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Press Release

Education Gamification Market Is Booming Worldwide : Bunchball, Classcraft Studios, Axonify

Education Gamification Comprehensive Study by Type (Structural Gamification, Content Gamification), Application (Academic (K-12 and Higher Education), Corporate Learning), Technology (Virtual Reality (VR), Augmented Reality (AR)), Deployment (Cloud, On-Premises) Players and Region - Global Market Outlook to 2026

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Edison, NJ -- (SBWIRE) -- 02/22/2021 -- Latest released the research study on Global Education Gamification Market, offers a detailed overview of the factors influencing the global business scope. Education Gamification Market research report shows the latest market insights, current situation analysis with upcoming trends and breakdown of the products and services. The report provides key statistics on the market status, size, share, growth factors of the Education Gamification
The study covers emerging player's data, including: competitive landscape, sales, revenue and global market share of top manufacturers are Bunchball (United States),Classcraft Studios Inc. (Canada),GoGo Labs Inc. (United States),GP Strategies (United States),Axonify (Canada),Paradigm Learning (United States),Recurrence Inc (United States),Fundamentor (United States),Gametize (Singapore),GradeCraft (United States).

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Keep yourself up-to-date with latest market trends and changing dynamics due to COVID Impact and Economic Slowdown globally. Maintain a competitive edge by sizing up with available business opportunity in Global Education Gamification Market various segments and emerging territory.

Education Gamification Market Overview
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. The growing improvements in game development engines will drive the growth prospects for the global education gamification market during the forecast period. The increasing technological development in the gaming sector will encourage the small and medium-sized education gamification companies to enter the education market.

What's Trending in Market:
Rising use of Augmented Reality (AR) and Virtual Reality (VR)
Increasing Penetration of Gamification in Mobile Apps

Some Poorly Designed and Less Engagement Gamification Education Apps

Unavailability of Gamification Learning to Low-Income group Families
More Time Spent on E-Learning Facing Screens of Gadgets Might cause Health Related Issues

Market Growth Drivers:
Growing Prevalence of Digital Learning and their Benefits
Need for Advancing the Learning Experience

The Global Education Gamification Market segments and Market Data Break Down are illuminated below:
by Type (Structural Gamification, Content Gamification), Application (Academic (K-12 and Higher Education), Corporate Learning), Technology (Virtual Reality (VR), Augmented Reality (AR)), Deployment (Cloud, On-Premises)

Region Included are: North America, Europe, Asia Pacific, Oceania, South America, Middle East & Africa

Country Level Break-Up: United States, Canada, Mexico, Brazil, Argentina, Colombia, Chile, South Africa, Nigeria, Tunisia, Morocco, Germany, United Kingdom (UK), the Netherlands, Spain, Italy, Belgium, Austria, Turkey, Russia, France, Poland, Israel, United Arab Emirates, Qatar, Saudi Arabia, China, Japan, Taiwan, South Korea, Singapore, India, Australia and New Zealand etc.

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Strategic Points Covered in Table of Content of Global Education Gamification Market:
Chapter 1: Introduction, market driving force product Objective of Study and Research Scope the Education Gamification market
Chapter 2: Exclusive Summary – the basic information of the Education Gamification Market.
Chapter 3: Displaying the Market Dynamics- Drivers, Trends and Challenges of the Education Gamification
Chapter 4: Presenting the Education Gamification Market Factor Analysis Porters Five Forces, Supply/Value Chain, PESTEL analysis, Market Entropy, Patent/Trademark Analysis.
Chapter 5: Displaying market size by Type, End User and Region 2014-2019
Chapter 6: Evaluating the leading manufacturers of the Education Gamification market which consists of its Competitive Landscape, Peer Group Analysis, BCG Matrix & Company Profile
Chapter 7: To evaluate the market by segments, by countries and by manufacturers with revenue share and sales by key countries (2020-2025).
Chapter 8 & 9: Displaying the Appendix, Methodology and Data Source

Finally, Education Gamification Market is a valuable source of guidance for individuals and companies in decision framework.

Data Sources & Methodology
The primary sources involves the industry experts from the Global Education Gamification Market including the management organizations, processing organizations, analytics service providers of the industry's value chain. All primary sources were interviewed to gather and authenticate qualitative & quantitative information and determine the future prospects.

In the extensive primary research process undertaken for this study, the primary sources – Postal Surveys, telephone, Online & Face-to-Face Survey were considered to obtain and verify both qualitative and quantitative aspects of this research study. When it comes to secondary sources Company's Annual reports, press Releases, Websites, Investor Presentation, Conference Call transcripts, Webinar, Journals, Regulators, National Customs and Industry Associations were given primary weight-age.

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What benefits does AMA research study is going to provide?
- Latest industry influencing trends and development scenario
- Open up New Markets
- To Seize powerful market opportunities
- Key decision in planning and to further expand market share
- Identify Key Business Segments, Market proposition & Gap Analysis
- Assisting in allocating marketing investments

Definitively, this report will give you an unmistakable perspective on every single reality of the market without a need to allude to some other research report or an information source. Our report will give all of you the realities about the past, present, and eventual fate of the concerned Market.

Thanks for reading this article; you can also get individual chapter wise section or region wise report version like North America, Europe or Southeast Asia.

About Advance Market Analytics
Advance Market Analytics is Global leaders of Market Research Industry provides the quantified B2B research to Fortune 500 companies on high growth emerging opportunities which will impact more than 80% of worldwide companies' revenues.

Our Analyst is tracking high growth study with detailed statistical and in-depth analysis of market trends & dynamics that provide a complete overview of the industry. We follow an extensive research methodology coupled with critical insights related industry factors and market forces to generate the best value for our clients. We Provides reliable primary and secondary data sources, our analysts and consultants derive informative and usable data suited for our clients business needs. The research study enables clients to meet varied market objectives a from global footprint expansion to supply chain optimization and from competitor profiling to M&As.

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