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Global Education Gamification Market: Research Report 2015-2019 - New Market Research Report

Fast Market Research announces the availability of the new TechNavio report, "Global Education Gamification Market: Research Report 2015-2019", on their comprehensive research portal

 

Boston, MA -- (SBWIRE) -- 09/29/2015 -- 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.

Get More Details on this Report and a Full Table of Contents at Global Education Gamification Market: Research Report 2015-2019

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?

Companies Mentioned in this Report: Badgeville, Bunchball. Gigya, Kuato Studios, Lithium Technologies, Big Door, Captain Up, Crowd Twist, Gamify, IActionable, and Pug Pharm.Badgeville, Bunchball. Gigya, Kuato Studios, Lithium Technologies, Big Door, Captain Up, Crowd Twist, Gamify, IActionable, and Pug Pharm.Badgeville, Bunchball. Gigya, Kuato Studios, Lithium Technologies, Big Door, Captain Up, Crowd Twist, Gamify, IActionable, Pug Pharm.

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