Global Education Gamification Market 2016-2020 - New Market Research Report

Fast Market Research announces the availability of the new TechNavio report,"Global Education Gamification Market 2016-2020", on their comprehensive research portal

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Boston, MA -- (SBWire) -- 01/13/2017 --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.

Technavio's analysts forecast the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.

Covered in this report
The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.

Get More Details on this Report and a Full Table of Contents at Global Education Gamification Market 2016-2020

The market is divided into the following segments based on geography:

-Americas
-APAC
-EMEA

Technavio's report, Global Education Gamification Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

-Badgeville
-Bunchball
-Classcraft Studios
-GoGo Labs

Other prominent vendors

-6waves
-Fundamentor
-Gametize
-GradeCraft
-Kuato Studios
-Kungfu-Math
-Recurrence

Market driver

-Stronger focus on experiential and inquiry-based learning.
-For a full, detailed list, view our report

Market challenge

-Stronger focus on experiential and inquiry-based learning.
-For a full, detailed list, view our report

Market trend

-Increased awareness among teachers due to professional development.
-For a full, detailed list, view our report

Key questions answered in this report

-What will the market size be in 2020 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?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Companies Mentioned in this Report: Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft, Kuato Studios, Kungfu-Math

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You may also be interested in these related reports:

-Global Education Hardware Market 2016-2020
-Global Digital Badges Market in Education Sector 2016-2020
-Global Smart Education Market 2016-2020
-Global Higher Education M-learning Market 2016-2020
-Global Education Content Management Market 2016-2020

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