Gamification in Education Market Growing at a CAGR 32.0% | Key Player Bunchball, D2L Corporation, Cognizant, Fundamentor, Classcraft Studios

July 02 12:10 2021
Gamification in Education Market Growing at a CAGR 32.0% | Key Player Bunchball, D2L Corporation, Cognizant, Fundamentor, Classcraft Studios

Bunchball (US), Cognizant (US), Google (US), Microsoft (US), D2L (Canada) and Classcraft Studios (Canada)
Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region – Global Forecast to 2023

The Gamification in Education Market is projected to grow from USD 450 million in 2018 to USD 1,800 million by 2023, at a Compound Annual Growth Rate (CAGR) of 32.0% from 2018 to 2023. The major factors driving the growth of the gamification in education market are the increasing adoption of digital learning and growing cloud adoption among organizations to motivate learners to use web-based gamification solutions.

Based on offering, the software segment is expected to be the largest segment in the gamification in education market during the forecast period.

The software segment is expected to lead the market during the forecast period, owing to the increasing adoption of technologies such as AR/VR and simulation for gamification in academic and corporate learning. The users of gamification software are acknowledging the results in the form of increased productivity, motivation, autonomy, and competency.

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Among end users, the academic segment is projected to lead the gamification in education market during the forecast period.

The academic segment is projected to have a larger market size as compared to the corporate training segment during the forecast period. The growth of this segment can be attributed to growing inclination of schools, colleges, and universities to implement and leverage gamification platforms to offer a flexible, interactive, and innovative learning experience.

The key and emerging market players include Bunchball (US), NIIT (India), Microsoft (US), MPS Interactive (India), D2L Corporation (Canada), Top Hat (Canada), Cognizant (US), Classcraft Studios (Canada), Recurrence Inc. (US), Fundamentor (India), Kahoot (Norway), Google (US), and BlueRabbit (Mexico). These players have adopted various strategies to grow in the global gamification in education market.

NIIT is a global leader in skills and talent development and provides learning management and training delivery solutions to corporations, institutions, and individuals. The company offers a wide range of gamification solutions for enhanced learning and engagement experience. NIIT offers several solutions, which include the capabilities of new technologies such as AR/VR and simulation tools. It operates through three business segments: Corporate Learning Group (CLG), Skills and Careers Group (SNC), and School Learning Group (SLG). In November 2017, NIIT entered into a strategic partnership with UP! Your Service, a global service education and consulting company. With this partnership, NIIT aims to create a huge difference in the way organizations work.

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Bunchball is one of the top players in the gamification in education market. The company has launched the world’s first gamification platform named Nitro. It offers cloud-based gamification platforms and solutions. The company provides solutions for training, learning and employee development, boosting employee collaboration, certification and compliance, and engagement of service and support teams. In May 2017, Bunchball entered into a partnership with Carahsoft Technology Corp, an IT solutions provider to government. This partnership is aimed to enhance the reach of Bunchball’s gamification platform Nitro to the public sector.

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