The next big trends in Gamification In Education Market 2026: Size, Share and Strategies

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Overall gamification in the education market worldwide is set to grow with a double - digit CAGR over the projection period, up from US$ 130.0 million in 2017.

According to a new market research report published by Credence Research “Gamification in Education Market (Solution Type – Consumer-driven and Enterprise-driven; Deployment Model – Cloud-based and On-premise) – Growth, Future Prospects and Competitive Analysis, 2018 - 2026”, the overall gamification in education market worldwide is set to grow with a double digit CAGR during the forecast period, up from US$ 130.0 Mn in 2017.

Market Insights

Gamification has gained immense importance across various vertical branches as a promising way to engage employees as well as customers for enhanced business processes. Over time, gamification has emerged as a powerful educational method in the education system across schools, colleges, and universities. Gamification platforms are available in a variety of subjects including languages, mathematics, science, and several others. The main goal of gamification in education remains to encourage students to learn independently, improve their skills and build a positive student-teacher relationship. It also helps to maintain discipline among the students and keep them socially active in fun and informative games.

Browse the full report at https://www.credenceresearch.com/report/gamification-in-education-market

Due to the exceptional operational improvements offered by this method, the demand for gamification has seen profound growth over the past few years. Subsequently, educational institutes have also actively adopted gamification products to ensure an effective learning process. The market is highly driven by the superior advantages of gamified education over conventional methods of learning. Using gamification enables teachers to gain a higher level of student engagement. It also provides high versatility and accessibility, thereby increasing the learning process beyond the classroom. Apart from this, gamification in education makes learning easy for disabled students (e.g. autism), thereby improving their performance and confidence.

On the basis of geography, gamification market in education sector is led by North America, accounting for over 40% of the total market revenue generated worldwide. The U.S. is among the pioneers in adoption of gamification across various sectors. Numerous schools in New York, California and various others have already adopted gamification solutions for enhancing the learning process. In addition, presence of large number of companies in the country further supports the market growth. In the following years, Asia Pacific is set to exhibit the fastest growth in the market.

Gamification is still in its nascent stage in education sector. The market is however, is quite competitive in nature due to diverse gamification requirements from education sector. Some of the major companies profiled in the report include Microsoft Corporation, Salesforce.com, Inc., Bunchball, Inc., GamEffective, Tata Interactive Systems, Institute of Play and Smart Game Systems among others.

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ToC:
Chapter 1 Preface
Chapter 2 Executive Summary
Chapter 3 Market Dynamics
Chapter 4 Global Gamification in Education Market Analysis, By Solution Type
4.1 Market Analysis
4.2 Consumer-driven Gamification
4.3 Enterprise-driven Gamification

Chapter 5 Global Gamification in Education Market Analysis, By Deployment Model
5.1 Market Analysis
5.2 Cloud-based Gamification
5.3 On-premise Gamification
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Chapter 10 Company Profiles
10.1 Microsoft Corporation
10.2 Salesforce.com, Inc.
10.3 Bunchball, Inc.
10.4 GamEffective
10.5 Tata Interactive Systems
10.6 Institute of Play
10.7 Smart Game Systems

Browse the full report at https://www.credenceresearch.com/report/gamification-in-education-market

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Organization: Credence Research
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