Table of Content
1 INTRODUCTION 12
1.1 OBJECTIVES OF THE STUDY 12
1.2 MARKET DEFINITION 12
1.3 MARKET SCOPE 12
1.3.1 MARKET SEGMENTATION 13
1.3.2 REGIONAL SCOPE 13
1.4 YEARS CONSIDERED FOR THE STUDY 14
1.5 STAKEHOLDERS 14
2 RESEARCH METHODOLOGY 15
2.1 RESEARCH DATA 15
2.1.1 BREAKUP OF PRIMARIES 16
2.1.2 KEY INDUSTRY INSIGHTS 17
2.2 MARKET SIZE ESTIMATION 19
2.3 MARKET FORECAST 20
2.4 ASSUMPTIONS FOR THE STUDY 21
3 EXECUTIVE SUMMARY 23
4 PREMIUM INSIGHTS 27
4.1 ATTRACTIVE OPPORTUNITIES IN THE GAMIFICATION IN EDUCATION MARKET 27
4.2 GAMIFICATION IN EDUCATION MARKET, BY OFFERING, 2018–2023 27
4.3 GAMIFICATION IN EDUCATION MARKET, BY DEPLOYMENT MODE, 2018 & 2023 28
4.4 GAMIFICATION IN EDUCATION MARKET, BY END USER, 2018 28
4.5 MARKET INVESTMENT SCENARIO 29
5 MARKET OVERVIEW AND INDUSTRY TRENDS 30
5.1 INTRODUCTION 30
5.2 MARKET DYNAMICS 31
5.2.1 DRIVERS 31
5.2.1.1 Increasing adoption of gamification and digital learning 31
5.2.1.2 Extensive government initiatives for growth of e-Learning and learning management systems 32
5.2.1.3 Rise in cloud adoption among organizations and institutions motivate learners to adopt web-based gamification solutions 32
5.2.1.4 Increasing importance of continuous learning in corporate setups 33
5.2.2 RESTRAINTS 33
5.2.2.1 Low motivation and engagement in the adoption of
gamification solutions 33
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5.2.3 OPPORTUNITIES 33
5.2.3.1 Growing use of AR and VR in Gamification 33
5.2.3.2 Collaborative learning culture in corporates is providing opportunities for employees 34
5.2.4 CHALLENGES 34
5.2.4.1 Lack of skilled trainers and instructors 34
5.2.4.2 Lack of improvements in game designs and in establishing data ownership/precise data standards 34
5.3 INDUSTRY TRENDS 35
5.4 GAMIFICATION IN EDUCATION MARKET: VALUE CHAIN ANALYSIS 35
5.5 USE CASES 36
5.5.1 CLASS DOJO: A MANAGEMENT TOOL TO HELP TEACHERS IMPROVE BEHAVIOR IN CLASSROOMS EASIER AND FASTER 36
5.5.2 COURSE HERO: GAMIFICATION EDUCATION PLATFORM FOR PROVIDING MATERIALS 36
5.5.3 RIBBON HERO: ADD-IN GAME TO HELP EDUCATE USERS OF MS OFFICE 2007 AND 2010 36
5.5.4 SOCRATIVE 101: A STUDENT-TEACHER RESPONSE SYSTEM THAT OFFERS EDUCATIONAL EXERCISES AND GAMES 37
5.5.5 ZONDLE: GAME-BASED LEARNING PLATFORM FOR SMALL CHILDREN 37
6 GAMIFICATION IN EDUCATION MARKET, BY OFFERING 38
6.1 INTRODUCTION 39
6.2 SOFTWARE 40
6.2.1 INCREASING ADOPTION OF AR/VR AND SIMULATION WOULD INCREASE
THE DEMAND FOR GAMIFICATION SOFTWARE 40
6.3 SERVICES 41
6.3.1 REQUIREMENT OF HIGHLY CUSTOMIZED SOLUTIONS AND THE NEED TO FOCUS ON CORE OPERATIONS TO DRIVE THE SERVICES SEGMENT 41
7 GAMIFICATION IN EDUCATION MARKET, BY DEPLOYMENT MODE 42
7.1 INTRODUCTION 43
7.2 CLOUD 44
7.2.1 DEMAND FOR CLOUD-BASED GAMIFICATION SOFTWARE EXPECTED TO
BE HIGH IN NORTH AMERICA 44
7.3 ON-PREMISES 44
7.3.1 HIGH COST OF DEPLOYMENT AND MAINTENANCE ACTING AS A BARRIER
FOR THE GROWTH OF ON-PREMISES DEPLOYMENT 44
8 GAMIFICATION IN EDUCATION MARKET, BY END USER 46
8.1 INTRODUCTION 47
8.2 ACADEMIC 48
8.2.1 K-12 49
8.2.1.1 Gamification is adding the confidence and motivation among
the students 49
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8.2.2 HIGHER EDUCATION 49
8.2.2.1 Rapid adoption of gamification by the institutes to enhance
the employability and expertise of students 49
8.3 CORPORATE TRAINING 50
8.3.1 SMALL AND MEDIUM-SIZED ENTERPRISES 51
8.3.1.1 Flexible pricing models are increasing the adoption of gamification by SMEs 51
8.3.2 LARGE ENTERPRISES 52
8.3.2.1 Simulation-based case studies are enhancing the critical thinking
of employees 52
9 GAMIFICATION IN EDUCATION MARKET, BY REGION 53
9.1 INTRODUCTION 54
9.2 NORTH AMERICA 55
9.2.1 UNITED STATES 57
9.2.1.1 Increasing partnerships between vendors and institutes are expected to drive the US gamification in education market 57
9.2.2 CANADA 57
9.2.2.1 Implementation of gamification solutions by government agencies is expected to drive the Canadian gamification in education market 57
9.3 EUROPE 59
9.3.1 UK 59
9.3.1.1 Presence of established academic sector is expected to drive the demand for gamification solutions for education in the UK 59
9.3.2 GERMANY 60
9.3.2.1 Growing trend of BYOD supports the adoption of gamification for education in Germany 60
9.3.3 FRANCE 60
9.3.3.1 Increasing investments by MENESR for modernization of education technology is expected to drive the gamification in education
in France 60
9.3.4 REST OF EUROPE 60
9.4 ASIA PACIFIC 63
9.4.1 CHINA 65
9.4.1.1 High penetration of mobile devices in China is expected to drive the adoption of gamification in education 65
9.4.2 JAPAN 65
9.4.2.1 High investments by corporates for learning and development will fuel the adoption of gamification in Japan 65
9.4.3 INDIA 65
9.4.3.1 Digital India initiative is expected to provide wholesome opportunities to gamification vendors 65
9.4.4 REST OF APAC 65
9.5 REST OF THE WORLD 68
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10 COMPETITIVE LANDSCAPE 70
10.1 COMPETITIVE LEADERSHIP MAPPING (START-UP/SMES) 70
10.1.1 PROGRESSIVE COMPANIES 70
10.1.2 RESPONSIVE COMPANIES 70
10.1.3 DYNAMIC COMPANIES 70
10.1.4 STARTING BLOCKS 70
11 COMPANY PROFILES 72
(Business Overview, Platforms/Solutions/Services Offered, Recent Developments, SWOT Analysis, and MnM View)*
11.1 MICROSOFT 72
11.2 MPS INTERACTIVE SYSTEMS 74
11.3 BUNCHBALL 76
11.4 NIIT LTD 78
11.5 D2L CORPORATION 80
11.6 COGNIZANT 82
11.7 FUNDAMENTOR 83
11.8 TOP HAT 84
11.9 CLASSCRAFT STUDIOS 86
11.10 RECURRENCE INC 87
* Business Overview, Platforms/Solutions/Services Offered, Recent Developments, SWOT Analysis, and MnM View might not be captured in case of unlisted companies.
11.11 KAHOOT! 88
11.12 GOOGLE 88
11.13 CK-12 88
11.14 KUATO STUDIOS 89
11.15 BLUERABBIT 89
12 APPENDIX 90
12.1 DISCUSSION GUIDE 90
12.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 93
12.3 AVAILABLE CUSTOMIZATIONS 95
12.4 RELATED REPORTS 95
12.5 AUTHOR DETAILS 96
List of Figures
FIGURE 1 GAMIFICATION IN EDUCATION MARKET: RESEARCH DESIGN 15
FIGURE 2 RESEARCH METHODOLOGY 16
FIGURE 3 DATA TRIANGULATION 18
FIGURE 4 MARKET ESTIMATION AND FORECAST METHODOLOGY 19
FIGURE 5 LIMITATIONS OF THE STUDY 22
FIGURE 6 GAMIFICATION IN EDUCATION MARKET SIZE, 2016–2023 (USD MILLION) 24
FIGURE 7 GAMIFICATION IN EDUCATION MARKET ANALYSIS 25
FIGURE 8 FASTEST-GROWING SEGMENTS IN THE GAMIFICATION IN EDUCATION MARKET, 2018–2023 26
FIGURE 9 INCREASING ADOPTION OF DIGITAL LEARNING TO DRIVE THE MARKET GROWTH DURING THE FORECAST PERIOD 27
FIGURE 10 SOFTWARE SEGMENT IS EXPECTED TO LEAD THE GAMIFICATION IN EDUCATION MARKET DURING THE FORECAST PERIOD 27
FIGURE 11 CLOUD DEPLOYMENT IS EXPECTED TO LEAD THE GAMIFICATION IN EDUCATION MARKET DURING THE FORECAST PERIOD 28
FIGURE 12 HIGHER EDUCATION IN ACADEMIC SEGMENT IS EXPECTED TO LEAD THE GAMIFICATION IN EDUCATION MARKET IN 2018 28
FIGURE 13 GAMIFICATION IN EDUCATION MARKET: MARKET INVESTMENT SCENARIO 29
FIGURE 14 GAMIFICATION IN EDUCATION: DRIVERS, RESTRAINTS, OPPORTUNITIES AND CHALLENGES 31
FIGURE 15 VALUE CHAIN ANALYSIS 35
FIGURE 16 SERVICES SEGMENT IS EXPECTED TO GROW AT A HIGHER CAGR AS COMPARED TO SOFTWARE SEGMENT DURING THE FORECAST PERIOD 39
FIGURE 17 CLOUD SEGMENT IS EXPECTED TO GROW AT A HIGHER CAGR AS COMPARED TO ON-PREMISES SEGMENT DURING THE FORECAST PERIOD 43
FIGURE 18 CORPORATE TRAINING SEGMENT IS EXPECTED TO GROW AT A HIGHER CAGR AS COMPARED TO ACADEMIC SEGMENT DURING THE FORECAST PERIOD 47
FIGURE 19 ASIA PACIFIC GAMIFICATION IN EDUCATION MARKET IS EXPECTED GROW AT
THE HIGHEST CAGR DURING THE FORECAST PERIOD 54
FIGURE 20 NORTH AMERICA: MARKET SNAPSHOT 56
FIGURE 21 ASIA PACIFIC: MARKET SNAPSHOT 64
FIGURE 22 GAMIFICATION IN EDUCATION MARKET, COMPETITIVE LEADERSHIP MAPPING, STARTUP COMPANIES, 2019 71
FIGURE 23 MICROSOFT: COMPANY SNAPSHOT 72
FIGURE 24 NIIT TECHNOLOGIES: COMPANY SNAPSHOT 78
FIGURE 25 COGNIZANT: COMPANY SNAPSHOT 82
List of Tables
TABLE 1 FACTOR ANALYSIS 20
TABLE 2 GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING 2016–2023 (USD MILLION) 39
TABLE 3 SOFTWARE: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION 2016–2023 (USD MILLION) 40
TABLE 4 SERVICES: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION 2016–2023 (USD MILLION) 41
TABLE 5 GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE 2016–2023 (USD MILLION) 43
TABLE 6 CLOUD: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION 2016–2023 (USD MILLION) 44
TABLE 7 ON-PREMISES: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION 2016–2023 (USD MILLION) 45
TABLE 8 GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER 2016–2023 (USD MILLION) 47
TABLE 9 ACADEMIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER 2016–2023 (USD MILLION) 48
TABLE 10 ACADEMIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION 2016–2023 (USD MILLION) 48
TABLE 11 K-12 MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 49
TABLE 12 HIGHER EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 50
TABLE 13 CORPORATE TRAINING: GAMIFICATION IN EDUCATION MARKET SIZE BY END USER, 2016–2023 (USD MILLION) 50
TABLE 14 CORPORATE TRAINING: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 51
TABLE 15 SMALL AND MEDIUM-SIZED ENTERPRISES MARKET SIZE, BY REGION 2016–2023 (USD MILLION) 51
TABLE 16 LARGE ENTERPRISES MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 52
TABLE 17 GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION 2016–2023 (USD MILLION) 54
TABLE 18 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY, 2016–2023 (USD MILLION) 56
TABLE 19 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016–2023 (USD MILLION) 57
TABLE 20 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION) 57
TABLE 21 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE BY END USER, 2016–2023 (USD MILLION) 58
TABLE 22 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC
END USER, 2016–2023 (USD MILLION) 58
TABLE 23 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016–2023 (USD MILLION) 58
TABLE 24 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY 2016–2023 (USD MILLION) 59
TABLE 25 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING 2016–2023 (USD MILLION) 60
TABLE 26 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION) 61
TABLE 27 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER 2016–2023 (USD MILLION) 61
TABLE 28 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016–2023 (USD MILLION) 61
TABLE 29 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016–2023 (USD MILLION) 62
TABLE 30 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY 2016–2023 (USD MILLION) 64
TABLE 31 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING 2016–2023 (USD MILLION) 66
TABLE 32 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION) 66
TABLE 33 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER 2016–2023 (USD MILLION) 66
TABLE 34 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC
END USER, 2016–2023 (USD MILLION) 67
TABLE 35 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE
END USER, 2016–2023 (USD MILLION) 67
TABLE 36 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 68
TABLE 37 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016–2023 (USD MILLION) 68
TABLE 38 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016–2023 (USD MILLION) 69
TABLE 39 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016–2023 (USD MILLION) 69
TABLE 40 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016–2023 (USD MILLION) 69