NEWARK, September 27, 2023 (GLOBE NEWSWIRE) — The global gamification market in education is expected to reach USD 860.13 million in 2021, at a CAGR of 33.61% during the forecast period 2022-2030. It is expected to grow from US$ 1671.18 million by 2030. The global market for gamification in education is motivating learners to adopt web-based gamification solutions. This is being driven by the increased use of digital learning and the growing adoption of cloud computing in businesses. Gamification Similar to the use of AR technology in the education industry, the growing desire to improve the learning experience and achieve positive outcomes is increasing the acceptance of digital learning. Advantages of the factors driving the growth of the gamification education market segment include improved security, reduced legal setup costs, easy access, rapid deployment, high scalability, customizability, increased storage space, and reduced maintenance. Includes ease, automatic upgrades of course materials, and mechanical licensing. vendor.
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Key insights on gamification in the education market
Cloud gamification in education accounted for the largest share of the market at 56.7% in 2021.
The technology segment is divided into on-premises and cloud. In 2021, the cloud segment accounted for the largest share of the market at 56.7%, with market revenue of 487.69 million. The advent of cloud innovation in the academic gamification software business dramatically reduces operational costs, provides new scalability options, and provides easy access and great learning outcomes for learners in academic institutions. became.
The corporate training sector is expected to account for the largest share of the market during the forecast period.
The type segment is divided into corporate training and academic. The corporate training segment dominated the market and was the largest with a market share of 54.2%, with the Gamification in Education market revenue reaching $466.19 million in 2021. This can be attributed to the large trend towards gamification among companies that utilize gamification approaches to support their customers. Employees improve their job qualifications by demonstrating technical competency.
Regional segmentation analysis:
The market is analyzed based on five regions: North America, Europe, Asia Pacific, South America, and Middle East & Africa. The North America region has emerged as the largest market for the global gamification in education market, with market revenue reaching 295.02 million in 2021. North America is the largest contributor in terms of market revenue due to the presence of several significant players in this region. .
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Competitive analysis:
Key players in the market include Microsoft, NIIT, MPS Interactive, D2L, Recurrence, Bunchball, Classcraft Studios, Top Hat, Cognizant, Fundamentor, etc.
About the report:
To analyze the global Gamification in Education market based on value (USD Billion). All segments are analyzed on global, regional and country basis. The study includes analysis of over 30 countries by segment. The report offers an in-depth analysis of drivers, opportunities, constraints, and challenges to gain key market insights. The study includes Porter’s Five Forces Model, attractiveness analysis, raw material analysis, supply, demand analysis, competitor location grid analysis, distribution and marketing channel analysis.
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