Wednesday 30 September 2015

Global Education Gamification Market Research Report 2015-2019


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
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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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