Global and Region Education Gamification Market Demand & Opportunity Outlook 2022-2028

  • REPORT SUMMARY
  • TABLE OF CONTENTS
  • The report details the trend, potential and market size of Education Gamification market, and analyzes the current situation and prospects of the market from both qualitative and quantitative aspects, which can be roughly divided into three parts.

    The first part (Chapter1-7) mainly covers the qualitative analysis of Education Gamificationmarket, defines the market attractiveness level of Education Gamification market through Porter's Five Forces Analysis, and summarizes the different factors in the overall environment through PEST analysis. Understand the distribution of industrial chain value in each link of industrial chain through the analysis of industrial chain structure. Thus estimate the market space of each link.

    The second part (Chapter8-12), based on the segmentation of Education Gamification industry, describes the types of Education Gamification market, the applications of major players and the market size, and deeply analyzes the current situation of the global Education Gamification market and the development prospects and opportunities of Education Gamification industry.

    The third part (Chapter14-15) includes the market positions of the major players and information on the market participants, which will help you gain a comprehensive understanding of the current competitive situation and potential growth opportunities in the market.

    As COVID-19 continues to impact the global economy in 2022, the report also considers the short - and long-term impacts of COVID-19 on the global Education Gamification market in Chapter 13.

    By Player:

    • Badgeville

    • 6waves

    • Kuato Studios

    • GoGo Labs

    • Kungfu-Math

    • GradeCraft

    • Fundamentor

    • Classcraft Studios

    • Bunchball

    • Gametize

    • Recurrence

    By Type:

    • Augmented reality (AR) types

    • Virtual reality (VR) types

    • Other types

    By End-User:

    • K-12 education

    • Higher education

    By Geography:

    • United States

    • Europe

    • China

    • Japan

    • India

    • South Korea

  • TABLE OF CONTENT

    1 Introduction

    • 1.1 Market Definition

    • 1.2 Market Segment Analysis

    • 1.3 Market Size 2022

    • 1.4 Education Gamification Market Outlook: Forecast for 2022 - 2028

    • 1.5 Pricing Analysis

    2 Executive Summary

    3 Education Gamification Market Lineage Outlook

    • 3.1 Parent Market Outlook

    • 3.2 Related/Ancillary Market Outlook

    • 3.3 Penetration & Growth Prospect Mapping, 2022

    4 Market Analysis Tools: Porter's Five Forces

    • 4.1 Supplier Power

    • 4.2 Buyer Power

    • 4.3 Substitution Threat

    • 4.4 Threat of New Entrants

    • 4.5 Competitive Rivalry

    5 Education Gamification Industry Analysis - PEST (Political & Legal, Economic, Social, and Technological)

    • 5.1 Political/Legal Landscape

    • 5.2 Economic Landscape

    • 5.3 Social Landscape

    • 5.4 Technology Landscape

    6 Education Gamification Market - Value Chain Analysis

    • 6.1 Industry's Value Chain Analysis

    • 6.2 Product Life Cycle

    • 6.3 User Perspective Analysis

    7 Region and Country-wise Education Gamification Market Analysis and Outlook to 2022

    • 7.1 Global Education Gamification Consumption (2017-2022)

    • 7.2 United States Education Gamification Consumption (2017-2022)

    • 7.3 Europe Education Gamification Consumption (2017-2022)

    • 7.4 China Education Gamification Consumption (2017-2022)

    • 7.5 Japan Education Gamification Consumption (2017-2022)

    • 7.6 India Education Gamification Consumption (2017-2022)

    • 7.7 South Korea Education Gamification Consumption (2017-2022)

    8 Region and Country-wise Education Gamification Market Analysis and Outlook to 2028

    • 8.1 Global Education Gamification Consumption Forecast (2022-2028)

    • 8.2 United States Education Gamification Consumption Forecast (2022-2028)

    • 8.3 Europe Education Gamification Consumption Forecast (2022-2028)

    • 8.4 China Education Gamification Consumption Forecast (2022-2028)

    • 8.5 Japan Education Gamification Consumption Forecast (2022-2028)

    • 8.6 India Education Gamification Consumption Forecast (2022-2028)

    • 8.7 South Korea Education Gamification Consumption Forecast (2022-2028)

    9 Global Education Gamification Market Outlook by Types and Applications to 2022

    • 9.1 Global Education Gamification Consumption and Growth Rate by Type (2017-2022)

      • 9.1.1 Global Augmented reality (AR) types Consumption and Growth Rate (2017-2022)

      • 9.1.2 Global Virtual reality (VR) types Consumption and Growth Rate (2017-2022)

      • 9.1.3 Global Other types Consumption and Growth Rate (2017-2022)

    • 9.2 Global Education Gamification Consumption and Growth Rate by Application (2017-2022)

      • 9.2.1 Global K-12 education Consumption and Growth Rate (2017-2022)

      • 9.2.2 Global Higher education Consumption and Growth Rate (2017-2022)

    10 Global Education Gamification Market Outlook by Types and Applications to 2028

    • 10.1 Global Education Gamification Consumption Forecast and Growth Rate by Type (2022-2028)

      • 10.1.1 Global Augmented reality (AR) types Consumption Forecast and Growth Rate (2022-2028)

      • 10.1.2 Global Virtual reality (VR) types Consumption Forecast and Growth Rate (2022-2028)

      • 10.1.3 Global Other types Consumption Forecast and Growth Rate (2022-2028)

    • 10.2 Global Education Gamification Consumption Forecast and Growth Rate by Application (2022-2028)

      • 10.2.1 Global K-12 education Consumption Forecast and Growth Rate (2022-2028)

      • 10.2.2 Global Higher education Consumption Forecast and Growth Rate (2022-2028)

    11 Global Education Gamification Import and Export Analysis (Top 5 Countries)

    • 11.1 Global Education Gamification Import by Region (Top 5 Countries) (2017-2028)

    • 11.2 Global Education Gamification Export by Region (Top 5 Countries) (2017-2028)

    12 Coronavirus Disease (COVID-19) Impact

    • 12.1 Industry Impact Analysis

    • 12.2 Education Gamification Market Outlook to 2028 - COVID-19 Affected Forecasts

    13 Competition Matrix

    • 13.1 Target Markets

    • 13.2 Comprehensive Analysis of Products in Competitive Markets

    14 Global Education Gamification Market Competitive Analysis

    • 14.1 Badgeville

      • 14.1.1 Badgeville Company Details

      • 14.1.2 Badgeville Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

      • 14.1.3 Badgeville Education Gamification Product and Service

    • 14.2 6waves

      • 14.2.1 6waves Company Details

      • 14.2.2 6waves Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

      • 14.2.3 6waves Education Gamification Product and Service

    • 14.3 Kuato Studios

      • 14.3.1 Kuato Studios Company Details

      • 14.3.2 Kuato Studios Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

      • 14.3.3 Kuato Studios Education Gamification Product and Service

    • 14.4 GoGo Labs

      • 14.4.1 GoGo Labs Company Details

      • 14.4.2 GoGo Labs Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

      • 14.4.3 GoGo Labs Education Gamification Product and Service

    • 14.5 Kungfu-Math

      • 14.5.1 Kungfu-Math Company Details

      • 14.5.2 Kungfu-Math Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

      • 14.5.3 Kungfu-Math Education Gamification Product and Service

    • 14.6 GradeCraft

      • 14.6.1 GradeCraft Company Details

      • 14.6.2 GradeCraft Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

      • 14.6.3 GradeCraft Education Gamification Product and Service

    • 14.7 Fundamentor

      • 14.7.1 Fundamentor Company Details

      • 14.7.2 Fundamentor Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

      • 14.7.3 Fundamentor Education Gamification Product and Service

    • 14.8 Classcraft Studios

      • 14.8.1 Classcraft Studios Company Details

      • 14.8.2 Classcraft Studios Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

      • 14.8.3 Classcraft Studios Education Gamification Product and Service

    • 14.9 Bunchball

      • 14.9.1 Bunchball Company Details

      • 14.9.2 Bunchball Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

      • 14.9.3 Bunchball Education Gamification Product and Service

    • 14.10 Gametize

      • 14.10.1 Gametize Company Details

      • 14.10.2 Gametize Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

      • 14.10.3 Gametize Education Gamification Product and Service

    • 14.11 Recurrence

      • 14.11.1 Recurrence Company Details

      • 14.11.2 Recurrence Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

      • 14.11.3 Recurrence Education Gamification Product and Service

    15 Appendix


    TABLE OF CHARTS

    • Table Definition of Education Gamification

    • Figure Education Gamification Picture

    • Table Global Education Gamification Market Size and Forecast 2022 - 2028 (USD million)

    • Figure Global Education Gamification Market Size and Forecast 2022 - 2028 (USD million)

    • Figure Global Education Gamification Market: Year-over-year Growth 2022 - 2028 (%)

    • Table Parent Market Analysis

    • Figure Parent Market Price

    • Table Related/Ancillary Market Outlook Analysis

    • Table Supplier Power Analysis

    • Table Buyer Power Analysis

    • Table Substitution Threat Analysis

    • Table Threat of New Entrants Analysis

    • Table Competitive Rivalry Analysis

    • Figure Global Education Gamification Consumption by Country (2017-2022)

    • Figure United States Education Gamification Consumption and Growth Rate (2017-2022)

    • Table Europe Education Gamification Consumption and Growth Rate (2017-2022)

    • Figure China Education Gamification Consumption and Growth Rate (2017-2022)

    • Figure Japan Education Gamification Consumption and Growth Rate (2017-2022)

    • Figure India Education Gamification Consumption and Growth Rate (2017-2022)

    • Figure South Korea Education Gamification Consumption and Growth Rate (2017-2022)

    • Figure Global Education Gamification Consumption Forecast by Country (2022-2028)

    • Figure United States Education Gamification Consumption Forecast and Growth Rate (2022-2028)

    • Table Europe Education Gamification Consumption Forecast and Growth Rate (2022-2028)

    • Figure China Education Gamification Consumption Forecast and Growth Rate (2022-2028)

    • Figure Japan Education Gamification Consumption Forecast and Growth Rate (2022-2028)

    • Figure India Education Gamification Consumption Forecast and Growth Rate (2022-2028)

    • Figure South Korea Education Gamification Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Augmented reality (AR) types Consumption and Growth Rate (2017-2022)

    • Figure Global Virtual reality (VR) types Consumption and Growth Rate (2017-2022)

    • Figure Global Other types Consumption and Growth Rate (2017-2022)

    • Figure Global K-12 education Consumption and Growth Rate (2017-2022)

    • Figure Global Higher education Consumption and Growth Rate (2017-2022)

    • Figure Global Augmented reality (AR) types Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Virtual reality (VR) types Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Other types Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global K-12 education Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Higher education Consumption Forecast and Growth Rate (2022-2028)

    • Table Global Education Gamification Import by Region (Top 5 Countries) (2017-2028)

    • Table Global Education Gamification Export by Region (Top 5 Countries) (2017-2028)

    • Table Badgeville (Foundation Year, Company Profile and etc.)

    • Table Badgeville Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

    • Table Badgeville Education Gamification Product and Service

    • Table 6waves (Foundation Year, Company Profile and etc.)

    • Table 6waves Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

    • Table 6waves Education Gamification Product and Service

    • Table Kuato Studios (Foundation Year, Company Profile and etc.)

    • Table Kuato Studios Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

    • Table Kuato Studios Education Gamification Product and Service

    • Table GoGo Labs (Foundation Year, Company Profile and etc.)

    • Table GoGo Labs Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

    • Table GoGo Labs Education Gamification Product and Service

    • Table Kungfu-Math (Foundation Year, Company Profile and etc.)

    • Table Kungfu-Math Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

    • Table Kungfu-Math Education Gamification Product and Service

    • Table GradeCraft (Foundation Year, Company Profile and etc.)

    • Table GradeCraft Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

    • Table GradeCraft Education Gamification Product and Service

    • Table Fundamentor (Foundation Year, Company Profile and etc.)

    • Table Fundamentor Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

    • Table Fundamentor Education Gamification Product and Service

    • Table Classcraft Studios (Foundation Year, Company Profile and etc.)

    • Table Classcraft Studios Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

    • Table Classcraft Studios Education Gamification Product and Service

    • Table Bunchball (Foundation Year, Company Profile and etc.)

    • Table Bunchball Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

    • Table Bunchball Education Gamification Product and Service

    • Table Gametize (Foundation Year, Company Profile and etc.)

    • Table Gametize Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

    • Table Gametize Education Gamification Product and Service

    • Table Recurrence (Foundation Year, Company Profile and etc.)

    • Table Recurrence Education Gamification Sales, Price, Value and Gross Profit (2017-2022)

    • Table Recurrence Education Gamification Product and Service


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