Global Education Gamification Market to Soar at a CAGR of 64.34% During 2014-2019: MarketResearchReports.Biz

The Report Global Education Gamification Market: Research Report 2015-2019 provides information on pricing, market analysis, shares, forecast, and company profiles for key industry participants.


Albany, NY -- (SBWIRE) -- 09/28/2015 -- 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.

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

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Higher education institutes

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

Key vendors
Kuato Studios
Lithium Technologies

Other prominent vendors
Big Door
Captain Up
Crowd Twist
Pug Pharm

Market driver
Increased demand for quality education
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Market challenge
Differing regional requirements
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Market trend
Growing adoption of tablets
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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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