Table of Contents
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global Gamification in Education Market Size Growth Rate by Type (2014-2025)
1.4.2 Cloud Based
1.4.3 On-Premises Based
1.5 Market by Application
1.5.1 Global Gamification in Education Market Share by Application (2019-2025)
1.5.2 Academic
1.5.3 Corporate Training
1.5.4 Others
1.6 Study Objectives
1.7 Years Considered
2 Global Growth Trends
2.1 Gamification in Education Market Size
2.2 Gamification in Education Growth Trends by Regions
2.2.1 Gamification in Education Market Size by Regions (2019-2025)
2.2.2 Gamification in Education Market Share by Regions (2014-2019)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Challenges
2.3.4 Porter’s Five Forces Analysis
3 Market Share by Key Players
3.1 Gamification in Education Market Size by by Players
3.1.1 Global Gamification in Education Revenue by by Players (2014-2019)
3.1.2 Global Gamification in Education Revenue Market Share by by Players (2014-2019)
3.1.3 Global Gamification in Education Market Concentration Ratio (CR5 and HHI)
3.2 Gamification in Education Key Players Head office and Area Served
3.3 Key Players Gamification in Education Product/Solution/Service
3.4 Date of Enter into Gamification in Education Market
3.5 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type and Application
4.1 Global Gamification in Education Market Size by Type (2014-2019)
4.2 Global Gamification in Education Market Size by Application (2014-2019)
5 North America
5.1 North America Gamification in Education Market Size (2014-2019)
5.2 Gamification in Education Key Players in North America
5.3 North America Gamification in Education Market Size by Type
5.4 North America Gamification in Education Market Size by Application
6 Europe
6.1 Europe Gamification in Education Market Size (2014-2019)
6.2 Gamification in Education Key Players in Europe
6.3 Europe Gamification in Education Market Size by Type
6.4 Europe Gamification in Education Market Size by Application
7 China
7.1 China Gamification in Education Market Size (2014-2019)
7.2 Gamification in Education Key Players in China
7.3 China Gamification in Education Market Size by Type
7.4 China Gamification in Education Market Size by Application
8 Japan
8.1 Japan Gamification in Education Market Size (2014-2019)
8.2 Gamification in Education Key Players in Japan
8.3 Japan Gamification in Education Market Size by Type
8.4 Japan Gamification in Education Market Size by Application
9 Southeast Asia
9.1 Southeast Asia Gamification in Education Market Size (2014-2019)
9.2 Gamification in Education Key Players in Southeast Asia
9.3 Southeast Asia Gamification in Education Market Size by Type
9.4 Southeast Asia Gamification in Education Market Size by Application
10 India
10.1 India Gamification in Education Market Size (2014-2019)
10.2 Gamification in Education Key Players in India
10.3 India Gamification in Education Market Size by Type
10.4 India Gamification in Education Market Size by Application
11 Central & South America
11.1 Central & South America Gamification in Education Market Size (2014-2019)
11.2 Gamification in Education Key Players in Central & South America
11.3 Central & South America Gamification in Education Market Size by Type
11.4 Central & South America Gamification in Education Market Size by Application
12 International Players Profiles
12.1 Bunchball
12.1.1 Bunchball Company Details
12.1.2 Company Description and Business Overview
12.1.3 Gamification in Education Introduction
12.1.4 Bunchball Revenue in Gamification in Education Business (2014-2019))
12.1.5 Bunchball Recent Development
12.2 NIIT
12.2.1 NIIT Company Details
12.2.2 Company Description and Business Overview
12.2.3 Gamification in Education Introduction
12.2.4 NIIT Revenue in Gamification in Education Business (2014-2019)
12.2.5 NIIT Recent Development
12.3 MPS Interactive
12.3.1 MPS Interactive Company Details
12.3.2 Company Description and Business Overview
12.3.3 Gamification in Education Introduction
12.3.4 MPS Interactive Revenue in Gamification in Education Business (2014-2019)
12.3.5 MPS Interactive Recent Development
12.4 Microsoft
12.4.1 Microsoft Company Details
12.4.2 Company Description and Business Overview
12.4.3 Gamification in Education Introduction
12.4.4 Microsoft Revenue in Gamification in Education Business (2014-2019)
12.4.5 Microsoft Recent Development
12.5 D2L
12.5.1 D2L Company Details
12.5.2 Company Description and Business Overview
12.5.3 Gamification in Education Introduction
12.5.4 D2L Revenue in Gamification in Education Business (2014-2019)
12.5.5 D2L Recent Development
12.6 Top Hat
12.6.1 Top Hat Company Details
12.6.2 Company Description and Business Overview
12.6.3 Gamification in Education Introduction
12.6.4 Top Hat Revenue in Gamification in Education Business (2014-2019)
12.6.5 Top Hat Recent Development
12.7 Classcraft Studios
12.7.1 Classcraft Studios Company Details
12.7.2 Company Description and Business Overview
12.7.3 Gamification in Education Introduction
12.7.4 Classcraft Studios Revenue in Gamification in Education Business (2014-2019)
12.7.5 Classcraft Studios Recent Development
12.8 Recurrence
12.8.1 Recurrence Company Details
12.8.2 Company Description and Business Overview
12.8.3 Gamification in Education Introduction
12.8.4 Recurrence Revenue in Gamification in Education Business (2014-2019)
12.8.5 Recurrence Recent Development
12.9 Fundamentor
12.9.1 Fundamentor Company Details
12.9.2 Company Description and Business Overview
12.9.3 Gamification in Education Introduction
12.9.4 Fundamentor Revenue in Gamification in Education Business (2014-2019)
12.9.5 Fundamentor Recent Development
12.10 Cognizant
12.10.1 Cognizant Company Details
12.10.2 Company Description and Business Overview
12.10.3 Gamification in Education Introduction
12.10.4 Cognizant Revenue in Gamification in Education Business (2014-2019)
12.10.5 Cognizant Recent Development
12.11 BLUErabbit
12.12 Google
12.13 Kahoot
12.14 CK-12
12.15 Kuato Studios
13 Market Forecast 2019-2025
13.1 Market Size Forecast by Product (2019-2025)
13.2 Market Size Forecast by Application (2019-2025)
13.3 Market Size Forecast by Regions
13.4 North America
13.5 Europe
13.6 China
13.7 Japan
13.8 Southeast Asia
13.9 India
13.10 Central & South America
14 Analyst’s Viewpoints/Conclusions
15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
15.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Disclaimer
15.3 Author Details
【掲載企業】
Bunchball、NIIT、MPS Interactive、Microsoft、D2L、Top Hat、Classcraft Studios、Recurrence、Fundamentor、Cognizant、BLUErabbit、Google、Kahoot、CK-12、Kuato Studios