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iCrowdNewswire Jan 4, 2021 11:12 AM ET

Education Gamification Market Next Big Thing | Major Giants GoGo Labs, Bunchball, Paradigm Learning

Education Gamification Market Next Big Thing | Major Giants GoGo Labs, Bunchball, Paradigm Learning

iCrowd Newswire - Jan 4, 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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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.

Market Influencing Trends:

Rising use of Augmented Reality (AR) and Virtual Reality (VR)

Increasing Penetration of Gamification in Mobile Apps

Market Drivers:

Growing Prevalence of Digital Learning and their Benefits

Need for Advancing the Learning Experience

Restraints that are major highlights:

Unavailability of Gamification Learning to Low-Income group Families

More Time Spent on E-Learning Facing Screens of Gadgets Might cause Health Related Issues


Growing Improvement in Gamification Technology

Awareness through Advertisement will boost the Market

Maintaining User Engagement and Interest Throughout the Learning Process

The Global Education Gamification Market segments and Market Data Break Down are illuminated below:

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)

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Analyst at AMA have conducted special survey and have connected with opinion leaders and Industry experts from various region to minutely understand impact on growth as well as local reforms to fight the situation. A special chapter in the study presents Impact Analysis of COVID-19 on Global Education Gamification Market along with tables and graphs related to various country and segments showcasing impact on growth trends.

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.

What benefits does AMA research study is going to provide?

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.

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 Key questions answered

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 Asia.

About Author:

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 enable 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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AMA Research & Media LLP
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