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教育用ゲーミフィケーションの世界市場:2016年〜2020年

Global Education Gamification Market 2016-2020

発行 TechNavio (Infiniti Research Ltd.) 商品コード 340625
出版日 ページ情報 英文 58 Pages
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教育用ゲーミフィケーションの世界市場:2016年〜2020年 Global Education Gamification Market 2016-2020
出版日: 2016年11月25日 ページ情報: 英文 58 Pages
概要

世界の教育用ゲーミフィケーション市場は、2016年〜2020年のCAGRで、66.22%の成長が見込まれています。

当レポートでは、世界の教育用ゲーミフィケーション市場について調査分析し、市場規模と成長率、市場動向、市場促進要因・課題、市場機会について検証するほか、主要ベンダーなどについて、体系的な情報を提供しています。

第1章 エグゼクティブサマリー

  • ハイライト

第2章 調査範囲

  • 市場概要
  • 主要ベンダー製品
  • その他の有力ベンダー

第3章 市場調査手法

  • 調査手法
  • 経済指標

第4章 イントロダクション

  • 主要市場ハイライト

第5章 市場情勢

  • 市場概要
  • ファイブフォース分析

第6章 市場区分:エンドユーザー別

  • エンドユーザー別
  • K-12学校
  • 高等教育機関

第7章 地理区分

  • 地域別
  • 南北アメリカ
  • 欧州・中東・アフリカ
  • アジア太平洋地域

第8章 市場促進要因

第9章 促進要因の影響

第10章 市場の課題

第11章 促進要因と課題の影響

第12章 市場動向

第13章 ベンダー情勢

  • 競合シナリオ
  • 競合のベンチマーキング

第14章 主要ベンダー分析

  • Badgeville
  • Bunchball
  • Classcraft Studios
  • GoGo Labs

第15章 付録

  • 略語一覧

第16章 Technavioについて

図表

図表
  • Exhibit 01: Countries considered for market analysis
  • Exhibit 02: Product offerings
  • Exhibit 03: Other prominent vendors
  • Exhibit 04: Major differences between game-based learning and gamification.
  • Exhibit 05: Relation between game mechanics and game dynamics
  • Exhibit 06: Gamification implementation: Key steps
  • Exhibit 07: Impact areas of gamification in the education sector
  • Exhibit 08: Global education gamification market 2015-2020 ($ millions)
  • Exhibit 09: Five forces analysis
  • Exhibit 10: Global education gamification market segmentation by end-users 2015-2020 (%)
  • Exhibit 11: Global education gamification market segmentation by end-users 2015-2020 ($ millions)
  • Exhibit 12: Global K-12 education gamification market 2015-2020 ($ millions)
  • Exhibit 13: Global higher education gamification market 2015-2020 ($ millions)
  • Exhibit 14: Global education gamification market by geography 2015-2020 (% share)
  • Exhibit 15: Global education gamification market by geography 2015-2020 ($ millions)
  • Exhibit 16: Education gamification market in Americas 2015-2020 ($ millions)
  • Exhibit 17: Distribution of education market in North America by segment 2015 (% share)
  • Exhibit 18: Education gamification market in Europe 2015-2020 ($ millions)
  • Exhibit 19: Education gamification market in APAC 2015-2020 ($ millions)
  • Exhibit 20: IT spending in higher education in APAC 2015-2020 ($ billions)
  • Exhibit 21: Global digital badges in education market 2015-2020 ($ millions)
  • Exhibit 22: Process of educational game creation
  • Exhibit 23: Major game engines in the market
  • Exhibit 24: Comparison of effectiveness of prominent learning methods
  • Exhibit 25: Impact of drivers
  • Exhibit 26: Global simulation learning in higher education market 2015-2020 ($ millions)
  • Exhibit 27: Impact of drivers and challenges
  • Exhibit 28: Global e-learning market 2015-2020 ($ billions)
  • Exhibit 29: Vendor matrix
  • Exhibit 30: Strategic initiatives

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目次
Product Code: IRTNTR10918

About Education Gamification

Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms.

Technavio's analysts forecast the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Education Gamification Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Badgeville
  • Bunchball
  • Classcraft Studios
  • GoGo Labs

Other Prominent Vendors

  • 6waves
  • Fundamentor
  • Gametize
  • GradeCraft
  • Kuato Studios
  • Kungfu-Math
  • Recurrence

Market driver

  • Stronger focus on experiential and inquiry-based learning.
  • For a full, detailed list, view our report

Market challenge

  • Stronger focus on experiential and inquiry-based learning.
  • For a full, detailed list, view our report

Market trend

  • Increased awareness among teachers due to professional development.
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Top-vendor offerings
  • Other prominent vendors

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

  • Market overview
  • Five forces analysis

PART 06: Market segmentation by end-user

  • Global education gamification market segmentation by end-users
  • Global K-12 education gamification market
  • Global higher education gamification market

PART 07: Geographical segmentation

  • Global education gamification market by geography
  • Education gamification market in Americas
  • Education gamification market in EMEA
  • Education gamification market in APAC

PART 08: Market drivers

  • Stronger focus on experiential and inquiry-based learning
  • Rise of digital badges as credentials
  • Improvement in game development engines
  • Need for improved student and faculty experience

PART 09: Impact of drivers

PART 10: Market challenges

  • Threat from simulation-based learning market
  • Limitations on curriculum integration
  • Weak metrics to assess effectiveness of gamification
  • Skewed awareness of education gamification

PART 11: Impact of drivers and challenges

PART 12: Market trends

  • Increase in e-learning
  • Increased awareness among teachers due to professional development
  • Rising use of AR and VR in education gamification

PART 13: Vendor landscape

  • Competitive scenario
  • Competitive benchmarking

PART 14: Key vendor analysis

  • Badgeville
  • Bunchball
  • Classcraft Studios
  • GoGo Labs

PART 15: Appendix

  • List of abbreviations

PART 16: Explore Technavio

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