学習用ゲーミフィケーションの世界市場:規模・現状・予測2019-2025

【英語タイトル】Global Gamification of Learning Market Size, Status and Forecast 2019-2025

QYResearchが出版した調査資料(QYR20FB10546)・商品コード:QYR20FB10546
・発行会社(調査会社):QYResearch
・発行日:2019年11月
・ページ数:91
・レポート言語:英語
・レポート形式:PDF
・納品方法:Eメール(受注後3営業日)
・調査対象地域:グローバル
・産業分野:サービス・ソフト
◆販売価格オプション(消費税別)
Single User(1名様閲覧用)USD3,900 ⇒換算¥413,400見積依頼/購入/質問フォーム
Multi User(5名様閲覧用)USD5,850 ⇒換算¥620,100見積依頼/購入/質問フォーム
Enterprise License(同一法人内共有可)USD7,800 ⇒換算¥826,800見積依頼/購入/質問フォーム
販売価格オプションの説明
※お支払金額:換算金額(日本円)+消費税
※納期:即日〜2営業日(3日以上かかる場合は別途表記又はご連絡)
※お支払方法:納品日+5日以内に請求書を発行・郵送(請求書発行日より2ヶ月以内に銀行振込、振込先:三菱UFJ銀行/H&Iグローバルリサーチ株式会社、支払期限と方法は調整可能)
※当調査レポートでは、学習用ゲーミフィケーションの世界市場について調査・分析し、学習用ゲーミフィケーションの世界市場規模、市場動向、主要企業別マーケットシェア、主要地域別市場規模、企業プロフィールなどの情報をまとめました。また、セグメント分析では、種類別(クラウド、オンプレミス)、用途別(アカデミック、企業研修)、地域別(北米、ヨーロッパ、中国、日本国内、東南アジア、インド、中南米)に区分して市場規模を算出しました。


・レポートの概要
・世界の学習用ゲーミフィケーション市場動向
・主要企業別マーケットシェア
・学習用ゲーミフィケーションの種類別市場規模2014-2019
(クラウド、オンプレミス)
・学習用ゲーミフィケーションの用途別市場規模2014-2019
(アカデミック、企業研修)
・学習用ゲーミフィケーションの北米市場:主要企業・種類別/用途別市場規模
・学習用ゲーミフィケーションのヨーロッパ市場:主要企業・種類別/用途別市場規模
・学習用ゲーミフィケーションの中国市場:主要企業・種類別/用途別市場規模
・学習用ゲーミフィケーションの日本国内市場:主要企業・種類別/用途別市場規模
・学習用ゲーミフィケーションの東南アジア市場:主要企業・種類別/用途別市場規模
・学習用ゲーミフィケーションのインド市場:主要企業・種類別/用途別市場規模
・学習用ゲーミフィケーションの中南米市場:主要企業・種類別/用途別市場規模
・主要企業のプロフィール
(Microsoft、MPS Interactive Systems、Bunchball、NIIT、D2L Corporation、Cognizant、Fundamentor、Top Hat、Classcraft Studios、Recurrence)
・学習用ゲーミフィケーションの市場規模予測2019-2025
(種類別、用途別、地域別市場予測)
・アナリストの観点・結論
...
【レポートの概要】

The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments.The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning.In 2018, the global Gamification of Learning market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.

This report focuses on the global Gamification of Learning status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Gamification of Learning development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

The key players covered in this study
Microsoft
MPS Interactive Systems
Bunchball
NIIT
D2L Corporation
Cognizant
Fundamentor
Top Hat
Classcraft Studios
Recurrence

Market segment by Type, the product can be split into
Cloud
On-premises

Market segment by Application, split into
Academic
Corporate Training

Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Gamification of Learning status, future forecast, growth opportunity, key market and key players.
To present the Gamification of Learning development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.

In this study, the years considered to estimate the market size of Gamification of Learning are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

【レポートの目次】

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 of Learning Market Size Growth Rate by Type (2014-2025)
1.4.2 Cloud
1.4.3 On-premises
1.5 Market by Application
1.5.1 Global Gamification of Learning Market Share by Application (2019-2025)
1.5.2 Academic
1.5.3 Corporate Training
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 Gamification of Learning Market Size
2.2 Gamification of Learning Growth Trends by Regions
2.2.1 Gamification of Learning Market Size by Regions (2019-2025)
2.2.2 Gamification of Learning 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 of Learning Market Size by by Players
3.1.1 Global Gamification of Learning Revenue by by Players (2014-2019)
3.1.2 Global Gamification of Learning Revenue Market Share by by Players (2014-2019)
3.1.3 Global Gamification of Learning Market Concentration Ratio (CR5 and HHI)
3.2 Gamification of Learning Key Players Head office and Area Served
3.3 Key Players Gamification of Learning Product/Solution/Service
3.4 Date of Enter into Gamification of Learning Market
3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type and Application
4.1 Global Gamification of Learning Market Size by Type (2014-2019)
4.2 Global Gamification of Learning Market Size by Application (2014-2019)

5 North America
5.1 North America Gamification of Learning Market Size (2014-2019)
5.2 Gamification of Learning Key Players in North America
5.3 North America Gamification of Learning Market Size by Type
5.4 North America Gamification of Learning Market Size by Application

6 Europe
6.1 Europe Gamification of Learning Market Size (2014-2019)
6.2 Gamification of Learning Key Players in Europe
6.3 Europe Gamification of Learning Market Size by Type
6.4 Europe Gamification of Learning Market Size by Application

7 China
7.1 China Gamification of Learning Market Size (2014-2019)
7.2 Gamification of Learning Key Players in China
7.3 China Gamification of Learning Market Size by Type
7.4 China Gamification of Learning Market Size by Application

8 Japan
8.1 Japan Gamification of Learning Market Size (2014-2019)
8.2 Gamification of Learning Key Players in Japan
8.3 Japan Gamification of Learning Market Size by Type
8.4 Japan Gamification of Learning Market Size by Application

9 Southeast Asia
9.1 Southeast Asia Gamification of Learning Market Size (2014-2019)
9.2 Gamification of Learning Key Players in Southeast Asia
9.3 Southeast Asia Gamification of Learning Market Size by Type
9.4 Southeast Asia Gamification of Learning Market Size by Application

10 India
10.1 India Gamification of Learning Market Size (2014-2019)
10.2 Gamification of Learning Key Players in India
10.3 India Gamification of Learning Market Size by Type
10.4 India Gamification of Learning Market Size by Application

11 Central & South America
11.1 Central & South America Gamification of Learning Market Size (2014-2019)
11.2 Gamification of Learning Key Players in Central & South America
11.3 Central & South America Gamification of Learning Market Size by Type
11.4 Central & South America Gamification of Learning Market Size by Application

12 International Players Profiles
12.1 Microsoft
12.1.1 Microsoft Company Details
12.1.2 Company Description and Business Overview
12.1.3 Gamification of Learning Introduction
12.1.4 Microsoft Revenue in Gamification of Learning Business (2014-2019))
12.1.5 Microsoft Recent Development
12.2 MPS Interactive Systems
12.2.1 MPS Interactive Systems Company Details
12.2.2 Company Description and Business Overview
12.2.3 Gamification of Learning Introduction
12.2.4 MPS Interactive Systems Revenue in Gamification of Learning Business (2014-2019)
12.2.5 MPS Interactive Systems Recent Development
12.3 Bunchball
12.3.1 Bunchball Company Details
12.3.2 Company Description and Business Overview
12.3.3 Gamification of Learning Introduction
12.3.4 Bunchball Revenue in Gamification of Learning Business (2014-2019)
12.3.5 Bunchball Recent Development
12.4 NIIT
12.4.1 NIIT Company Details
12.4.2 Company Description and Business Overview
12.4.3 Gamification of Learning Introduction
12.4.4 NIIT Revenue in Gamification of Learning Business (2014-2019)
12.4.5 NIIT Recent Development
12.5 D2L Corporation
12.5.1 D2L Corporation Company Details
12.5.2 Company Description and Business Overview
12.5.3 Gamification of Learning Introduction
12.5.4 D2L Corporation Revenue in Gamification of Learning Business (2014-2019)
12.5.5 D2L Corporation Recent Development
12.6 Cognizant
12.6.1 Cognizant Company Details
12.6.2 Company Description and Business Overview
12.6.3 Gamification of Learning Introduction
12.6.4 Cognizant Revenue in Gamification of Learning Business (2014-2019)
12.6.5 Cognizant Recent Development
12.7 Fundamentor
12.7.1 Fundamentor Company Details
12.7.2 Company Description and Business Overview
12.7.3 Gamification of Learning Introduction
12.7.4 Fundamentor Revenue in Gamification of Learning Business (2014-2019)
12.7.5 Fundamentor Recent Development
12.8 Top Hat
12.8.1 Top Hat Company Details
12.8.2 Company Description and Business Overview
12.8.3 Gamification of Learning Introduction
12.8.4 Top Hat Revenue in Gamification of Learning Business (2014-2019)
12.8.5 Top Hat Recent Development
12.9 Classcraft Studios
12.9.1 Classcraft Studios Company Details
12.9.2 Company Description and Business Overview
12.9.3 Gamification of Learning Introduction
12.9.4 Classcraft Studios Revenue in Gamification of Learning Business (2014-2019)
12.9.5 Classcraft Studios Recent Development
12.10 Recurrence
12.10.1 Recurrence Company Details
12.10.2 Company Description and Business Overview
12.10.3 Gamification of Learning Introduction
12.10.4 Recurrence Revenue in Gamification of Learning Business (2014-2019)
12.10.5 Recurrence Recent Development

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】

Microsoft、MPS Interactive Systems、Bunchball、NIIT、D2L Corporation、Cognizant、Fundamentor、Top Hat、Classcraft Studios、Recurrence

★調査レポート[学習用ゲーミフィケーションの世界市場:規模・現状・予測2019-2025] (コード:QYR20FB10546)販売に関する免責事項を必ずご確認ください。
★調査レポート[学習用ゲーミフィケーションの世界市場:規模・現状・予測2019-2025]についてメールでお問い合わせ


◆H&Iグローバルリサーチのお客様(例)◆