Global Education Gamification Market Research Report 2023

Report ID: 1974232 | Published Date: Sep 2024 | No. of Page: 92 | Base Year: 2023 | Rating: 4.6 | Webstory: Check our Web story
1 Report Overview
    1.1 Study Scope
    1.2 Market Analysis by Type
        1.2.1 Global Education Gamification Market Size Growth Rate by Type: 2017 VS 2021 VS 2028
        1.2.2 Augmented Reality (AR) Types
        1.2.3 Virtual Reality (VR) Types
        1.2.4 Other
    1.3 Market by Application
        1.3.1 Global Education Gamification Market Share by Application: 2017 VS 2021 VS 2028
        1.3.2 K-12 Education
        1.3.3 Higher Education
    1.4 Study Objectives
    1.5 Years Considered
2 Global Growth Trends
    2.1 Global Education Gamification Market Perspective (2017-2028)
    2.2 Education Gamification Growth Trends by Region
        2.2.1 Education Gamification Market Size by Region: 2017 VS 2021 VS 2028
        2.2.2 Education Gamification Historic Market Size by Region (2017-2022)
        2.2.3 Education Gamification Forecasted Market Size by Region (2023-2028)
    2.3 Education Gamification Market Dynamics
        2.3.1 Education Gamification Industry Trends
        2.3.2 Education Gamification Market Drivers
        2.3.3 Education Gamification Market Challenges
        2.3.4 Education Gamification Market Restraints
3 Competition Landscape by Key Players
    3.1 Global Top Education Gamification Players by Revenue
        3.1.1 Global Top Education Gamification Players by Revenue (2017-2022)
        3.1.2 Global Education Gamification Revenue Market Share by Players (2017-2022)
    3.2 Global Education Gamification Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
    3.3 Players Covered: Ranking by Education Gamification Revenue
    3.4 Global Education Gamification Market Concentration Ratio
        3.4.1 Global Education Gamification Market Concentration Ratio (CR5 and HHI)
        3.4.2 Global Top 10 and Top 5 Companies by Education Gamification Revenue in 2021
    3.5 Education Gamification Key Players Head office and Area Served
    3.6 Key Players Education Gamification Product Solution and Service
    3.7 Date of Enter into Education Gamification Market
    3.8 Mergers & Acquisitions, Expansion Plans
4 Education Gamification Breakdown Data by Type
    4.1 Global Education Gamification Historic Market Size by Type (2017-2022)
    4.2 Global Education Gamification Forecasted Market Size by Type (2023-2028)
5 Education Gamification Breakdown Data by Application
    5.1 Global Education Gamification Historic Market Size by Application (2017-2022)
    5.2 Global Education Gamification Forecasted Market Size by Application (2023-2028)
6 North America
    6.1 North America Education Gamification Market Size (2017-2028)
    6.2 North America Education Gamification Market Size by Country (2017-2022)
    6.3 North America Education Gamification Market Size by Country (2023-2028)
    6.4 United States
    6.5 Canada
7 Europe
    7.1 Europe Education Gamification Market Size (2017-2028)
    7.2 Europe Education Gamification Market Size by Country (2017-2022)
    7.3 Europe Education Gamification Market Size by Country (2023-2028)
    7.4 Germany
    7.5 France
    7.6 U.K.
    7.7 Italy
    7.8 Russia
    7.9 Nordic Countries
8 Asia-Pacific
    8.1 Asia-Pacific Education Gamification Market Size (2017-2028)
    8.2 Asia-Pacific Education Gamification Market Size by Country (2017-2022)
    8.3 Asia-Pacific Education Gamification Market Size by Country (2023-2028)
    8.4 China
    8.5 Japan
    8.6 South Korea
    8.7 Southeast Asia
    8.8 India
    8.9 Australia
9 Latin America
    9.1 Latin America Education Gamification Market Size (2017-2028)
    9.2 Latin America Education Gamification Market Size by Country (2017-2022)
    9.3 Latin America Education Gamification Market Size by Country (2023-2028)
    9.4 Mexico
    9.5 Brazil
10 Middle East & Africa
    10.1 Middle East & Africa Education Gamification Market Size (2017-2028)
    10.2 Middle East & Africa Education Gamification Market Size by Country (2017-2022)
    10.3 Middle East & Africa Education Gamification Market Size by Country (2023-2028)
    10.4 Turkey
    10.5 Saudi Arabia
    10.6 UAE
11 Key Players Profiles
    11.1 Badgeville
        11.1.1 Badgeville Company Detail
        11.1.2 Badgeville Business Overview
        11.1.3 Badgeville Education Gamification Introduction
        11.1.4 Badgeville Revenue in Education Gamification Business (2017-2022)
        11.1.5 Badgeville Recent Development
    11.2 Bunchball
        11.2.1 Bunchball Company Detail
        11.2.2 Bunchball Business Overview
        11.2.3 Bunchball Education Gamification Introduction
        11.2.4 Bunchball Revenue in Education Gamification Business (2017-2022)
        11.2.5 Bunchball Recent Development
    11.3 Classcraft Studios
        11.3.1 Classcraft Studios Company Detail
        11.3.2 Classcraft Studios Business Overview
        11.3.3 Classcraft Studios Education Gamification Introduction
        11.3.4 Classcraft Studios Revenue in Education Gamification Business (2017-2022)
        11.3.5 Classcraft Studios Recent Development
    11.4 GoGo Labs
        11.4.1 GoGo Labs Company Detail
        11.4.2 GoGo Labs Business Overview
        11.4.3 GoGo Labs Education Gamification Introduction
        11.4.4 GoGo Labs Revenue in Education Gamification Business (2017-2022)
        11.4.5 GoGo Labs Recent Development
    11.5 6waves
        11.5.1 6waves Company Detail
        11.5.2 6waves Business Overview
        11.5.3 6waves Education Gamification Introduction
        11.5.4 6waves Revenue in Education Gamification Business (2017-2022)
        11.5.5 6waves Recent Development
    11.6 Recurrence
        11.6.1 Recurrence Company Detail
        11.6.2 Recurrence Business Overview
        11.6.3 Recurrence Education Gamification Introduction
        11.6.4 Recurrence Revenue in Education Gamification Business (2017-2022)
        11.6.5 Recurrence Recent Development
    11.7 Fundamentor
        11.7.1 Fundamentor Company Detail
        11.7.2 Fundamentor Business Overview
        11.7.3 Fundamentor Education Gamification Introduction
        11.7.4 Fundamentor Revenue in Education Gamification Business (2017-2022)
        11.7.5 Fundamentor Recent Development
    11.8 Gametize
        11.8.1 Gametize Company Detail
        11.8.2 Gametize Business Overview
        11.8.3 Gametize Education Gamification Introduction
        11.8.4 Gametize Revenue in Education Gamification Business (2017-2022)
        11.8.5 Gametize Recent Development
    11.9 GradeCraft
        11.9.1 GradeCraft Company Detail
        11.9.2 GradeCraft Business Overview
        11.9.3 GradeCraft Education Gamification Introduction
        11.9.4 GradeCraft Revenue in Education Gamification Business (2017-2022)
        11.9.5 GradeCraft Recent Development
    11.10 Kuato Studios
        11.10.1 Kuato Studios Company Detail
        11.10.2 Kuato Studios Business Overview
        11.10.3 Kuato Studios Education Gamification Introduction
        11.10.4 Kuato Studios Revenue in Education Gamification Business (2017-2022)
        11.10.5 Kuato Studios Recent Development
    11.11 Kungfu-Math
        11.11.1 Kungfu-Math Company Detail
        11.11.2 Kungfu-Math Business Overview
        11.11.3 Kungfu-Math Education Gamification Introduction
        11.11.4 Kungfu-Math Revenue in Education Gamification Business (2017-2022)
        11.11.5 Kungfu-Math Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
    13.1 Research Methodology
        13.1.1 Methodology/Research Approach
        13.1.2 Data Source
    13.2 Disclaimer
    13.3 Author Details
List of Tables
    Table 1. Global Education Gamification Market Size Growth Rate by Type (US$ Million): 2017 VS 2021 VS 2028
    Table 2. Key Players of Augmented Reality (AR) Types
    Table 3. Key Players of Virtual Reality (VR) Types
    Table 4. Key Players of Other
    Table 5. Global Education Gamification Market Size Growth by Application (US$ Million): 2017 VS 2021 VS 2028
    Table 6. Global Education Gamification Market Size by Region (US$ Million): 2017 VS 2021 VS 2028
    Table 7. Global Education Gamification Market Size by Region (2017-2022) & (US$ Million)
    Table 8. Global Education Gamification Market Share by Region (2017-2022)
    Table 9. Global Education Gamification Forecasted Market Size by Region (2023-2028) & (US$ Million)
    Table 10. Global Education Gamification Market Share by Region (2023-2028)
    Table 11. Education Gamification Market Trends
    Table 12. Education Gamification Market Drivers
    Table 13. Education Gamification Market Challenges
    Table 14. Education Gamification Market Restraints
    Table 15. Global Education Gamification Revenue by Players (2017-2022) & (US$ Million)
    Table 16. Global Education Gamification Market Share by Players (2017-2022)
    Table 17. Global Top Education Gamification Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Education Gamification as of 2021)
    Table 18. Ranking of Global Top Education Gamification Companies by Revenue (US$ Million) in 2021
    Table 19. Global 5 Largest Players Market Share by Education Gamification Revenue (CR5 and HHI) & (2017-2022)
    Table 20. Key Players Headquarters and Area Served
    Table 21. Key Players Education Gamification Product Solution and Service
    Table 22. Date of Enter into Education Gamification Market
    Table 23. Mergers & Acquisitions, Expansion Plans
    Table 24. Global Education Gamification Market Size by Type (2017-2022) & (US$ Million)
    Table 25. Global Education Gamification Revenue Market Share by Type (2017-2022)
    Table 26. Global Education Gamification Forecasted Market Size by Type (2023-2028) & (US$ Million)
    Table 27. Global Education Gamification Revenue Market Share by Type (2023-2028)
    Table 28. Global Education Gamification Market Size by Application (2017-2022) & (US$ Million)
    Table 29. Global Education Gamification Revenue Market Share by Application (2017-2022)
    Table 30. Global Education Gamification Forecasted Market Size by Application (2023-2028) & (US$ Million)
    Table 31. Global Education Gamification Revenue Market Share by Application (2023-2028)
    Table 32. North America Education Gamification Market Size by Country (2017-2022) & (US$ Million)
    Table 33. North America Education Gamification Market Size by Country (2023-2028) & (US$ Million)
    Table 34. Europe Education Gamification Market Size by Country (2017-2022) & (US$ Million)
    Table 35. Europe Education Gamification Market Size by Country (2023-2028) & (US$ Million)
    Table 36. Asia-Pacific Education Gamification Market Size by Region (2017-2022) & (US$ Million)
    Table 37. Asia-Pacific Education Gamification Market Size by Region (2023-2028) & (US$ Million)
    Table 38. Latin America Education Gamification Market Size by Country (2017-2022) & (US$ Million)
    Table 39. Latin America Education Gamification Market Size by Country (2023-2028) & (US$ Million)
    Table 40. Middle East & Africa Education Gamification Market Size by Country (2017-2022) & (US$ Million)
    Table 41. Middle East & Africa Education Gamification Market Size by Country (2023-2028) & (US$ Million)
    Table 42. Badgeville Company Detail
    Table 43. Badgeville Business Overview
    Table 44. Badgeville Education Gamification Product
    Table 45. Badgeville Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 46. Badgeville Recent Development
    Table 47. Bunchball Company Detail
    Table 48. Bunchball Business Overview
    Table 49. Bunchball Education Gamification Product
    Table 50. Bunchball Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 51. Bunchball Recent Development
    Table 52. Classcraft Studios Company Detail
    Table 53. Classcraft Studios Business Overview
    Table 54. Classcraft Studios Education Gamification Product
    Table 55. Classcraft Studios Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 56. Classcraft Studios Recent Development
    Table 57. GoGo Labs Company Detail
    Table 58. GoGo Labs Business Overview
    Table 59. GoGo Labs Education Gamification Product
    Table 60. GoGo Labs Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 61. GoGo Labs Recent Development
    Table 62. 6waves Company Detail
    Table 63. 6waves Business Overview
    Table 64. 6waves Education Gamification Product
    Table 65. 6waves Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 66. 6waves Recent Development
    Table 67. Recurrence Company Detail
    Table 68. Recurrence Business Overview
    Table 69. Recurrence Education Gamification Product
    Table 70. Recurrence Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 71. Recurrence Recent Development
    Table 72. Fundamentor Company Detail
    Table 73. Fundamentor Business Overview
    Table 74. Fundamentor Education Gamification Product
    Table 75. Fundamentor Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 76. Fundamentor Recent Development
    Table 77. Gametize Company Detail
    Table 78. Gametize Business Overview
    Table 79. Gametize Education Gamification Product
    Table 80. Gametize Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 81. Gametize Recent Development
    Table 82. GradeCraft Company Detail
    Table 83. GradeCraft Business Overview
    Table 84. GradeCraft Education Gamification Product
    Table 85. GradeCraft Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 86. GradeCraft Recent Development
    Table 87. Kuato Studios Company Detail
    Table 88. Kuato Studios Business Overview
    Table 89. Kuato Studios Education Gamification Product
    Table 90. Kuato Studios Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 91. Kuato Studios Recent Development
    Table 92. Kungfu-Math Company Detail
    Table 93. Kungfu-Math Business Overview
    Table 94. Kungfu-Math Education GamificationProduct
    Table 95. Kungfu-Math Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 96. Kungfu-Math Recent Development
    Table 97. Research Programs/Design for This Report
    Table 98. Key Data Information from Secondary Sources
    Table 99. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global Education Gamification Market Share by Type: 2021 VS 2028
    Figure 2. Augmented Reality (AR) Types Features
    Figure 3. Virtual Reality (VR) Types Features
    Figure 4. Other Features
    Figure 5. Global Education Gamification Market Share by Application in 2021 & 2028
    Figure 6. K-12 Education Case Studies
    Figure 7. Higher Education Case Studies
    Figure 8. Education Gamification Report Years Considered
    Figure 9. Global Education Gamification Market Size (US$ Million), Year-over-Year: 2017-2028
    Figure 10. Global Education Gamification Market Size, (US$ Million), 2017 VS 2021 VS 2028
    Figure 11. Global Education Gamification Market Share by Region: 2021 VS 2028
    Figure 12. Global Education Gamification Market Share by Players in 2021
    Figure 13. Global Top Education Gamification Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Education Gamification as of 2021)
    Figure 14. The Top 10 and 5 Players Market Share by Education Gamification Revenue in 2021
    Figure 15. North America Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 16. North America Education Gamification Market Share by Country (2017-2028)
    Figure 17. United States Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 18. Canada Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 19. Europe Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 20. Europe Education Gamification Market Share by Country (2017-2028)
    Figure 21. Germany Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 22. France Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 23. U.K. Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 24. Italy Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 25. Russia Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 26. Nordic Countries Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 27. Asia-Pacific Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 28. Asia-Pacific Education Gamification Market Share by Region (2017-2028)
    Figure 29. China Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 30. Japan Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 31. South Korea Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 32. Southeast Asia Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 33. India Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 34. Australia Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 35. Latin America Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 36. Latin America Education Gamification Market Share by Country (2017-2028)
    Figure 37. Mexico Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 38. Brazil Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 39. Middle East & Africa Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 40. Middle East & Africa Education Gamification Market Share by Country (2017-2028)
    Figure 41. Turkey Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 42. Saudi Arabia Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 43. Badgeville Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 44. Bunchball Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 45. Classcraft Studios Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 46. GoGo Labs Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 47. 6waves Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 48. Recurrence Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 49. Fundamentor Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 50. Gametize Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 51. GradeCraft Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 52. Kuato Studios Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 53. Kungfu-Math Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 54. Bottom-up and Top-down Approaches for This Report
    Figure 55. Data Triangulation
    Figure 56. Key Executives Interviewed
Please ask for List of Figures. Request Sample Report
Companies Included in Reports:
Badgeville
Bunchball
Classcraft Studios
GoGo Labs
6waves
Recurrence
Fundamentor
Gametize
GradeCraft
Kuato Studios
Kungfu-Math
Frequently Asked Questions
Education Gamification report offers great insights of the market and consumer data and their interpretation through various figures and graphs. Report has embedded global market and regional market deep analysis through various research methodologies. The report also offers great competitor analysis of the industries and highlights the key aspect of their business like success stories, market development and growth rate.
Education Gamification report is categorised based on following features:
  1. Global Market Players
  2. Geopolitical regions
  3. Consumer Insights
  4. Technological advancement
  5. Historic and Future Analysis of the Market
Education Gamification report is designed on the six basic aspects of analysing the market, which covers the SWOT and SWAR analysis like strength, weakness, opportunity, threat, aspirations and results. This methodology helps investors to reach on to the desired and correct decision to put their capital into the market.

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