compound annual growth rate (CAGR) of 27.7%. The growth in the forecast period can be attributed to the rising demand for personalized learning, the expansion of remote education and online learning, the growing use of artificial intelligence in education, the increasing adoption of virtual and augmented reality in learning, and government investments in educational technology. Key trends expected during the forecast period include technological advancements in gamification tools, innovations in adaptive learning technologies, progress in immersive learning experiences, increased research and development of gamified educational apps, and a stronger emphasis on student-centric learning solutions.

The increasing use of e-learning platforms is expected to drive the growth of gamification in the education market. E-learning platforms are digital tools or websites that offer educational content and courses online, allowing users to learn at their convenience, from any location. The surge in e-learning adoption is fueled by improved internet access, supporting flexible, on-demand learning for a broader audience. These platforms enhance gamification in education by incorporating game-like elements into digital learning environments, making lessons more engaging and interactive. They facilitate personalized and scalable learning experiences that boost student motivation and academic performance. For example, in January 2024, Eurostat, a Luxembourg-based government agency, reported that 30% of European Union internet users aged 16 to 74 participated in an online course or accessed online learning resources within the first three months of 2023-a 2-percentage-point increase compared to 2022. As a result, the rising adoption of e-learning platforms is contributing to the expansion of gamification in education.

Leading companies in the gamification in education market are developing innovative solutions such as AI-driven personalized education to enhance learning outcomes by catering to individual student needs. AI-based personalized education utilizes artificial intelligence to tailor learning content, pacing, and methods based on a student's performance and progress. It creates adaptive learning experiences using real-time data analysis and customized feedback. For instance, in November 2024, EON Reality, a U.S.-based provider of augmented and virtual reality solutions for industry and education, introduced Adaptive Gamified Learning Paths. This new solution offers personalized and engaging educational experiences, using AI to evaluate individual learner performance and preferences. It adjusts content dynamically and includes game mechanics such as points and challenges to boost motivation and learning outcomes. The system also provides immediate feedback, data analytics for educators, and scalability for various learning contexts.

In June 2022, Animoca Brands, a Hong Kong-based company focused on advancing digital property rights for gaming and the metaverse, acquired TinyTap for $38.875 million. With this acquisition, Animoca Brands aims to strengthen its footprint in the educational technology sector by incorporating TinyTap's platform for user-generated educational games. This platform empowers educators to create, distribute, and monetize interactive learning content. Additionally, by integrating blockchain technology, the acquisition is set to improve accessibility, learner engagement, and revenue potential for both teachers and students globally. TinyTap is an Israel-based company specializing in educational games.

Major players in the gamification in education market are Microsoft Corporation, Cognizant Technology Solutions Corporation, D2L Corporation, NIIT Limited, Kahoot! ASA, ELB Learning, Quizlet Inc., Top Hat Studios Inc, HigherEchelon Inc., Program-Ace LLC, Osmo, Filament Games LLC, Indusgeeks Solutions Pvt. Ltd., CodeCombat Inc., Triseum LLC, Serious Games Interactive ApS, Fundamentor, StudioKrew, Pok Pok, Zcooly AB.

North America was the largest region in the gamification in education market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in gamification in education report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the gamification in education market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The gamification in education market consists of revenues earned by entities by providing services such as interactive learning experiences, progress tracking and feedback, and collaborative learning. The market value includes the value of related goods sold by the service provider or included within the service offering. The gamification in education market includes sales of computers and laptops, smartphones, smartboards, and virtual reality (VR) headsets. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Gamification In Education Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on gamification in education market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
  • Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 2-3 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for gamification in education ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The gamification in education market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Software; Services
  • 2) By Type Of Gamification Elements: Points, Badges, And Leaderboards; Interactive Quizzes And Challenges; Simulation-based Learning; Storytelling And Narratives
  • 3) By Technology: Traditional Learning Technologies; Online Learning Management Systems (LMS); Mobile Learning Applications; Augmented And Virtual Reality
  • 4) By Application: K-12 Education; Higher Education; Corporate Training
  • 5) By Target Audience: Students; Educators; Parents; Educational Institutions
  • Subsegments:
  • 1) By Software: Game-Based Learning Platforms; Learning Management Systems (LMS) With Gamification; Mobile Educational Games; Augmented Reality (AR)/Virtual Reality (VR) Educational Games; Assessment And Evaluation Tools
  • 2) By Services: Consulting Services; Implementation And Integration Services; Support And Maintenance Services; Training And Development Services; Content Customization Services
  • Companies Mentioned: Microsoft Corporation; Cognizant Technology Solutions Corporation; D2L Corporation; NIIT Limited; Kahoot! ASA
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Gamification In Education Market Characteristics

3. Gamification In Education Market Trends And Strategies

4. Gamification In Education Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Gamification In Education Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Gamification In Education PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Gamification In Education Market Growth Rate Analysis
  • 5.4. Global Gamification In Education Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Gamification In Education Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Gamification In Education Total Addressable Market (TAM)

6. Gamification In Education Market Segmentation

  • 6.1. Global Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Software
  • Services
  • 6.2. Global Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Points, Badges, And Leaderboards
  • Interactive Quizzes And Challenges
  • Simulation-based Learning
  • Storytelling And Narratives
  • 6.3. Global Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Traditional Learning Technologies
  • Online Learning Management Systems (Lms)
  • Mobile Learning Applications
  • Augmented And Virtual Reality
  • 6.4. Global Gamification In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • K-12 Education
  • Higher Education
  • Corporate Training
  • 6.5. Global Gamification In Education Market, Segmentation By Target Audience, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Students
  • Educators
  • Parents
  • Educational Institutions
  • 6.6. Global Gamification In Education Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Game-Based Learning Platforms
  • Learning Management Systems (LMS) With Gamification
  • Mobile Educational Games
  • Augmented Reality (AR)/Virtual Reality (VR) Educational Games
  • Assessment And Evaluation Tools
  • 6.7. Global Gamification In Education Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Consulting Services
  • Implementation And Integration Services
  • Support And Maintenance Services
  • Training And Development Services
  • Content Customization Services

7. Gamification In Education Market Regional And Country Analysis

  • 7.1. Global Gamification In Education Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Gamification In Education Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Gamification In Education Market

  • 8.1. Asia-Pacific Gamification In Education Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Gamification In Education Market

  • 9.1. China Gamification In Education Market Overview
  • 9.2. China Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Gamification In Education Market

  • 10.1. India Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Gamification In Education Market

  • 11.1. Japan Gamification In Education Market Overview
  • 11.2. Japan Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Gamification In Education Market

  • 12.1. Australia Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Gamification In Education Market

  • 13.1. Indonesia Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Gamification In Education Market

  • 14.1. South Korea Gamification In Education Market Overview
  • 14.2. South Korea Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Gamification In Education Market

  • 15.1. Western Europe Gamification In Education Market Overview
  • 15.2. Western Europe Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Gamification In Education Market

  • 16.1. UK Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Gamification In Education Market

  • 17.1. Germany Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Gamification In Education Market

  • 18.1. France Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Gamification In Education Market

  • 19.1. Italy Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Gamification In Education Market

  • 20.1. Spain Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Gamification In Education Market

  • 21.1. Eastern Europe Gamification In Education Market Overview
  • 21.2. Eastern Europe Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Gamification In Education Market

  • 22.1. Russia Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Gamification In Education Market

  • 23.1. North America Gamification In Education Market Overview
  • 23.2. North America Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Gamification In Education Market

  • 24.1. USA Gamification In Education Market Overview
  • 24.2. USA Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Gamification In Education Market

  • 25.1. Canada Gamification In Education Market Overview
  • 25.2. Canada Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Gamification In Education Market

  • 26.1. South America Gamification In Education Market Overview
  • 26.2. South America Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Gamification In Education Market

  • 27.1. Brazil Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Gamification In Education Market

  • 28.1. Middle East Gamification In Education Market Overview
  • 28.2. Middle East Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Gamification In Education Market

  • 29.1. Africa Gamification In Education Market Overview
  • 29.2. Africa Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Gamification In Education Market Competitive Landscape And Company Profiles

  • 30.1. Gamification In Education Market Competitive Landscape
  • 30.2. Gamification In Education Market Company Profiles
    • 30.2.1. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Cognizant Technology Solutions Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. D2L Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. NIIT Limited Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Kahoot! ASA Overview, Products and Services, Strategy and Financial Analysis

31. Gamification In Education Market Other Major And Innovative Companies

  • 31.1. ELB Learning
  • 31.2. Quizlet Inc.
  • 31.3. Top Hat Studios Inc
  • 31.4. HigherEchelon Inc.
  • 31.5. Program-Ace LLC
  • 31.6. Osmo
  • 31.7. Filament Games LLC
  • 31.8. Indusgeeks Solutions Pvt. Ltd.
  • 31.9. CodeCombat Inc.
  • 31.10. Triseum LLC
  • 31.11. Serious Games Interactive ApS
  • 31.12. Fundamentor
  • 31.13. StudioKrew
  • 31.14. Pok Pok
  • 31.15. Zcooly AB

32. Global Gamification In Education Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Gamification In Education Market

34. Recent Developments In The Gamification In Education Market

35. Gamification In Education Market High Potential Countries, Segments and Strategies

  • 35.1 Gamification In Education Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Gamification In Education Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Gamification In Education Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
  • 250617_r34857_Gamification_In_Education_GMR_2025
샘플 요청 목록
0 건의 상품을 선택 중
목록 보기
전체삭제