Education Gamification Market Analysis And Forecast
New York, NY -- (SBWIRE) -- 12/08/2017 -- About gamification
Gamification is the process of implementing game mechanics into non-gaming context to engage users and solve problems. Points, badges, a leaderboard, challenges, and rewards are examples of game mechanics. Gamification does not create real games but uses game techniques to engage students toward comprehensive learning.
Technavio's analysts forecast the global education gamification market to grow at a CAGR of 64.34% over the period 2014-2019.
Covered in this report
The report covers the current scenario and the growth prospects of the global education gamification market for the period of 2015-2019. To calculate the market size, the report considers revenue generated from the sales of gamification solutions for the following end-users:
- K-12 schools
- Higher education institutes
Technavio's report, Global Education Gamification Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers Americas, APAC, and EMEA; it also covers the landscape of the market and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.
Key regions
- Americas
- EMEA
- APAC
Key vendors
- Badgeville
- Bunchball
- Gigya
- Kuato Studios
- Lithium Technologies
Other prominent vendors
- Big Door
- Captain Up
- Crowd Twist
- Gamify
- IActionable
- Pug Pharm
Market driver
- Increased demand for quality education
- For a full, detailed list, view our report
Market challenge
- Differing regional requirements
- For a full, detailed list, view our report
Market trend
- Growing adoption of tablets
- For a full, detailed list, view our report
Key questions answered in this report
- What will the market size be in 2019 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?
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Table of Contents:
PART 01: Executive summary
Highlights
PART 02: Scope of the report
Market overview
Top-vendor offerings
PART 03: Market research methodology
Research methodology
Economic indicators
PART 04: Introduction
Key market highlights
PART 05: Market landscape
Evolution of gamification
Process of gamification
Application areas of gamification
PART 06: Market overview
Cognitive
Emotional
Social
Market size and forecast
Five forces analysis
PART 07: Market segmentation by end-user
Global education gamification market segmentation by end-user
Global education gamification market by K-12 schools
Global education gamification market by higher education institutes
PART 08: Geographical segmentation
Global education gamification market by geography 2015-2019
Global education gamification market in Americas
Global education gamification market in EMEA
Global education gamification market in APAC
PART 09: Market drivers
PART 10: Impact of drivers
PART 11: Market challenges
PART 12: Impact of drivers and challenges
PART 13: Market trends
PART 14: Vendor landscape
Competitive scenario
Competitor analysis
PART 15: Key vendor analysis
Badgeville
Bunchball
Gigya
Kuato Studios
Lithium Technologies
PART 16: Other prominent vendorsBig Door
Continued…….
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