Research Report on "
Global Education
Gamification Market Research Report 2015-2019 ".
About gamification
Gamification is the process of
implementing game mechanics into non-gaming context to engage users
and solve problems. Points, badges, a leaderboard, challenges, and
rewards are examples of game mechanics. Gamification does not create
real games but uses game techniques to engage students toward
comprehensive learning.
Technavio's analysts forecast
the global education gamification market to grow at a CAGR of 64.34%
over the period 2014-2019.
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Covered in this report
The report covers the current
scenario and the growth prospects of the global education
gamification market for the period of 2015-2019. To calculate the
market size, the report considers revenue generated from the sales of
gamification solutions for the following end-users:
- K-12 schools
- Higher education institutes
Technavio's report, Global
Education Gamification Market 2015-2019, has been prepared based on
an in-depth market analysis with inputs from industry experts. The
report covers Americas, APAC, and EMEA; it also covers the landscape
of the market and its growth prospects in the coming years. The
report includes a discussion of the key vendors operating in this
market.
Key regions
- Americas
- EMEA
- APAC
Key vendors
- Badgeville
- Bunchball
- Gigya
- Kuato Studios
- Lithium Technologies
Other prominent vendors
- Big Door
- Captain Up
- Crowd Twist
- Gamify
- IActionable
Market driver :
Increased demand for quality education
Market challenge :
Differing regional requirements
Market trend : Growing
adoption of tablets
For
Market Research Latest Reports Visit @ Global
Healthcare IT Spending - Market Analysis 2015-2019
Table
of Content :
PART 01: Executive summary
Highlights
PART 02: Scope of the
report
Market overview
Top-vendor offerings
PART 03: Market research
methodology
Research methodology
Economic indicators
PART 04: Introduction
Key market highlights
PART 05: Market landscape
Evolution of gamification
Process of gamification
Application areas of
gamification
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