AMA Research & Media

Education Gamification Market May See a Big Move : Axonify, Paradigm Learning, Fundamentor


NJ New Jersey, USA -- (SBWIRE) -- 06/16/2023 -- Latest Study on Industrial Growth of Education Gamification Market 2023-2028. A detailed study accumulated to offer Latest insights about acute features of the Education Gamification market. The report contains different market predictions related to revenue size, production, CAGR, Consumption, gross margin, price, and other substantial factors. While emphasizing the key driving and restraining forces for this market, the report also offers a complete study of the future trends and developments of the market. It also examines the role of the leading market players involved in the industry including their corporate overview, financial summary and SWOT analysis.

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Major players profiled in the study are:
Bunchball (United States), Classcraft Studios Inc. (Canada), GoGo Labs Inc. (United States), GP Strategies (United States), Axonify (Canada), Paradigm Learning (United States), Recurrence Inc (United States), Fundamentor (United States), Gametize (Singapore), GradeCraft (United States)

Scope of the Report of Education Gamification
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. The growing improvements in game development engines will drive the growth prospects for the global education gamification market during the forecast period. The increasing technological development in the gaming sector will encourage the small and medium-sized education gamification companies to enter the education market.

On 24th June 2019, Classcraft launched storytelling mode for K-12 academic education to utilize the benefits of storytelling. This storytelling model helps teachers and trainers to motivate students to learn effectively and maintain engagement. This will positively impact the gamification education market.

The Global Education Gamification Market segments and Market Data Break Down are illuminated below:
by Type (Structural Gamification, Content Gamification), Application (Academic (K-12 and Higher Education), Corporate Learning), Technology (Virtual Reality (VR), Augmented Reality (AR)), Deployment (Cloud, On-Premises)

Market Opportunities:
- Growing Improvement in Gamification Technology
- Awareness through Advertisement will boost the Market
- Maintaining User Engagement and Interest Throughout the Learning Process

Market Drivers:
- Growing Prevalence of Digital Learning and their Benefits
- Need for Advancing the Learning Experience

Market Trend:
- Rising use of Augmented Reality (AR) and Virtual Reality (VR)
- Increasing Penetration of Gamification in Mobile Apps

What can be explored with the Education Gamification Market Study?
- Gain Market Understanding
- Identify Growth Opportunities
- Analyze and Measure the Global Education Gamification Market by Identifying Investment across various Industry Verticals
- Understand the Trends that will drive Future Changes in Education Gamification
- Understand the Competitive Scenarios
- Track Right Markets
- Identify the Right Verticals

Region Included are: North America, Europe, Asia Pacific, Oceania, South America, Middle East & Africa

Country Level Break-Up: United States, Canada, Mexico, Brazil, Argentina, Colombia, Chile, South Africa, Nigeria, Tunisia, Morocco, Germany, United Kingdom (UK), the Netherlands, Spain, Italy, Belgium, Austria, Turkey, Russia, France, Poland, Israel, United Arab Emirates, Qatar, Saudi Arabia, China, Japan, Taiwan, South Korea, Singapore, India, Australia and New Zealand etc.

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Table of Contents
Global Education Gamification Market Research Report
Chapter 1 Global Education Gamification Market Overview
Chapter 2 Global Economic Impact on Industry
Chapter 3 Global Market Competition by Manufacturers
Chapter 4 Global Productions, Revenue (Value) by Region
Chapter 5 Global Supplies (Production), Consumption, Export, Import by Regions
Chapter 6 Global Productions, Revenue (Value), Price Trend by Type
Chapter 7 Global Market Analysis by Application
Chapter 8 Manufacturing Cost Analysis
Chapter 9 Industrial Chain, Sourcing Strategy and Downstream Buyers
Chapter 10 Marketing Strategy Analysis, Distributors/Traders
Chapter 11 Market Effect Factors Analysis
Chapter 12 Global Education Gamification Market Forecast

Finally, Education Gamification Market is a valuable source of guidance for individuals and companies.

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