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Global education gamification market scrutinized in new research

IT Market Research

Research analysts forecast the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.

Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics.

Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms.

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Covered in this report 
 To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.

The market is divided into the following segments based on geography: 

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Global Education Gamification Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years.

The report also includes a discussion of the key vendors operating in this market. 

Key vendors 
Classcraft Studios
GoGo Labs

Other prominent vendors 
Kuato Studios

Market driver 
Stronger focus on experiential and inquiry-based learning.
For a full, detailed list, view our report 

Market challenge 
Stronger focus on experiential and inquiry-based learning.
For a full, detailed list, view our report 

Market trend 
Increased awareness among teachers due to professional development.
For a full, detailed list, view our report 

Key questions answered in this report 
What will the market size be in 2020 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors? 

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