Gamification in Education Market

Gamification in Education Market : Global Industry Analysis 2016 - 2020 and Opportunity Assessment 2021 - 2031

Market Overview

Gamification in Education market is projected to record more than 30% growth rate during the forecast period and expected to reach US$ 2 Bn by 2031. Gamification is about transforming the classroom environment and regular activities into a game. In other words, gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments.

The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning. According to the study by Traci Sitzmann, the game becomes the most powerful teaching tool, it increasing the performance and improving skill development by a 20%. Thus, rise in adoption of gamification tools in educations system is expected to drive the market growth in coming years.

What is Driving Demand for Gamification in Education?

Gamification has been largely used in the education and learning sector for many years. This technology is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments. This technology is becoming increasingly used in educational settings for a number of reasons it ‘makes the hard stuff more fun’, that helps students get motivated and make them more engaged with the subject matter.

Gamification in learning involves using game-based elements such as point scoring, peer competition, team work, score tables to drive engagement, help students adapt new information and test their knowledge. It can apply to school-based subjects, and is also used widely in self-teaching apps and courses, showing that the effects of gamification does not depend on age of students. Thus, the rise in adoption of Gamification technology in education is drive the market growth.

Growing Number of Mobile Learning Applications would Propel the Market Growth.

The education sector has witnessed a drastic change due to new advanced technologies including smartphones and mobile learning applications. The rise in number of mobile learning applications, the growing technological advancements, and the ease of internet access help in providing a personalized learning experience for learners of all types.

Gamification, incorporating gaming elements into non-gaming contexts, is not the new innovation but still in hot demand, while the popularity of mobile learning is inevitable given the technological shift toward untethered devices such as smartphones and tablets.

Using mobile applications and advanced communication tools help students develop their skills by means of using the digital environment. Mobile learning applications is gaining popularity as it is accepted to be an effective technique of delivering lessons and acquiring knowledge as its main strengths are anytime and anyplace. The rise in adoption of mobile learning applications is expected to drive the market growth.

US Demand Outlook for Gamification in Education

The entire education industry in the U.S. is growing extremely rapidly, and the predictions concerning market growth are encouragingly positive. The country have access to an entire spectrum of tech—through the smartphones, through their desktop computer, or other interactive devices. Due to the advanced digital literacy in the country, organizations are continuously adopting and deploying eLearning for their employees.

More than 60 percent high school students in the U.S. leverage only smartphones to search for study and training material. The increasing adoption of cloud-based authoring tools and learning platforms in U.S., along with presence of existing technological infrastructures available in the country make it easier for organizations to leverage the tools and network speeds they have on hand to deliver eLearning modules.

China Demand Outlook for Gamification in Education

There are currently around 1.367 billion people living in China today, of which only 100 million users are actually participating in eLearning opportunities. That means only eight percent of China’s population has access to and participates in eLearning. Still, with 700 million Internet users, the room for growth is huge.

Comparing the numbers for population versus eLearning participants identifies a gap which could be easily closed using prepackaged eLearning, better workforce training, and even the freedom for social networking as part of the learning process. Hence, Chinese government are focusing are investing more on eLearning solutions which would drive the market growth in coming years.

Who are the Key Gamification in Education Vendors?

Some of the leading vendors offering gamification in education products include  

  • Microsoft
  • MPS Interactive Systems
  • Bunchball
  • NIIT Ltd
  • D2L Corporation
  • Cognizant
  • Fundamentor
  • Top Hat
  • Classcraft Studios
  • Recurrence Inc
  • and among others.

These vendors have adopted various key strategies, to increase their customer base locally and globally. The vendors are focusing on product innovation and strategic partnerships with the regional vendors to collaborate for offering advanced data connotation tools to effectively design AI/ML based models.

The report is a compilation of first-hand information, qualitative and quantitative assessment by industry analysts, inputs from industry experts and industry participants across the value chain. The report provides in-depth analysis of parent market trends, macro-economic indicators and governing factors along with market attractiveness as per segments. The report also maps the qualitative impact of various market factors on market segments and geographies.

Gamification in Education Report Highlights:

  • Detailed overview of parent market
  • Changing market dynamics in the industry
  • In-depth market segmentation
  • Historical, current and projected market size in terms of volume and value
  • Recent industry trends and developments
  • Competitive landscape
  • Strategies of key players and products offered
  • Potential and niche segments, geographical regions exhibiting promising growth
  • A neutral perspective on market performance
  • Must-have information for market players to sustain and enhance their

NOTE - All statements of fact, opinion, or analysis expressed in reports are those of the respective analysts. They do not necessarily reflect formal positions or views of the company.

Key Segments

By Solution:

  • Gamification Software
    • Cloud-Based
    • On-Premises
  • Services
    • Professional Services
      • Consulting Services
      • Support and Maintenance Services
    • Managed Services

By End User:

  • K-12
  • Corporate Training
  • Universities

By Region:

  • North America
    • US
    • Canada
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Europe
    • UK
    • France
    • Germany
    • Italy
    • Spain
    • BENELUX
    • Russia
    • Rest of Europe
  • East Asia
    • China
    • Japan
    • South Korea
  • South Asia & Pacific
    • India
    • Thailand
    • Indonesia
    • Malaysia
    • Australia & New Zealand
    • Rest of South Asia & Pacific
  • Middle East & Africa
    • GCC Countries
    • Turkey
    • South Africa
    • Rest of Middle East and Africa

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Gamification in Education Market