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Top Trends in Gamification in Education market research report details business analysis 2018-2025 by CAGR, share, revenue and prominent key players

Industrial & Manufacturing

The North American region is expected to lead the gamification in education market with respect to market size in 2018, due to the presence of a large number of prominent educational institutes and their focus on interactive ways for education, which is leading to the growth of the market in the region.

Gamification in Education Market Report provides deep analysis about the business module, market size, SWOT analysis, growth opportunities. Top players are Bunchball (US) ,NIIT (India) ,MPS Interactive (India) ,Microsoft (US)  and More.


The report focuses on the global Gamification in Education market status, future opportunities, growth analysis, key drivers and top players. The study objectives are to present the Gamification in Education development in United States, Europe and China.

Gamification in Education Market provides a detailed market overview of the industry including definitions, classifications, applications, challenges, competitive scenario and industry chain structure. The report also analysis the Gamification in Education Market verticals and horizontals, Market Size and CAGR comparison by region.

The key players from Gamification in Education market covered in this study are Bunchball (US) ,NIIT (India) ,MPS Interactive (India) ,Microsoft (US) ,D2L (Canada) ,Top Hat (Canada) ,Classcraft Studios (Canada) ,Recurrence (US) ,Fundamentor (India) ,Cognizant (US) ,BLUErabbit (Mexico) ,Google (Grasshopper) (US) ,Kahoot (Norway) ,CK-12 (US) ,Kuato Studios (US).

Market analysis done by Product types like Software ,Services and by Application like Academic ,Corporate Training.

It also provides analysis by Region such as United States, Europe, China, Japan, Southeast Asia, India, Central & South America.


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The study objectives of this report are:
To analyze global Gamification in Education status, future forecast, growth opportunity, key market and key players.
To present the Gamification in Education development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.


Major Points from Table of Contents

1 Report Overview

2 Global Growth Trends

3 Market Share by Key Players

4 Breakdown Data by Type and Application

5 United States

6 Europe

7 China

8 Japan

9 Southeast Asia

10 India

11 Central & South America

12 International Players Profiles

13 Market Forecast 2018-2025

14 Analyst's Viewpoints/Conclusions

15 Appendix

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