This report contains market size and forecasts of Gamification in Learning in Global, including the following market information:
Global Gamification in Learning Market Revenue, 2016-2021, 2022-2027, ($ millions)
Global top five companies in 2020 (%)
The global Gamification in Learning market was valued at xx million in 2020 and is projected to reach US$ xx million by 2027, at a CAGR of xx% during the forecast period.
MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Gamification in Learning 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 Learning Market, By Type, 2016-2021, 2022-2027 ($ millions)
Global Gamification in Learning Market Segment Percentages, By Type, 2020 (%)
Cloud-Based
On-Premises
China Gamification in Learning Market, By Application, 2016-2021, 2022-2027 ($ millions)
China Gamification in Learning Market Segment Percentages, By Application, 2020 (%)
K-12
Corporate Training
Universities
Others
Global Gamification in Learning Market, By Region and Country, 2016-2021, 2022-2027 ($ Millions)
Global Gamification in Learning Market Segment Percentages, By Region and Country, 2020 (%)
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:
Total Gamification in Learning Market Competitors Revenues in Global, by Players 2016-2021 (Estimated), ($ millions)
Total Gamification in Learning Market Competitors Revenues Share in Global, by Players 2020 (%)
Further, the report presents profiles of competitors in the market, including the following:
Microsoft
MPS Interactive Systems
Bunchball
NIIT Ltd
D2L Corporation
Cognizant
Fundamentor
Top Hat
Classcraft Studios
Recurrence Inc
Table of Contents
1 Introduction to Research & Analysis Reports
1.1 Gamification in Learning Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Gamification in Learning 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 Learning Overall Market Size
2.1 Global Gamification in Learning Market Size: 2021 VS 2027
2.2 Global Gamification in Learning Market Size, Prospects & Forecasts: 2016-2027
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 Learning Players in Global Market
3.2 Top Global Gamification in Learning Companies Ranked by Revenue
3.3 Global Gamification in Learning Revenue by Companies
3.4 Top 3 and Top 5 Gamification in Learning Companies in Global Market, by Revenue in 2020
3.5 Global Companies Gamification in Learning Product Type
3.6 Tier 1, Tier 2 and Tier 3 Gamification in Learning Players in Global Market
3.6.1 List of Global Tier 1 Gamification in Learning Companies
3.6.2 List of Global Tier 2 and Tier 3 Gamification in Learning Companies
4 Market Sights by Product
4.1 Overview
4.1.1 By Type - Global Gamification in Learning Market Size Markets, 2021 & 2027
4.1.2 Cloud-Based
4.1.3 On-Premises
4.2 By Type - Global Gamification in Learning Revenue & Forecasts
4.2.1 By Type - Global Gamification in Learning Revenue, 2016-2021
4.2.2 By Type - Global Gamification in Learning Revenue, 2022-2027
4.2.3 By Type - Global Gamification in Learning Revenue Market Share, 2016-2027
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Gamification in Learning Market Size, 2021 & 2027
5.1.2 K-12
5.1.3 Corporate Training
5.1.4 Universities
5.1.5 Others
5.2 By Application - Global Gamification in Learning Revenue & Forecasts
5.2.1 By Application - Global Gamification in Learning Revenue, 2016-2021
5.2.2 By Application - Global Gamification in Learning Revenue, 2022-2027
5.2.3 By Application - Global Gamification in Learning Revenue Market Share, 2016-2027
6 Sights by Region
6.1 By Region - Global Gamification in Learning Market Size, 2021 & 2027
6.2 By Region - Global Gamification in Learning Revenue & Forecasts
6.2.1 By Region - Global Gamification in Learning Revenue, 2016-2021
6.2.2 By Region - Global Gamification in Learning Revenue, 2022-2027
6.2.3 By Region - Global Gamification in Learning Revenue Market Share, 2016-2027
6.3 North America
6.3.1 By Country - North America Gamification in Learning Revenue, 2016-2027
6.3.2 US Gamification in Learning Market Size, 2016-2027
6.3.3 Canada Gamification in Learning Market Size, 2016-2027
6.3.4 Mexico Gamification in Learning Market Size, 2016-2027
6.4 Europe
6.4.1 By Country - Europe Gamification in Learning Revenue, 2016-2027
6.4.2 Germany Gamification in Learning Market Size, 2016-2027
6.4.3 France Gamification in Learning Market Size, 2016-2027
6.4.4 U.K. Gamification in Learning Market Size, 2016-2027
6.4.5 Italy Gamification in Learning Market Size, 2016-2027
6.4.6 Russia Gamification in Learning Market Size, 2016-2027
6.4.7 Nordic Countries Gamification in Learning Market Size, 2016-2027
6.4.8 Benelux Gamification in Learning Market Size, 2016-2027
6.5 Asia
6.5.1 By Region - Asia Gamification in Learning Revenue, 2016-2027
6.5.2 China Gamification in Learning Market Size, 2016-2027
6.5.3 Japan Gamification in Learning Market Size, 2016-2027
6.5.4 South Korea Gamification in Learning Market Size, 2016-2027
6.5.5 Southeast Asia Gamification in Learning Market Size, 2016-2027
6.5.6 India Gamification in Learning Market Size, 2016-2027
6.6 South America
6.6.1 By Country - South America Gamification in Learning Revenue, 2016-2027
6.6.2 Brazil Gamification in Learning Market Size, 2016-2027
6.6.3 Argentina Gamification in Learning Market Size, 2016-2027
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Gamification in Learning Revenue, 2016-2027
6.7.2 Turkey Gamification in Learning Market Size, 2016-2027
6.7.3 Israel Gamification in Learning Market Size, 2016-2027
6.7.4 Saudi Arabia Gamification in Learning Market Size, 2016-2027
6.7.5 UAE Gamification in Learning Market Size, 2016-2027
7 Players Profiles
7.1 Microsoft
7.1.1 Microsoft Corporate Summary
7.1.2 Microsoft Business Overview
7.1.3 Microsoft Gamification in Learning Major Product Offerings
7.1.4 Microsoft Gamification in Learning Revenue in Global (2016-2021)
7.1.5 Microsoft Key News
7.2 MPS Interactive Systems
7.2.1 MPS Interactive Systems Corporate Summary
7.2.2 MPS Interactive Systems Business Overview
7.2.3 MPS Interactive Systems Gamification in Learning Major Product Offerings
7.2.4 MPS Interactive Systems Gamification in Learning Revenue in Global (2016-2021)
7.2.5 MPS Interactive Systems Key News
7.3 Bunchball
7.3.1 Bunchball Corporate Summary
7.3.2 Bunchball Business Overview
7.3.3 Bunchball Gamification in Learning Major Product Offerings
7.3.4 Bunchball Gamification in Learning Revenue in Global (2016-2021)
7.3.5 Bunchball Key News
7.4 NIIT Ltd
7.4.1 NIIT Ltd Corporate Summary
7.4.2 NIIT Ltd Business Overview
7.4.3 NIIT Ltd Gamification in Learning Major Product Offerings
7.4.4 NIIT Ltd Gamification in Learning Revenue in Global (2016-2021)
7.4.5 NIIT Ltd Key News
7.5 D2L Corporation
7.5.1 D2L Corporation Corporate Summary
7.5.2 D2L Corporation Business Overview
7.5.3 D2L Corporation Gamification in Learning Major Product Offerings
7.5.4 D2L Corporation Gamification in Learning Revenue in Global (2016-2021)
7.5.5 D2L Corporation Key News
7.6 Cognizant
7.6.1 Cognizant Corporate Summary
7.6.2 Cognizant Business Overview
7.6.3 Cognizant Gamification in Learning Major Product Offerings
7.6.4 Cognizant Gamification in Learning Revenue in Global (2016-2021)
7.6.5 Cognizant Key News
7.7 Fundamentor
7.7.1 Fundamentor Corporate Summary
7.7.2 Fundamentor Business Overview
7.7.3 Fundamentor Gamification in Learning Major Product Offerings
7.4.4 Fundamentor Gamification in Learning Revenue in Global (2016-2021)
7.7.5 Fundamentor Key News
7.8 Top Hat
7.8.1 Top Hat Corporate Summary
7.8.2 Top Hat Business Overview
7.8.3 Top Hat Gamification in Learning Major Product Offerings
7.8.4 Top Hat Gamification in Learning Revenue in Global (2016-2021)
7.8.5 Top Hat Key News
7.9 Classcraft Studios
7.9.1 Classcraft Studios Corporate Summary
7.9.2 Classcraft Studios Business Overview
7.9.3 Classcraft Studios Gamification in Learning Major Product Offerings
7.9.4 Classcraft Studios Gamification in Learning Revenue in Global (2016-2021)
7.9.5 Classcraft Studios Key News
7.10 Recurrence Inc
7.10.1 Recurrence Inc Corporate Summary
7.10.2 Recurrence Inc Business Overview
7.10.3 Recurrence Inc Gamification in Learning Major Product Offerings
7.10.4 Recurrence Inc Gamification in Learning Revenue in Global (2016-2021)
7.10.5 Recurrence Inc Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
List of Tables
Table 1. Gamification in Learning Market Opportunities & Trends in Global Market
Table 2. Gamification in Learning Market Drivers in Global Market
Table 3. Gamification in Learning Market Restraints in Global Market
Table 4. Key Players of Gamification in Learning in Global Market
Table 5. Top Gamification in Learning Players in Global Market, Ranking by Revenue (2019)
Table 6. Global Gamification in Learning Revenue by Companies, (US$, Mn), 2016-2021
Table 7. Global Gamification in Learning Revenue Share by Companies, 2016-2021
Table 8. Global Companies Gamification in Learning Product Type
Table 9. List of Global Tier 1 Gamification in Learning Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Gamification in Learning Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 11. By Type
Microsoft
MPS Interactive Systems
Bunchball
NIIT Ltd
D2L Corporation
Cognizant
Fundamentor
Top Hat
Classcraft Studios
Recurrence Inc