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教育におけるゲーミフィケーション市場:ソフトウェア・サービス毎、クラウド・オンプレミス毎、エンドユーザ毎(学術:K12・高等教育)、企業トレーニング毎(中小企業、大企業)、地域毎 - 2023年までの世界市場予測

Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023

 

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MarketsandMarkets
マーケッツアンドマーケッツ
2019年3月US$5,650
シングルユーザライセンス
96 65

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幅広い市場に関する調査レポートを出版しているマーケッツアンドマーケッツ(MarketsandMarkets)の教育におけるゲーミフィケーション市場に関する調査レポートです。

Increased adoption of digital learning and augmented/virtual reality technologies to drive overall growth of gamification in education market across the globe

The gamification in education market is expected to grow from USD 450 million in 2018 to USD 1,800 million by 2023, at a Compound Annual Growth Rate (CAGR) of 32.0% during the forecast period of 2018–2023. The major factors driving the growth of the gamification in education market are increasing adoption of digital learning, growing need to enhance the learning experience for better outcomes, and adoption of AR/VR technologies. However, the lack of availability of skilled trainers and instructors is hindering the market growth.

Among offerings, the services segment is expected to grow at a higher rate during the forecast period.

The services segment is expected to register the higher CAGR among offerings during the forecast period. The growth of this segment can be attributed to the rapid increase in demand for support services, as more institutions are looking for personalized products, leading to a rising need for consulting and support services.

The APAC gamification in education market is expected to grow at the highest CAGR during the forecast period.

The Asia Pacific (APAC) region is projected to have the highest CAGR among all the regions covered, during the forecast period. This growth is primarily driven by the increase in spending on technologies such as cloud and digital learning, growth in the adoption of mobile devices, and entrance of startups with innovative software in the region.

In-depth interviews were conducted with Chief Executive Officers (CEOs), marketing directors, innovation and technology directors, and executives from various key organizations operating in the gamification in education market.

• By Company Type: Tier 1 – 55%, Tier 2 – 20%, and Tier 3 – 25%
• By Designation: C-level – 45%, Directors – 30%, and Others – 25%
• By Region: North America – 30%, Europe – 35%, Asia Pacific – 20%, and RoW – 15%

The major vendors of gamification in education software and services include 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), and Kuato Studios (US). The study included an in-depth competitive analysis of these key players with their company profiles, recent developments, and key growth strategies adopted by them.

Research coverage

The market study covers the gamification in education market across different segments. It aims at estimating the market size and the growth potential of this market across different segments based on offering (software and services), deployment mode, end user, and region. In addition, the study also includes use cases, industry trends, and key influencing factors such as drivers, restraints, opportunities, and challenges. The study highlights the competitive landscape and in-depth competitive analysis of the key market players, along with their company profiles, key observations related to product and business offerings, recent developments, and key market strategies.

Key benefits of buying the report

The report is expected to help the market leaders/new entrants in this market by providing them information on the closest approximations of the revenue numbers for the overall gamification in education market and its segments. This report is also expected to help stakeholders understand the competitive landscape and gain insights to improve the position of their businesses and to plan suitable go-to-market strategies. The report also aims at helping stakeholders understand the pulse of the market and provide them with information on key market drivers, restraints, challenges, and opportunities.
 



目次

1 INTRODUCTION 12
1.1 OBJECTIVES OF THE STUDY 12
1.2 MARKET DEFINITION 12
1.3 MARKET SCOPE 12
1.3.1 MARKET SEGMENTATION 13
1.3.2 REGIONAL SCOPE 13
1.4 YEARS CONSIDERED FOR THE STUDY 14
1.5 STAKEHOLDERS 14
2 RESEARCH METHODOLOGY 15
2.1 RESEARCH DATA 15
2.1.1 BREAKUP OF PRIMARIES 16
2.1.2 KEY INDUSTRY INSIGHTS 17
2.2 MARKET SIZE ESTIMATION 19
2.3 MARKET FORECAST 19
2.4 ASSUMPTIONS FOR THE STUDY 20
3 EXECUTIVE SUMMARY 22
4 PREMIUM INSIGHTS 26
4.1 ATTRACTIVE OPPORTUNITIES IN THE GAMIFICATION IN EDUCATION MARKET 26
4.2 GAMIFICATION IN EDUCATION MARKET, BY OFFERING, 2018–2023 26
4.3 GAMIFICATION IN EDUCATION MARKET, BY DEPLOYMENT MODE, 2018 & 2023 27
4.4 GAMIFICATION IN EDUCATION MARKET, BY END USER, 2018 27
4.5 MARKET INVESTMENT SCENARIO 28
5 MARKET OVERVIEW AND INDUSTRY TRENDS 29
5.1 INTRODUCTION 29
5.2 MARKET DYNAMICS 30
5.2.1 DRIVERS 30
5.2.1.1 Increasing adoption of gamification and digital learning 30
5.2.1.2 Extensive government initiatives for growth of e-Learning and learning management systems 31
5.2.1.3 Rise in cloud adoption among organizations and institutions motivate learners to adopt web-based gamification solutions 31
5.2.1.4 Increasing importance of continuous learning in corporate setups 32
5.2.2 RESTRAINTS 32
5.2.2.1 Low motivation and engagement in the adoption of gamification solutions 32

5.2.3 OPPORTUNITIES 32
5.2.3.1 Growing use of AR and VR in Gamification 32
5.2.3.2 Collaborative learning culture in corporates is providing opportunities for employees 33
5.2.4 CHALLENGES 33
5.2.4.1 Lack of skilled trainers and instructors 33
5.2.4.2 Lack of improvements in game designs and in establishing data ownership/precise data standards 33
5.3 INDUSTRY TRENDS 34
5.4 GAMIFICATION IN EDUCATION MARKET: VALUE CHAIN ANALYSIS 34
5.5 USE CASES 35
5.5.1 CLASS DOJO: A MANAGEMENT TOOL TO HELP TEACHERS IMPROVE BEHAVIOR IN CLASSROOMS EASIER AND FASTER 35
5.5.2 COURSE HERO: GAMIFICATION EDUCATION PLATFORM FOR PROVIDING MATERIALS 35
5.5.3 RIBBON HERO: ADD-IN GAME TO HELP EDUCATE USERS OF MS OFFICE 2007 AND 2010 35
5.5.4 SOCRATIVE 101: A STUDENT-TEACHER RESPONSE SYSTEM THAT OFFERS EDUCATIONAL EXERCISES AND GAMES 36
5.5.5 ZONDLE: GAME-BASED LEARNING PLATFORM FOR SMALL CHILDREN 36
6 GAMIFICATION IN EDUCATION MARKET, BY OFFERING 37
6.1 INTRODUCTION 38
6.2 SOFTWARE 39
6.2.1 INCREASING ADOPTION OF AR/VR AND SIMULATION WOULD INCREASE THE DEMAND FOR GAMIFICATION SOFTWARE 39
6.3 SERVICES 40
6.3.1 REQUIREMENT OF HIGHLY CUSTOMIZED SOLUTIONS AND THE NEED TO FOCUS ON CORE OPERATIONS TO DRIVE THE SERVICES SEGMENT 40
7 GAMIFICATION IN EDUCATION MARKET, BY DEPLOYMENT MODE 41
7.1 INTRODUCTION 42
7.2 CLOUD 43
7.2.1 DEMAND FOR CLOUD-BASED GAMIFICATION SOFTWARE EXPECTED TO BE HIGH IN NORTH AMERICA 43
7.3 ON-PREMISES 44
7.3.1 HIGH COST OF DEPLOYMENT AND MAINTENANCE ACTING AS A BARRIER FOR THE GROWTH OF ON-PREMISES DEPLOYMENT 44

8 GAMIFICATION IN EDUCATION MARKET, BY END USER 45
8.1 INTRODUCTION 46
8.2 ACADEMIC 47
8.2.1 K-12 48
8.2.1.1 Gamification is adding the confidence and motivation among the students 48
8.2.2 HIGHER EDUCATION 48
8.2.2.1 Rapid adoption of gamification by the institutes to enhance the employability and expertise of students 48
8.3 CORPORATE TRAINING 49
8.3.1 SMALL AND MEDIUM-SIZED ENTERPRISES 50
8.3.1.1 Flexible pricing models are increasing the adoption of gamification by SMEs 50
8.3.2 LARGE ENTERPRISES 51
8.3.2.1 Simulation-based case studies are enhancing the critical thinking of employees 51
9 GAMIFICATION IN EDUCATION MARKET, BY REGION 52
9.1 INTRODUCTION 53
9.2 NORTH AMERICA 54
9.2.1 UNITED STATES 56
9.2.1.1 Increasing partnerships between vendors and institutes are expected to drive the US gamification in education market 56
9.2.2 CANADA 56
9.2.2.1 Implementation of gamification solutions by government agencies is expected to drive the Canadian gamification in education market 56
9.3 EUROPE 58
9.3.1 UK 58
9.3.1.1 Presence of established academic sector is expected to drive the demand for gamification solutions for education in the UK 58
9.3.2 GERMANY 59
9.3.2.1 Growing trend of BYOD supports the adoption of gamification for education in Germany 59
9.3.3 FRANCE 59
9.3.3.1 Increasing investments by MENESR for modernization of education technology is expected to drive the gamification in education in France 59
9.3.4 REST OF EUROPE 59
9.4 ASIA PACIFIC 62
9.4.1 CHINA 64
9.4.1.1 High penetration of mobile devices in China is expected to drive the adoption of gamification in education 64
9.4.2 JAPAN 64
9.4.2.1 High investments by corporates for learning and development will fuel the adoption of gamification in Japan 64
9.4.3 INDIA 64
9.4.3.1 Digital India initiative is expected to provide wholesome opportunities to gamification vendors 64
9.4.4 REST OF APAC 64
9.5 REST OF THE WORLD 67
10 COMPETITIVE LANDSCAPE 69
10.1 COMPETITIVE LEADERSHIP MAPPING (START-UP/SMES) 69
10.1.1 PROGRESSIVE COMPANIES 69
10.1.2 RESPONSIVE COMPANIES 69
10.1.3 DYNAMIC COMPANIES 69
10.1.4 STARTING BLOCKS 69
11 COMPANY PROFILES 71
11.1 MICROSOFT 71
(Business Overview, Platforms, Solutions & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*
11.2 MPS INTERACTIVE SYSTEMS 73
11.3 BUNCHBALL 75
11.4 NIIT LTD 77
11.5 D2L CORPORATION 79
11.6 COGNIZANT 81
11.7 FUNDAMENTOR 82
11.8 TOP HAT 83
11.9 CLASSCRAFT STUDIOS 85
11.10 RECURRENCE INC 86
11.11 KAHOOT! 87
11.12 GOOGLE 87
11.13 CK-12 87
11.14 KUATO STUDIOS 88
11.15 BLUERABBIT 88
*Details on Business Overview, Platforms, Solutions & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View might not be captured in case of unlisted companies.
12 APPENDIX 89
12.1 DISCUSSION GUIDE 89
12.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 92
12.3 AVAILABLE CUSTOMIZATIONS 94
12.4 RELATED REPORTS 94
12.5 AUTHOR DETAILS 95

 

LIST OF TABLES

TABLE 1 FACTOR ANALYSIS 19
TABLE 2 GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING,
2016–2023 (USD MILLION) 38
TABLE 3 SOFTWARE: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION,
2016–2023 (USD MILLION) 39
TABLE 4 SERVICES: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION,
2016–2023 (USD MILLION) 40
TABLE 5 GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE,
2016–2023 (USD MILLION) 42
TABLE 6 CLOUD: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION,
2016–2023 (USD MILLION) 43
TABLE 7 ON-PREMISES: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION,
2016–2023 (USD MILLION) 44
TABLE 8 GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER,
2016–2023 (USD MILLION) 46
TABLE 9 ACADEMIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER,
2016–2023 (USD MILLION) 47
TABLE 10 ACADEMIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION,
2016–2023 (USD MILLION) 47
TABLE 11 K-12 MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 48
TABLE 12 HIGHER EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 49
TABLE 13 CORPORATE TRAINING: GAMIFICATION IN EDUCATION MARKET SIZE,
BY END USER, 2016–2023 (USD MILLION) 49
TABLE 14 CORPORATE TRAINING: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 50
TABLE 15 SMALL AND MEDIUM-SIZED ENTERPRISES MARKET SIZE, BY REGION,
2016–2023 (USD MILLION) 50
TABLE 16 LARGE ENTERPRISES MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 51
TABLE 17 GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION,
2016–2023 (USD MILLION) 53
TABLE 18 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY, 2016–2023 (USD MILLION) 55
TABLE 19 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016–2023 (USD MILLION) 56
TABLE 20 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION) 56
TABLE 21 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016–2023 (USD MILLION) 57
TABLE 22 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016–2023 (USD MILLION) 57
TABLE 23 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016–2023 (USD MILLION) 57
TABLE 24 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY,
2016–2023 (USD MILLION) 58
TABLE 25 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING,
2016–2023 (USD MILLION) 59
TABLE 26 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION) 60
TABLE 27 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER,
2016–2023 (USD MILLION) 60
TABLE 28 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016–2023 (USD MILLION) 60
TABLE 29 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016–2023 (USD MILLION) 61
TABLE 30 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY,
2016–2023 (USD MILLION) 63
TABLE 31 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING,
2016–2023 (USD MILLION) 65
TABLE 32 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION) 65
TABLE 33 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER,
2016–2023 (USD MILLION) 65
TABLE 34 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016–2023 (USD MILLION) 66
TABLE 35 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016–2023 (USD MILLION) 66
TABLE 36 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 67
TABLE 37 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016–2023 (USD MILLION) 67
TABLE 38 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016–2023 (USD MILLION) 68
TABLE 39 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016–2023 (USD MILLION) 68
TABLE 40 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016–2023 (USD MILLION) 68

 

LIST OF FIGURES

FIGURE 1 GAMIFICATION IN EDUCATION MARKET: RESEARCH DESIGN 15
FIGURE 2 RESEARCH METHODOLOGY 16
FIGURE 3 DATA TRIANGULATION 18
FIGURE 4 MARKET ESTIMATION AND FORECAST METHODOLOGY 19
FIGURE 5 LIMITATIONS OF THE STUDY 21
FIGURE 6 GAMIFICATION IN EDUCATION MARKET SIZE, 2016–2023 (USD MILLION) 23
FIGURE 7 GAMIFICATION IN EDUCATION MARKET ANALYSIS 24
FIGURE 8 FASTEST-GROWING SEGMENTS IN THE GAMIFICATION IN EDUCATION MARKET, 2018–2023 25
FIGURE 9 INCREASING ADOPTION OF DIGITAL LEARNING TO DRIVE THE MARKET GROWTH DURING THE FORECAST PERIOD 26
FIGURE 10 SOFTWARE SEGMENT IS EXPECTED TO LEAD THE GAMIFICATION IN EDUCATION MARKET DURING THE FORECAST PERIOD 26
FIGURE 11 CLOUD DEPLOYMENT IS EXPECTED TO LEAD THE GAMIFICATION IN EDUCATION MARKET DURING THE FORECAST PERIOD 27
FIGURE 12 HIGHER EDUCATION IN ACADEMIC SEGMENT IS EXPECTED TO LEAD THE GAMIFICATION IN EDUCATION MARKET IN 2018 27
FIGURE 13 GAMIFICATION IN EDUCATION MARKET: MARKET INVESTMENT SCENARIO 28
FIGURE 14 GAMIFICATION IN EDUCATION: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES 30
FIGURE 15 VALUE CHAIN ANALYSIS 34
FIGURE 16 SERVICES SEGMENT IS EXPECTED TO GROW AT A HIGHER CAGR AS COMPARED TO SOFTWARE SEGMENT DURING THE FORECAST PERIOD 38
FIGURE 17 CLOUD SEGMENT IS EXPECTED TO GROW AT A HIGHER CAGR AS COMPARED TO ON-PREMISES SEGMENT DURING THE FORECAST PERIOD 42
FIGURE 18 CORPORATE TRAINING SEGMENT IS EXPECTED TO GROW AT A HIGHER CAGR AS COMPARED TO ACADEMIC SEGMENT DURING THE FORECAST PERIOD 46
FIGURE 19 ASIA PACIFIC GAMIFICATION IN EDUCATION MARKET IS EXPECTED GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD 53
FIGURE 20 NORTH AMERICA: MARKET SNAPSHOT 55
FIGURE 21 ASIA PACIFIC: MARKET SNAPSHOT 63
FIGURE 22 GAMIFICATION IN EDUCATION MARKET, COMPETITIVE LEADERSHIP MAPPING, STARTUP COMPANIES, 2019 70
FIGURE 23 MICROSOFT: COMPANY SNAPSHOT 71
FIGURE 24 NIIT TECHNOLOGIES: COMPANY SNAPSHOT 77
FIGURE 25 COGNIZANT: COMPANY SNAPSHOT 81
 

 

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