Global Gamification in Education Market: Overview
Among deployment modes, the cloud segment is projected to lead the market with respect to market size in 2020. The major factor attributing to the growth of this segment is the benefits offered such as enhanced security, low setup cost, easy accessibility, quicker deployment, high scalability, customizability, enhanced storage space, ease of maintenance, automatic upgrade of course materials, and automatic licensing by vendors.
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Global Gamification in Education Market: Growth Factors
Among end users, the corporate training segment is projected to grow at a higher CAGR than the academic segment during the forecast period. The growth of this segment can be attributed to the increasing traction of gamification among corporates that are implementing gamification practices for employees to improve their job qualifications by showcasing their technical expertise.
Global Gamification in Education Market: Segmentation
On the basis of Product Type, this report displays the production, revenue, price, market share and growth rate of each type, primarily split into Software, Services.
Based on End Users/Applications, this report focuses on the status and outlook for major applications/end users, consumption (sales), market share and growth rate for each application, including Academic, Corporate Training.
Global Gamification in Education Market: Regional Analysis
Asia Pacific was a prominent market for Gamification in Educations in 2016. Among the countries in Asia Pacific, the demand was substantially high in developing countries such as China and India. These countries have been witnessing rapid increase in its population along with expansion of their overall economies, which has led to increase in disposable income. Increased spending on home interiors is fuelling the Gamification in Education market in Asia Pacific.
There are several manufacturers of Gamification in Educations in Europe and North America. In North America, the demand for Gamification in Educations is primarily driven by the residential sector. Improved standards of living and rising usage of Gamification in Educations for flooring purpose are anticipated to drive the market in North America.
Global Gamification in Education Market: Competitive Players
Some of the major players that operate in the Global Gamification in Education Market are Bunchball (US), NIIT (India), MPS Interactive (India), Microsoft (US), D2L (Canada), Top Hat (Canada), Classcraft Studios (Canada), Recurrence (US), Fundamentor (India), Cognizant (US), BLUErabbit (Mexico), Google (Grasshopper) (US), Kahoot (Norway), CK-12 (US), Kuato Studios (US).
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Global Gamification in Education Market: Regional Segment Analysis
North America (U.S. and Canada)
Latin America (Mexico, Brazil, Peru, Chile, and others)
Western Europe (Germany, U.K., France, Spain, Italy, Nordic countries, Belgium, Netherlands, and Luxembourg)
Eastern Europe (Poland and Russia)
Asia Pacific (China, India, Japan, ASEAN, Australia, and New Zealand)
Middle East and Africa (GCC, Southern Africa, and North Africa)
What Report Provides
Full in-depth analysis of the parent market
Important changes in market dynamics
Segmentation details of the market
Former, on-going, and projected market analysis in terms of volume and value
Assessment of niche industry developments
Market share analysis
Key strategies of major players
Emerging segments and regional markets
Testimonials to companies in order to fortify their foothold in the market.
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Latest Industry Updates:
Local Bunchball boss Kasey McCurdy, in a blog post, takes a moment to recap Gravitate founder Geoff Wood’s role in helping save the startup scene in Des Moines after StartUp City folded. Bunchball was among those left looking for a new home at the time.
McCurdy, Bunchball’s vice president of engineering, talked the San Francisco-area gamification company into setting up a wing in Des Moines after the firm courted him. McCurdy said he wouldn’t leave Des Moines; the honchos told him to stay put and start hiring people.
Gamification, in case you’re wondering, means finding digital ways to get you to complete online training, or perform some other task, by awarding you digital “prizes,” or even real things like T-shirts, as you work your way through various levels. Much of this is done for corporate training or to motivate customers to work through a business’s website.
Bunchball’s Des Moines operation was originally at StartUp City. In the days leading up to StartUp City’s closure, Wood asked McCurdy to take a look at the Midland Building. Eventually, Wood lined up funders and founded Gravitate — a co-working space and nurturer of startups — and Bunchball landed there a few days after StartUp City closed.
Now Bunchball has moved to Market One in the East Village, the same building that houses the engineers of Modus. The building is just down the street from the Iowa Tap Room, an important source of inspiration. “We really trust that moving this close to 140-plus tap handles of beer will be judged by history as a ‘good move,’ ” McCurdy wrote in the blog.
But much of McCurdy’s blog post is about how they got there, with Gravitate’s help. “True to its name, and to its charter, Gravitate has pulled in some of the best and most talented people I’ve had the chance to meet, and there are no signs of slowing down,” he wrote. “As for us, it’s time to take off and escape the gravity for the next adventure. But, just as with any flight where you stare out the window, we look back to our origin with a smile, many memories, and a promise to return often
Table of Contents:
Global Gamification in Education Market Report 2020
1 Gamification in Education Definition
2 Global Gamification in Education Market Major Player Share and Market Overview
3 Major Player Gamification in Education Business Introduction
4 Global Gamification in Education Market Segmentation (Region Level)
5 Global Gamification in Education Market Segmentation (Product Type Level)
6 Global Gamification in Education Market Segmentation (Industry Level)
7 Global Gamification in Education Market Segmentation (Channel Level)
8 Gamification in Education Market Forecast 2020-2024
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