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Gamification in Education Market, Global Outlook and Forecast 2023-2030

Gamification in Education Market, Global Outlook and Forecast 2023-2030

  • Category:ICT & Media
  • Published on : 05 September 2023
  • Pages :105
  • Formats:
  • Report Code:SMR-7798328
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GamificationEducation Market Size, Share 2023


Market size in 2022 US$ 1027.9 million
Forecast Market size by 2029 US$ 4322.8 million
Growth Rate CAGR of 22.8% Number of Pages 105 Pages

The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning.

This report aims to provide a comprehensive presentation of the global market for Gamification in Education, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Gamification in Education. This report contains market size and forecasts of Gamification in Education in global, including the following market information:

Global Gamification in Education Market Revenue, 2018-2023, 2024-2030, ($ millions)

Global top five companies in 2022 (%)

The global Gamification in Education market was valued at US$ 1027.9 million in 2022 and is projected to reach US$ 4322.8 million by 2029, at a CAGR of 22.8% during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.

The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.

Cloud Based Segment to Reach $ Million by 2029, with a % CAGR in next six years.

The global key manufacturers of Gamification in Education include Bunchball, NIIT, MPS Interactive, Microsoft, D2L, Top Hat, Classcraft Studios, Recurrence and Fundamentor, etc. in 2022, the global top five players have a share approximately % in terms of revenue.

We surveyed the Gamification in Education companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.

Total Market by Segment:

Global Gamification in Education Market, by Type, 2018-2023, 2024-2030 ($ millions)

Global Gamification in Education Market Segment Percentages, by Type, 2022 (%)

Cloud Based

On-Premises Based

Global Gamification in Education Market, by Application, 2018-2023, 2024-2030 ($ millions)

Global Gamification in Education Market Segment Percentages, by Application, 2022 (%)

Academic

Corporate Training

Others

Global Gamification in Education Market, By Region and Country, 2018-2023, 2024-2030 ($ Millions)

Global Gamification in Education Market Segment Percentages, By Region and Country, 2022 (%)

North America

US

Canada

Mexico

Europe

Germany

France

U.K.

Italy

Russia

Nordic Countries

Benelux

Rest of Europe

Asia

China

Japan

South Korea

Southeast Asia

India

Rest of Asia

South America

Brazil

Argentina

Rest of South America

Middle East & Africa

Turkey

Israel

Saudi Arabia

UAE

Rest of Middle East & Africa

Competitor Analysis

The report also provides analysis of leading market participants including:

Key companies Gamification in Education revenues in global market, 2018-2023 (estimated), ($ millions)

Key companies Gamification in Education revenues share in global market, 2022 (%)

Further, the report presents profiles of competitors in the market, key players include:

Bunchball

NIIT

MPS Interactive

Microsoft

D2L

Top Hat

Classcraft Studios

Recurrence

Fundamentor

Cognizant

BLUErabbit

Google

Kahoot

CK-12

Kuato Studios

Outline of Major Chapters:

Chapter 1: Introduces the definition of Gamification in Education, market overview.

Chapter 2: Global Gamification in Education market size in revenue.

Chapter 3: Detailed analysis of Gamification in Education company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.

Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 6: Sales of Gamification in Education in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.

Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.

Chapter 8: The main points and conclusions of the report.

Report Attributes Report Details
Report Title Gamification in Education Market, Global Outlook and Forecast 2023-2030
Market size in 2022 US$ 1027.9 million
Forecast Market size by 2029 US$ 4322.8 million
Growth Rate CAGR of 22.8%
Historical Year 2018 to 2022 (Data from 2010 can be provided as per availability)
Base Year 2022
Forecast Year 2030
Number of Pages 105 Pages
Customization Available Yes, the report can be customized as per your need.

TABLE OF CONTENTS

1 Introduction to Research & Analysis Reports
1.1 Gamification in Education Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Gamification in Education Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Gamification in Education Overall Market Size
2.1 Global Gamification in Education Market Size: 2022 VS 2030
2.2 Global Gamification in Education Market Size, Prospects & Forecasts: 2018-2030
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Gamification in Education Players in Global Market
3.2 Top Global Gamification in Education Companies Ranked by Revenue
3.3 Global Gamification in Education Revenue by Companies
3.4 Top 3 and Top 5 Gamification in Education Companies in Global Market, by Revenue in 2022
3.5 Global Companies Gamification in Education Product Type
3.6 Tier 1, Tier 2 and Tier 3 Gamification in Education Players in Global Market
3.6.1 List of Global Tier 1 Gamification in Education Companies
3.6.2 List of Global Tier 2 and Tier 3 Gamification in Education Companies
4 Market Sights by Product
4.1 Overview
4.1.1 By Type - Global Gamification in Education Market Size Markets, 2022 & 2030
4.1.2 Cloud Based
4.1.3 On-Premises Based
4.2 By Type - Global Gamification in Education Revenue & Forecasts
4.2.1 By Type - Global Gamification in Education Revenue, 2018-2023
4.2.2 By Type - Global Gamification in Education Revenue, 2024-2030
4.2.3 By Type - Global Gamification in Education Revenue Market Share, 2018-2030
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Gamification in Education Market Size, 2022 & 2030
5.1.2 Academic
5.1.3 Corporate Training
5.1.4 Others
5.2 By Application - Global Gamification in Education Revenue & Forecasts
5.2.1 By Application - Global Gamification in Education Revenue, 2018-2023
5.2.2 By Application - Global Gamification in Education Revenue, 2024-2030
5.2.3 By Application - Global Gamification in Education Revenue Market Share, 2018-2030
6 Sights by Region
6.1 By Region - Global Gamification in Education Market Size, 2022 & 2030
6.2 By Region - Global Gamification in Education Revenue & Forecasts
6.2.1 By Region - Global Gamification in Education Revenue, 2018-2023
6.2.2 By Region - Global Gamification in Education Revenue, 2024-2030
6.2.3 By Region - Global Gamification in Education Revenue Market Share, 2018-2030
6.3 North America
6.3.1 By Country - North America Gamification in Education Revenue, 2018-2030
6.3.2 US Gamification in Education Market Size, 2018-2030
6.3.3 Canada Gamification in Education Market Size, 2018-2030
6.3.4 Mexico Gamification in Education Market Size, 2018-2030
6.4 Europe
6.4.1 By Country - Europe Gamification in Education Revenue, 2018-2030
6.4.2 Germany Gamification in Education Market Size, 2018-2030
6.4.3 France Gamification in Education Market Size, 2018-2030
6.4.4 U.K. Gamification in Education Market Size, 2018-2030
6.4.5 Italy Gamification in Education Market Size, 2018-2030
6.4.6 Russia Gamification in Education Market Size, 2018-2030
6.4.7 Nordic Countries Gamification in Education Market Size, 2018-2030
6.4.8 Benelux Gamification in Education Market Size, 2018-2030
6.5 Asia
6.5.1 By Region - Asia Gamification in Education Revenue, 2018-2030
6.5.2 China Gamification in Education Market Size, 2018-2030
6.5.3 Japan Gamification in Education Market Size, 2018-2030
6.5.4 South Korea Gamification in Education Market Size, 2018-2030
6.5.5 Southeast Asia Gamification in Education Market Size, 2018-2030
6.5.6 India Gamification in Education Market Size, 2018-2030
6.6 South America
6.6.1 By Country - South America Gamification in Education Revenue, 2018-2030
6.6.2 Brazil Gamification in Education Market Size, 2018-2030
6.6.3 Argentina Gamification in Education Market Size, 2018-2030
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Gamification in Education Revenue, 2018-2030
6.7.2 Turkey Gamification in Education Market Size, 2018-2030
6.7.3 Israel Gamification in Education Market Size, 2018-2030
6.7.4 Saudi Arabia Gamification in Education Market Size, 2018-2030
6.7.5 UAE Gamification in Education Market Size, 2018-2030
7 Gamification in Education Companies Profiles
7.1 Bunchball
7.1.1 Bunchball Company Summary
7.1.2 Bunchball Business Overview
7.1.3 Bunchball Gamification in Education Major Product Offerings
7.1.4 Bunchball Gamification in Education Revenue in Global Market (2018-2023)
7.1.5 Bunchball Key News & Latest Developments
7.2 NIIT
7.2.1 NIIT Company Summary
7.2.2 NIIT Business Overview
7.2.3 NIIT Gamification in Education Major Product Offerings
7.2.4 NIIT Gamification in Education Revenue in Global Market (2018-2023)
7.2.5 NIIT Key News & Latest Developments
7.3 MPS Interactive
7.3.1 MPS Interactive Company Summary
7.3.2 MPS Interactive Business Overview
7.3.3 MPS Interactive Gamification in Education Major Product Offerings
7.3.4 MPS Interactive Gamification in Education Revenue in Global Market (2018-2023)
7.3.5 MPS Interactive Key News & Latest Developments
7.4 Microsoft
7.4.1 Microsoft Company Summary
7.4.2 Microsoft Business Overview
7.4.3 Microsoft Gamification in Education Major Product Offerings
7.4.4 Microsoft Gamification in Education Revenue in Global Market (2018-2023)
7.4.5 Microsoft Key News & Latest Developments
7.5 D2L
7.5.1 D2L Company Summary
7.5.2 D2L Business Overview
7.5.3 D2L Gamification in Education Major Product Offerings
7.5.4 D2L Gamification in Education Revenue in Global Market (2018-2023)
7.5.5 D2L Key News & Latest Developments
7.6 Top Hat
7.6.1 Top Hat Company Summary
7.6.2 Top Hat Business Overview
7.6.3 Top Hat Gamification in Education Major Product Offerings
7.6.4 Top Hat Gamification in Education Revenue in Global Market (2018-2023)
7.6.5 Top Hat Key News & Latest Developments
7.7 Classcraft Studios
7.7.1 Classcraft Studios Company Summary
7.7.2 Classcraft Studios Business Overview
7.7.3 Classcraft Studios Gamification in Education Major Product Offerings
7.7.4 Classcraft Studios Gamification in Education Revenue in Global Market (2018-2023)
7.7.5 Classcraft Studios Key News & Latest Developments
7.8 Recurrence
7.8.1 Recurrence Company Summary
7.8.2 Recurrence Business Overview
7.8.3 Recurrence Gamification in Education Major Product Offerings
7.8.4 Recurrence Gamification in Education Revenue in Global Market (2018-2023)
7.8.5 Recurrence Key News & Latest Developments
7.9 Fundamentor
7.9.1 Fundamentor Company Summary
7.9.2 Fundamentor Business Overview
7.9.3 Fundamentor Gamification in Education Major Product Offerings
7.9.4 Fundamentor Gamification in Education Revenue in Global Market (2018-2023)
7.9.5 Fundamentor Key News & Latest Developments
7.10 Cognizant
7.10.1 Cognizant Company Summary
7.10.2 Cognizant Business Overview
7.10.3 Cognizant Gamification in Education Major Product Offerings
7.10.4 Cognizant Gamification in Education Revenue in Global Market (2018-2023)
7.10.5 Cognizant Key News & Latest Developments
7.11 BLUErabbit
7.11.1 BLUErabbit Company Summary
7.11.2 BLUErabbit Business Overview
7.11.3 BLUErabbit Gamification in Education Major Product Offerings
7.11.4 BLUErabbit Gamification in Education Revenue in Global Market (2018-2023)
7.11.5 BLUErabbit Key News & Latest Developments
7.12 Google
7.12.1 Google Company Summary
7.12.2 Google Business Overview
7.12.3 Google Gamification in Education Major Product Offerings
7.12.4 Google Gamification in Education Revenue in Global Market (2018-2023)
7.12.5 Google Key News & Latest Developments
7.13 Kahoot
7.13.1 Kahoot Company Summary
7.13.2 Kahoot Business Overview
7.13.3 Kahoot Gamification in Education Major Product Offerings
7.13.4 Kahoot Gamification in Education Revenue in Global Market (2018-2023)
7.13.5 Kahoot Key News & Latest Developments
7.14 CK-12
7.14.1 CK-12 Company Summary
7.14.2 CK-12 Business Overview
7.14.3 CK-12 Gamification in Education Major Product Offerings
7.14.4 CK-12 Gamification in Education Revenue in Global Market (2018-2023)
7.14.5 CK-12 Key News & Latest Developments
7.15 Kuato Studios
7.15.1 Kuato Studios Company Summary
7.15.2 Kuato Studios Business Overview
7.15.3 Kuato Studios Gamification in Education Major Product Offerings
7.15.4 Kuato Studios Gamification in Education Revenue in Global Market (2018-2023)
7.15.5 Kuato Studios Key News & Latest Developments
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer

LIST OF TABLES & FIGURES

List of Tables
Table 1. Gamification in Education Market Opportunities & Trends in Global Market
Table 2. Gamification in Education Market Drivers in Global Market
Table 3. Gamification in Education Market Restraints in Global Market
Table 4. Key Players of Gamification in Education in Global Market
Table 5. Top Gamification in Education Players in Global Market, Ranking by Revenue (2022)
Table 6. Global Gamification in Education Revenue by Companies, (US$, Mn), 2018-2023
Table 7. Global Gamification in Education Revenue Share by Companies, 2018-2023
Table 8. Global Companies Gamification in Education Product Type
Table 9. List of Global Tier 1 Gamification in Education Companies, Revenue (US$, Mn) in 2022 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Gamification in Education Companies, Revenue (US$, Mn) in 2022 and Market Share
Table 11. By Type ? Global Gamification in Education Revenue, (US$, Mn), 2022 & 2030
Table 12. By Type - Gamification in Education Revenue in Global (US$, Mn), 2018-2023
Table 13. By Type - Gamification in Education Revenue in Global (US$, Mn), 2024-2030
Table 14. By Application ? Global Gamification in Education Revenue, (US$, Mn), 2022 & 2030
Table 15. By Application - Gamification in Education Revenue in Global (US$, Mn), 2018-2023
Table 16. By Application - Gamification in Education Revenue in Global (US$, Mn), 2024-2030
Table 17. By Region ? Global Gamification in Education Revenue, (US$, Mn), 2022 & 2030
Table 18. By Region - Global Gamification in Education Revenue (US$, Mn), 2018-2023
Table 19. By Region - Global Gamification in Education Revenue (US$, Mn), 2024-2030
Table 20. By Country - North America Gamification in Education Revenue, (US$, Mn), 2018-2023
Table 21. By Country - North America Gamification in Education Revenue, (US$, Mn), 2024-2030
Table 22. By Country - Europe Gamification in Education Revenue, (US$, Mn), 2018-2023
Table 23. By Country - Europe Gamification in Education Revenue, (US$, Mn), 2024-2030
Table 24. By Region - Asia Gamification in Education Revenue, (US$, Mn), 2018-2023
Table 25. By Region - Asia Gamification in Education Revenue, (US$, Mn), 2024-2030
Table 26. By Country - South America Gamification in Education Revenue, (US$, Mn), 2018-2023
Table 27. By Country - South America Gamification in Education Revenue, (US$, Mn), 2024-2030
Table 28. By Country - Middle East & Africa Gamification in Education Revenue, (US$, Mn), 2018-2023
Table 29. By Country - Middle East & Africa Gamification in Education Revenue, (US$, Mn), 2024-2030
Table 30. Bunchball Company Summary
Table 31. Bunchball Gamification in Education Product Offerings
Table 32. Bunchball Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 33. Bunchball Key News & Latest Developments
Table 34. NIIT Company Summary
Table 35. NIIT Gamification in Education Product Offerings
Table 36. NIIT Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 37. NIIT Key News & Latest Developments
Table 38. MPS Interactive Company Summary
Table 39. MPS Interactive Gamification in Education Product Offerings
Table 40. MPS Interactive Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 41. MPS Interactive Key News & Latest Developments
Table 42. Microsoft Company Summary
Table 43. Microsoft Gamification in Education Product Offerings
Table 44. Microsoft Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 45. Microsoft Key News & Latest Developments
Table 46. D2L Company Summary
Table 47. D2L Gamification in Education Product Offerings
Table 48. D2L Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 49. D2L Key News & Latest Developments
Table 50. Top Hat Company Summary
Table 51. Top Hat Gamification in Education Product Offerings
Table 52. Top Hat Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 53. Top Hat Key News & Latest Developments
Table 54. Classcraft Studios Company Summary
Table 55. Classcraft Studios Gamification in Education Product Offerings
Table 56. Classcraft Studios Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 57. Classcraft Studios Key News & Latest Developments
Table 58. Recurrence Company Summary
Table 59. Recurrence Gamification in Education Product Offerings
Table 60. Recurrence Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 61. Recurrence Key News & Latest Developments
Table 62. Fundamentor Company Summary
Table 63. Fundamentor Gamification in Education Product Offerings
Table 64. Fundamentor Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 65. Fundamentor Key News & Latest Developments
Table 66. Cognizant Company Summary
Table 67. Cognizant Gamification in Education Product Offerings
Table 68. Cognizant Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 69. Cognizant Key News & Latest Developments
Table 70. BLUErabbit Company Summary
Table 71. BLUErabbit Gamification in Education Product Offerings
Table 72. BLUErabbit Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 73. BLUErabbit Key News & Latest Developments
Table 74. Google Company Summary
Table 75. Google Gamification in Education Product Offerings
Table 76. Google Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 77. Google Key News & Latest Developments
Table 78. Kahoot Company Summary
Table 79. Kahoot Gamification in Education Product Offerings
Table 80. Kahoot Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 81. Kahoot Key News & Latest Developments
Table 82. CK-12 Company Summary
Table 83. CK-12 Gamification in Education Product Offerings
Table 84. CK-12 Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 85. CK-12 Key News & Latest Developments
Table 86. Kuato Studios Company Summary
Table 87. Kuato Studios Gamification in Education Product Offerings
Table 88. Kuato Studios Gamification in Education Revenue (US$, Mn) & (2018-2023)
Table 89. Kuato Studios Key News & Latest Developments
List of Figures
Figure 1. Gamification in Education Segment by Type in 2022
Figure 2. Gamification in Education Segment by Application in 2022
Figure 3. Global Gamification in Education Market Overview: 2022
Figure 4. Key Caveats
Figure 5. Global Gamification in Education Market Size: 2022 VS 2030 (US$, Mn)
Figure 6. Global Gamification in Education Revenue, 2018-2030 (US$, Mn)
Figure 7. The Top 3 and 5 Players Market Share by Gamification in Education Revenue in 2022
Figure 8. By Type - Global Gamification in Education Revenue Market Share, 2018-2030
Figure 9. By Application - Global Gamification in Education Revenue Market Share, 2018-2030
Figure 10. By Type - Global Gamification in Education Revenue, (US$, Mn), 2022 & 2030
Figure 11. By Type - Global Gamification in Education Revenue Market Share, 2018-2030
Figure 12. By Application - Global Gamification in Education Revenue, (US$, Mn), 2022 & 2030
Figure 13. By Application - Global Gamification in Education Revenue Market Share, 2018-2030
Figure 14. By Region - Global Gamification in Education Revenue Market Share, 2018-2030
Figure 15. By Country - North America Gamification in Education Revenue Market Share, 2018-2030
Figure 16. US Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 17. Canada Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 18. Mexico Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 19. By Country - Europe Gamification in Education Revenue Market Share, 2018-2030
Figure 20. Germany Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 21. France Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 22. U.K. Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 23. Italy Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 24. Russia Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 25. Nordic Countries Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 26. Benelux Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 27. By Region - Asia Gamification in Education Revenue Market Share, 2018-2030
Figure 28. China Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 29. Japan Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 30. South Korea Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 31. Southeast Asia Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 32. India Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 33. By Country - South America Gamification in Education Revenue Market Share, 2018-2030
Figure 34. Brazil Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 35. Argentina Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 36. By Country - Middle East & Africa Gamification in Education Revenue Market Share, 2018-2030
Figure 37. Turkey Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 38. Israel Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 39. Saudi Arabia Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 40. UAE Gamification in Education Revenue, (US$, Mn), 2018-2030
Figure 41. Bunchball Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 42. NIIT Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 43. MPS Interactive Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 44. Microsoft Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 45. D2L Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 46. Top Hat Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 47. Classcraft Studios Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 48. Recurrence Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 49. Fundamentor Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 50. Cognizant Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 51. BLUErabbit Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 52. Google Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 53. Kahoot Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 54. CK-12 Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 55. Kuato Studios Gamification in Education Revenue Year Over Year Growth (US$, Mn) & (2018-2023)

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