Gamification in Education Market Development Strategy 2023


Posted May 17, 2022 by madyjose

gamification in education market is projected to grow from USD 450 million in 2018 to USD 1,800 million by 2023
 
The report "Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023", The gamification in education market is projected to grow from USD 450 million in 2018 to USD 1,800 million by 2023, at a Compound Annual Growth Rate (CAGR) of 32.0% from 2018 to 2023. The major factors driving the growth of the gamification in education market are the increasing adoption of digital learning and growing cloud adoption among organizations to motivate learners to use web-based gamification solutions.

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Among deployment mode, the cloud segment of the gamification in education market is projected to be the larger segment in 2018.

Among deployment modes, the cloud segment is projected to lead the market with respect to market size in 2018. The major factor attributing to the growth of this segment is the benefits offered such as enhanced security, low setup cost, easy accessibility, quicker deployment, high scalability, customizability, enhanced storage space, ease of maintenance, automatic upgrade of course materials, and automatic licensing by vendors.

Among end users, the corporate training segment is expected to grow at a higher rate in the gamification in education market during the forecast period.

Among end users, the corporate training segment is projected to grow at a higher CAGR than the academic segment during the forecast period. The growth of this segment can be attributed to the increasing traction of gamification among corporates that are implementing gamification practices for employees to improve their job qualifications by showcasing their technical expertise

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The North American region is expected to lead the gamification in education market in 2018.

The North American region is projected to lead the gamification in education market in 2018. The growth of the market in this region is primarily driven by the increasing importance given to the education sector. The presence of a large number of prominent educational institutes and their focus on new and innovative ways of education is also leading to the growth of the gamification in education market in North America. The presence of some of the key players of the market in the region is also expected to drive the growth of the market in the region.

Table of Contents

1 Introduction (Page No. - 12)
1.1 Objectives of the Study
1.2 Market Definition
1.3 Market Scope
1.3.1 Market Segmentation
1.3.2 Regional Scope
1.4 Years Considered for the Study
1.5 Stakeholders

2 Research Methodology (Page No. - 15)
2.1 Research Data
2.1.1 Breakup of Primaries
2.1.2 Key Industry Insights
2.2 Market Size Estimation
2.3 Market Forecast
2.4 Assumptions for the Study

3 Executive Summary (Page No. - 22)

4 Premium Insights (Page No. - 26)
4.1 Attractive Opportunities in the Gamification in Education Market
4.2 Market By Offering, 2018–2023
4.3 Market By Deployment Mode, 2018 & 2023
4.4 Market By End User, 2018
4.5 Market Investment Scenario

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Categories Business , Software , Technology
Tags gamification in education , gamification in education industry , gamification in education market
Last Updated May 17, 2022