Global Education Gamification Market Size to Reach USD

Newark, June 02, 2022 (GLOBE NEWSWIRE) — According to report published by The Brainy Insights, the global gamification in education market is expected to grow from USD 860.13 million in 2021 to USD 11,671.18 million by 2030 , growing at a CAGR of 33.61% over the forecast period 2022-2030.

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Gamification is the practice of incorporating game concepts into non-gaming contexts such as a website, virtual communities, learning management, or company intranet to promote engagement. The goal of gamification is to engage customers, workers and partners in order to motivate them to cooperate, share and interact. An engaging gamification program appeals to a user’s emotions and quickly illustrates the best activities an audience can do that influence mutually shared goals. When workers or consumers interact with gamification software, they receive rapid performance feedback and are driven to next steps to achieve new goals. Gamification in learning is the use of game-based components such as point scoring, peer rivalry, collaboration, and scoreboards to increase engagement, help students assimilate new content, and assess their understanding. It can be used for classroom materials, but it’s also widely used in apps and self-study courses, demonstrating that the impacts of gamification don’t stop when we reach adulthood.

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Gamification in the education market is expected to grow in the coming years due to the growing use of virtualized technology and e-learning. Furthermore, the growing propensity of institutes and companies to use gamification platforms to provide flexible and inventive learning is expected to improve the market in the coming years. Additionally, government initiatives to expand the e-learning and learning resources are expected to drive the market throughout the estimated time frame. Technology permeates many aspects of daily life and has changed the way people live, shop, study, travel, consume, meet people and socialize. Policy makers are beginning to seriously consider the possible benefits of adopting technology to reduce teacher burden. The global gamification in education market is driving learners to adopt web-based gamification solutions, which is driven by the growing use of digital learning and growing adoption of cloud computing among enterprises.
Major players operating in the global education gamification market include Microsoft, NIIT, MPS Interactive, D2L, Recurrence, Bunchball, Classcraft Studios, Top Hat, Cognizant, Fundamentor, among others. To strengthen their position in the global gamification in education market, the major players are now focusing on adopting strategies such as product innovations, mergers and acquisitions, recent developments, joint ventures, collaborations and partnerships.

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The cloud segment led the market in 2021 with a market share of around 56.7%.

The deployment model segment is divided into on-premises and cloud. The cloud segment led the market in 2021 with a market share of around 56.7% and revenue of 487.69 million. The benefits provided, such as increased security, low cost of installation, ease of access, faster mobilization, high availability, customization, additional storage space, low maintenance costs, Fully automated update of features and automatic licensing by vendors, are significant factors contributing to the growth of this segment.

The corporate training segment led the market in 2021 with a market share of around 54.2%.

The end-user segment is divided into corporate training and academics. The corporate training segment led the market in 2021 with a market share of around 54.2% and revenue of 466.19 million. High levels of engagement are essential not only for employee growth and development, but also for employee retention. This is where gamification shines, capturing the interest of the learner and making the training program entertaining and engaging.

Regional Segment Analysis of Gamification in Education Market

• North America (United States, Canada, Mexico)
• Europe (Germany, France, United Kingdom, Italy, Spain, Rest of Europe)
• Asia-Pacific (China, Japan, India, rest of APAC)
• South America (Brazil and rest of South America)
• The Middle East and Africa (UAE, South Africa, Rest of MEA)

Among all regions, the North American region has become the largest global gamification market in the education market, with a market share of approximately 34.3% and 295.02 million market revenue in 2021. Due to the increased availability and adoption of internet platforms in the region, North America has great potential to deliver gamification-based learning to its students and thus boost education across the country . Moreover, the early adoption of technology development and the existence of a significant number of prestigious educational institutions, along with the emphasis on interactive teaching methods, will drive the growth of the market in this region.

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About the report:

The global gamification in education market is analyzed based on value (USD million). All segments have been analyzed on a global, regional and country basis. The study includes analysis of more than 30 countries for each part. The report offers an in-depth analysis of the drivers, opportunities, restraints and challenges to gain a critical overview of the market. The study includes Porter’s five forces model, attractiveness analysis, raw material analysis, supply, demand analysis, competitor position analysis, distribution and marketing channel analysis.

About The Brainy Insights:

The Brainy Insights is a market research company, aiming to provide businesses with actionable insights through data analytics to improve their business acumen. We have a robust forecasting and estimating model to meet customers’ high-quality production goals in a short period of time. We provide custom (customer specific) and syndicated reports. Our repository of union reports is diverse across all categories and sub-categories of domains. Our customized solutions are designed to meet customer needs, whether they are looking to expand or planning to launch a new product in the global market.

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