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2020-2025 Global Education Gamification Market Report - Production and Consumption Professional Analysis (Impact of COVID-19)

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Published on 03/30/2021| Code: MAR41115D| Category: Utilities| Total Pages: 103

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.

This report elaborates the market size, market characteristics, and market growth of the Education Gamification industry, and breaks down according to the type, application, and consumption area of Education Gamification. The report also conducted a PESTEL analysis of the industry to study the main influencing factors and entry barriers of the industry.

In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed. Fully risk assessment and industry recommendations were made for Education Gamification in a special period. This chapter also compares the markets of Pre COVID-19 and Post COVID-19.

In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.

Key players in the global Education Gamification market covered in Chapter 13:

Fundamentor
GoGo Labs
6waves
GradeCraft
Kungfu-Math
Bunchball
Classcraft Studios
Recurrence
Gametize
Badgeville
Kuato Studios

In Chapter 6, on the basis of types, the Education Gamification market from 2015 to 2025 is primarily split into:

Software
Services

In Chapter 7, on the basis of applications, the Education Gamification market from 2015 to 2025 covers:

Academic
Corporate Training

Geographically, the detailed analysis of production, trade of the following countries is covered in Chapter 4.2, 5:

United States

Europe

China

Japan

India

Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:

North America (Covered in Chapter 8)

United States

Canada

Mexico

Europe (Covered in Chapter 9)

Germany

UK

France

Italy

Spain

Others

Asia-Pacific (Covered in Chapter 10)

China

Japan

India

South Korea

Southeast Asia

Others

Middle East and Africa (Covered in Chapter 11)

Saudi Arabia

UAE

South Africa

Others

South America (Covered in Chapter 12)

Brazil

Others

Years considered for this report:

Historical Years: 2015-2019

Base Year: 2019

Estimated Year: 2020

Forecast Period: 2020-2025

Table of Content

1 Education Gamification Market - Research Scope

1.1 Study Goals

1.2 Market Definition and Scope

1.3 Key Market Segments

1.4 Study and Forecasting Years

2 Education Gamification Market - Research Methodology

2.1 Methodology

2.2 Research Data Source

2.2.1 Secondary Data

2.2.2 Primary Data

2.2.3 Market Size Estimation

2.2.4 Legal Disclaimer

3 Education Gamification Market Forces

3.1 Global Education Gamification Market Size

3.2 Top Impacting Factors (PESTEL Analysis)

3.2.1 Political Factors

3.2.2 Economic Factors

3.2.3 Social Factors

3.2.4 Technological Factors

3.2.5 Environmental Factors

3.2.6 Legal Factors

3.3 Industry Trend Analysis

3.4 Industry Trends Under COVID-19

3.4.1 Risk Assessment on COVID-19

3.4.2 Assessment of the Overall Impact of COVID-19 on the Industry

3.4.3 Pre COVID-19 and Post COVID-19 Market Scenario

3.5 Industry Risk Assessment

4 Education Gamification Market - By Geography

4.1 Global Education Gamification Market Value and Market Share by Regions

4.1.1 Global Education Gamification Value ($) by Region (2015-2020)

4.1.2 Global Education Gamification Value Market Share by Regions (2015-2020)

4.2 Global Education Gamification Market Production and Market Share by Major Countries

4.2.1 Global Education Gamification Production by Major Countries (2015-2020)

4.2.2 Global Education Gamification Production Market Share by Major Countries (2015-2020)

4.3 Global Education Gamification Market Consumption and Market Share by Regions

4.3.1 Global Education Gamification Consumption by Regions (2015-2020)

4.3.2 Global Education Gamification Consumption Market Share by Regions (2015-2020)

5 Education Gamification Market - By Trade Statistics

5.1 Global Education Gamification Export and Import

5.2 United States Education Gamification Export and Import (2015-2020)

5.3 Europe Education Gamification Export and Import (2015-2020)

5.4 China Education Gamification Export and Import (2015-2020)

5.5 Japan Education Gamification Export and Import (2015-2020)

5.6 India Education Gamification Export and Import (2015-2020)

5.7 ...

6 Education Gamification Market - By Type

6.1 Global Education Gamification Production and Market Share by Types (2015-2020)

6.1.1 Global Education Gamification Production by Types (2015-2020)

6.1.2 Global Education Gamification Production Market Share by Types (2015-2020)

6.2 Global Education Gamification Value and Market Share by Types (2015-2020)

6.2.1 Global Education Gamification Value by Types (2015-2020)

6.2.2 Global Education Gamification Value Market Share by Types (2015-2020)

6.3 Global Education Gamification Production, Price and Growth Rate of Software (2015-2020)
6.4 Global Education Gamification Production, Price and Growth Rate of Services (2015-2020)

7 Education Gamification Market - By Application

7.1 Global Education Gamification Consumption and Market Share by Applications (2015-2020)

7.1.1 Global Education Gamification Consumption by Applications (2015-2020)

7.1.2 Global Education Gamification Consumption Market Share by Applications (2015-2020)

7.2 Global Education Gamification Consumption and Growth Rate of Academic (2015-2020)
7.3 Global Education Gamification Consumption and Growth Rate of Corporate Training (2015-2020)

8 North America Education Gamification Market

8.1 North America Education Gamification Market Size

8.2 United States Education Gamification Market Size

8.3 Canada Education Gamification Market Size

8.4 Mexico Education Gamification Market Size

8.5 The Influence of COVID-19 on North America Market

9 Europe Education Gamification Market Analysis

9.1 Europe Education Gamification Market Size

9.2 Germany Education Gamification Market Size

9.3 United Kingdom Education Gamification Market Size

9.4 France Education Gamification Market Size

9.5 Italy Education Gamification Market Size

9.6 Spain Education Gamification Market Size

9.7 The Influence of COVID-19 on Europe Market

10 Asia-Pacific Education Gamification Market Analysis

10.1 Asia-Pacific Education Gamification Market Size

10.2 China Education Gamification Market Size

10.3 Japan Education Gamification Market Size

10.4 South Korea Education Gamification Market Size

10.5 Southeast Asia Education Gamification Market Size

10.6 India Education Gamification Market Size

10.7 The Influence of COVID-19 on Asia Pacific Market

11 Middle East and Africa Education Gamification Market Analysis

11.1 Middle East and Africa Education Gamification Market Size

11.2 Saudi Arabia Education Gamification Market Size

11.3 UAE Education Gamification Market Size

11.4 South Africa Education Gamification Market Size

11.5 The Influence of COVID-19 on Middle East and Africa Market

12 South America Education Gamification Market Analysis

12.1 South America Education Gamification Market Size

12.2 Brazil Education Gamification Market Size

12.3 The Influence of COVID-19 on South America Market

13 Company Profiles

13.1 Fundamentor
13.1.1 Fundamentor Basic Information
13.1.2 Fundamentor Product Profiles, Application and Specification
13.1.3 Fundamentor Education Gamification Market Performance (2015-2020)
13.2 GoGo Labs
13.2.1 GoGo Labs Basic Information
13.2.2 GoGo Labs Product Profiles, Application and Specification
13.2.3 GoGo Labs Education Gamification Market Performance (2015-2020)
13.3 6waves
13.3.1 6waves Basic Information
13.3.2 6waves Product Profiles, Application and Specification
13.3.3 6waves Education Gamification Market Performance (2015-2020)
13.4 GradeCraft
13.4.1 GradeCraft Basic Information
13.4.2 GradeCraft Product Profiles, Application and Specification
13.4.3 GradeCraft Education Gamification Market Performance (2015-2020)
13.5 Kungfu-Math
13.5.1 Kungfu-Math Basic Information
13.5.2 Kungfu-Math Product Profiles, Application and Specification
13.5.3 Kungfu-Math Education Gamification Market Performance (2015-2020)
13.6 Bunchball
13.6.1 Bunchball Basic Information
13.6.2 Bunchball Product Profiles, Application and Specification
13.6.3 Bunchball Education Gamification Market Performance (2015-2020)
13.7 Classcraft Studios
13.7.1 Classcraft Studios Basic Information
13.7.2 Classcraft Studios Product Profiles, Application and Specification
13.7.3 Classcraft Studios Education Gamification Market Performance (2015-2020)
13.8 Recurrence
13.8.1 Recurrence Basic Information
13.8.2 Recurrence Product Profiles, Application and Specification
13.8.3 Recurrence Education Gamification Market Performance (2015-2020)
13.9 Gametize
13.9.1 Gametize Basic Information
13.9.2 Gametize Product Profiles, Application and Specification
13.9.3 Gametize Education Gamification Market Performance (2015-2020)
13.10 Badgeville
13.10.1 Badgeville Basic Information
13.10.2 Badgeville Product Profiles, Application and Specification
13.10.3 Badgeville Education Gamification Market Performance (2015-2020)
13.11 Kuato Studios
13.11.1 Kuato Studios Basic Information
13.11.2 Kuato Studios Product Profiles, Application and Specification
13.11.3 Kuato Studios Education Gamification Market Performance (2015-2020)

14 Market Forecast - By Regions

14.1 North America Education Gamification Market Forecast (2020-2025)

14.2 Europe Education Gamification Market Forecast (2020-2025)

14.3 Asia-Pacific Education Gamification Market Forecast (2020-2025)

14.4 Middle East and Africa Education Gamification Market Forecast (2020-2025)

14.5 South America Education Gamification Market Forecast (2020-2025)

15 Market Forecast - By Type and Applications

15.1 Global Education Gamification Market Forecast by Types (2020-2025)

15.1.1 Global Education Gamification Market Forecast Production and Market Share by Types (2020-2025)

15.1.2 Global Education Gamification Market Forecast Value and Market Share by Types (2020-2025)

15.2 Global Education Gamification Market Forecast by Applications (2020-2025)

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