Global Education Gamification Market Will Reach At CAGR Of 66.22% Between 2016-2020

“The Latest Research Report Global Education Gamification Market 2016-2020 provides information on pricing, market analysis, shares, forecast, and company profiles for key industry participants. –”

About Education Gamification Market

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.

Technavios analysts forecast the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.

The market is divided into the following segments based on geography:




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Technavio’s report, Global Education Gamification Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors



Classcraft Studios

GoGo Labs

Other prominent vendors





Kuato Studios



Market driver

Stronger focus on experiential and inquiry-based learning.

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Market challenge

Stronger focus on experiential and inquiry-based learning.

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Market trend

Increased awareness among teachers due to professional development.

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Key questions answered in this report

What will the market size be in 2020 and what will the growth rate be?

What are the key market trends?

What is driving this market?

What are the challenges to market growth?

Who are the key vendors in this market space?

What are the market opportunities and threats faced by the key vendors?

What are the strengths and weaknesses of the key vendors?

Table of Contents

PART 01: Executive summary


PART 02: Scope of the report

Market overview

Top-vendor offerings

Other prominent vendors

PART 03: Market research methodology

Research methodology

Economic indicators

PART 04: Introduction

Key market highlights

PART 05: Market landscape

Market overview

Five forces analysis

PART 06: Market segmentation by end-user

Global education gamification market segmentation by end-users

Global K-12 education gamification market

Global higher education gamification market

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PART 07: Geographical segmentation

Global education gamification market by geography

Education gamification market in Americas

Education gamification market in EMEA

Education gamification market in APAC

PART 08: Market drivers

Stronger focus on experiential and inquiry-based learning

Rise of digital badges as credentials

Improvement in game development engines

Need for improved student and faculty experience

PART 09: Impact of drivers

PART 10: Market challenges

Threat from simulation-based learning market

Limitations on curriculum integration

Weak metrics to assess effectiveness of gamification

Skewed awareness of education gamification

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