Education Gamification

Global Education Gamification Market: Global Market Size, Trends, Competitive, Historical & Forecast Analysis, 2021-2027

Report ID: BMRC 2029 | Number of pages: 196 | Publish Date: Jan 2021 | Category: ICT and Media

Latest research report on Education Gamification Market delivers a comprehensive study on current market trends. The outcome also includes revenue forecasts, statistics, market valuations which illustrates its growth trends and competitive landscape as well as the key players in the business.

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.

The growing improvements in game development engines will drive the growth prospects for the global education gamification market during the forecast period. The purpose of the game engine is to develop games, which are developed using advanced technologies that target mobile, online, and desktop platforms. Also, since game engines provide a built-in functionality, developers can spend more time building the game and improving the nuances. Also, they also provide core functionalities such as the sound, animation, artificial intelligence, networking, and scripting. Furthermore, with the evolving game design engines, the vendors in the education gamification market obtains advanced tools to incorporate more functionalities and graphics into both serious and simulation games. For instance, the Unity 3D and Unreal Development Kit engines are used to for building games with better quality in features. Moreover, the increasing technological development in the gaming sector will encourage the small and medium-sized education gamification companies to enter the education market.

The demand for gamification solutions is increasing because it provides an enhanced learning process. Since developed countries have numerous educational institutions equipped with the infrastructure and potential student population who are willing to spend on gamification solutions, the market demand for these solutions increases. Additionally, vendors in the market have an opportunity to improve K-12 and higher education by introducing new gamification products and program implementations.


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

The key players covered in this study
    Badgeville
    Bunchball
    Classcraft Studios
    GoGo Labs
    6waves
    Recurrence
    Fundamentor
    Gametize
    GradeCraft
    Kuato Studios
    Kungfu-Math

Market segment by Type, the product can be split into
    Augmented reality (AR) types
    Virtual reality (VR) types
    Other types

Market segment by Application, split into
    K-12 education
    Higher education

In this study, the years considered to estimate the market size of Education Gamification are as follows:
    History Year: 2018-2020
    Base Year: 2020
    Estimated Year: 2021
    Forecast Year 2021 to 2027

Market segment by Regions/Countries, this report covers
    United States
    Europe
    China
    Japan
    Southeast Asia
    India
    Central & South America

The study objectives of this report are:
    To analyze global Education Gamification status, future forecast, growth opportunity, key market and key players.
    To present the Education Gamification 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.


For the data information by region, company, type and application, 2020 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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Table of Content
1. Chapter - Report Methodology
1.1. Research Process 
1.2. Primary Research 
1.3. Secondary Research
1.4. Market Size Estimates
1.5. Data Triangulation
1.6. Forecast Model 
1.7. USP’s of Report 
1.8. Report Description 
2. Chapter – Global Education Gamification Market Overview: Qualitative Analysis
2.1. Market Introduction
2.2. Executive Summary 
2.3. Global Education Gamification Market Classification
2.4. Market Drivers
2.5. Market Restraints
2.6. Market Opportunity
2.7. Education Gamification Market: Trends
2.8. Porter’s Five Forces Analysis
2.8.1. Bargaining Power of Suppliers
2.8.2. Bargaining Power of Consumers
2.8.3. Threat of New Entrants
2.8.4. Threat of Substitute Product and Services
2.8.5. Competitive Rivalry within the Industry
2.9. Market Attractiveness Analysis 
2.9.1. Market Attractiveness Analysis by Segmentation 
2.9.2. Market Attractiveness Analysis by Region 
3. Chapter - Global Education Gamification Market Overview: Quantitative Analysis
3.1. Global Education Gamification Market Revenue (USD Million), Market Share (%) and Growth Rate (%), 2018- 2027
3.2. Global Education Gamification Market Revenue Market Share (%), 2018- 2027
3.3. Global Education Gamification Market Sales (Number of Units), Market Share (%) and Growth Rate (%), 2018- 2027
3.4. Global Education Gamification Market Sales Market Share (%), 2018- 2027
4. Chapter – Global Education Gamification Market Analysis: Segmentation By Type
5. Chapter – Global Education Gamification Market Analysis: Segmentation By Application
6. Chapter - Global Education Gamification Market Analysis: By Manufacturer 
6.1. Global Education Gamification Market Revenue (USD Million), by Manufacturer, 2018 - 2027
6.2. Global Education Gamification Market Share (%), by Manufacturer, 2021
6.3. Global Education Gamification Market Sales (Number of Units), by Manufacturer, 2018 - 2027
6.4. Global Education Gamification Market Share (%), by Manufacturer, 2021
6.5. Global Education Gamification Market Price (USD/Unit), by Manufacturer, 2018 - 2027
6.6. Global Education Gamification Market Revenue Growth Rate (%), by Manufacturer, 2018 – 2027
6.7. Merger & Acquisition
6.8. Collaborations and Partnership
6.9. New Product Launch
7. Chapter –Education Gamification Market: Regional Analysis
7.1. North America
7.1.1. North America Education Gamification Market Revenue (USD Million) and Growth Rate (%), 2018 – 2027.
7.1.2. North America Education Gamification Market Revenue (USD Million) By Country, 2018 – 2027.
7.1.3. North America Education Gamification Revenue Market Share (%) By Country, 2018 – 2027.
7.1.4. North America Education Gamification Market Revenue (USD Million) and Growth Rate, By Market Segmentation, 2018 – 2027.
7.1.5. North America Education Gamification Market Revenue (USD Million), Market Share (%) and Growth Rate, By Market Segmentation, 2018 – 2027.
7.1.6. North America Education Gamification Market Sales (Number of Units) and Growth Rate (%), 2018 – 2027.
7.1.7. North America Education Gamification Market Sales (Number of Units) By Country, 2018 – 2027.
7.1.8. North America Education Gamification Sales Market Share (%) By Country, 2018 – 2027.
7.1.9. North America Education Gamification Market Sales (Number of Units) and Growth Rate, By Market Segmentation, 2018 – 2027.
7.1.10. North America Education Gamification Market Sales (Number of Units), Market Share (%) and Growth Rate, By Market Segmentation, 2018 – 2027.
7.2. Europe
7.3. Asia Pacific
7.4. Latin America
7.5. Middle East & Africa
8. Chapter - Company Profiles