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市場調査レポート

教育部門向けゲーミフィケーションの世界市場 - 2023年までの予測:ソフトウェア、サービス

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

発行 MarketsandMarkets 商品コード 800070
出版日 ページ情報 英文 97 Pages
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教育部門向けゲーミフィケーションの世界市場 - 2023年までの予測:ソフトウェア、サービス 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
出版日: 2019年03月01日 ページ情報: 英文 97 Pages
概要

教育部門向けゲーミフィケーション市場は、2018年の4億5000万米ドルから、2023年までに18億米ドルまで拡大すると見られています。市場は、2018年〜2023年のCAGR (複合年間成長率) で、32.0%の成長が予測されています。

当レポートでは、世界の教育部門向けゲーミフィケーション市場について調査分析し、市場概要、産業動向、セグメント別の市場分析、競合情勢、主要企業などについて、体系的な情報を提供しています。

FIGURE 6 GAMIFICATION IN EDUCATION MARKET

第1章 イントロダクション

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 重要考察

  • 教育部門向けゲーミフィケーション市場の魅力的な機会
  • 教育部門向けゲーミフィケーション市場:提供別
  • 教育部門向けゲーミフィケーション市場:展開モード別
  • 教育部門向けゲーミフィケーション市場:エンドユーザー別
  • 市場投資シナリオ

第5章 市場概要と産業動向

  • イントロダクション
  • 市場力学
    • 促進要因
    • 抑制要因
    • 機会
    • 課題
  • 産業動向
  • バリューチェーン分析
  • ユースケース

第6章 教育部門向けゲーミフィケーションの世界市場:提供別

  • イントロダクション
  • ソフトウェア
  • サービス

第7章 教育部門向けゲーミフィケーションの世界市場:展開モード別

  • イントロダクション
  • クラウド
  • オンプレミス

第8章 教育部門向けゲーミフィケーションの世界市場:エンドユーザー別

  • イントロダクション
  • 学術機関
  • 企業研修

第9章 教育部門向けゲーミフィケーションの世界市場:地域別

  • イントロダクション
  • 北米
  • 欧州
  • アジア太平洋地域
  • その他

第10章 競合情勢

  • 競合リーダーシップマッピング

第11章 企業プロファイル

  • MICROSOFT
  • MPS INTERACTIVE SYSTEMS
  • BUNCHBALL
  • NIIT LTD
  • D2L CORPORATION
  • COGNIZANT
  • FUNDAMENTOR
  • TOP HAT
  • CLASSCRAFT STUDIOS
  • RECURRENCE INC
  • KAHOOT!
  • GOOGLE
  • CK-12
  • KUATO STUDIOS
  • BLUERABBIT

第12章 付録

図表

LIST OF TABLES

  • TABLE 1: FACTOR ANALYSIS
  • TABLE 2: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016-2023 (USD MILLION)
  • TABLE 3: SOFTWARE: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016-2023 (USD MILLION)
  • TABLE 4: SERVICES: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016-2023 (USD MILLION)
  • TABLE 5: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016-2023 (USD MILLION)
  • TABLE 6: CLOUD: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016-2023 (USD MILLION)
  • TABLE 7: ON-PREMISES: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016-2023 (USD MILLION)
  • TABLE 8: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016-2023 (USD MILLION)
  • TABLE 9: ACADEMIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016-2023 (USD MILLION)
  • TABLE 10: ACADEMIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016-2023 (USD MILLION)
  • TABLE 11: K-12 MARKET SIZE, BY REGION, 2016-2023 (USD MILLION)
  • TABLE 12: HIGHER EDUCATION MARKET SIZE, BY REGION, 2016-2023 (USD MILLION)
  • TABLE 13: CORPORATE TRAINING: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016-2023 (USD MILLION)
  • TABLE 14: CORPORATE TRAINING: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016-2023 (USD MILLION)
  • TABLE 15: SMALL AND MEDIUM-SIZED ENTERPRISES MARKET SIZE, BY REGION, 2016-2023 (USD MILLION)
  • TABLE 16: LARGE ENTERPRISES MARKET SIZE, BY REGION, 2016-2023 (USD MILLION)
  • TABLE 17: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016-2023 (USD MILLION)
  • TABLE 18: NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY, 2016-2023 (USD MILLION)
  • TABLE 19: NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016-2023 (USD MILLION)
  • TABLE 20: NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016-2023 (USD MILLION)
  • TABLE 21: NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016-2023 (USD MILLION)
  • TABLE 22: NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016-2023 (USD MILLION)
  • TABLE 23: NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016-2023 (USD MILLION)
  • TABLE 24: EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY, 2016-2023 (USD MILLION)
  • TABLE 25: EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016-2023 (USD MILLION)
  • TABLE 26: EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016-2023 (USD MILLION)
  • TABLE 27: EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016-2023 (USD MILLION)
  • TABLE 28: EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016-2023 (USD MILLION)
  • TABLE 29: EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016-2023 (USD MILLION)
  • TABLE 30: ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY, 2016-2023 (USD MILLION)
  • TABLE 31: ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016-2023 (USD MILLION)
  • TABLE 32: ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016-2023 (USD MILLION)
  • TABLE 33: ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016-2023 (USD MILLION)
  • TABLE 34: ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016-2023 (USD MILLION)
  • TABLE 35: ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016-2023 (USD MILLION)
  • TABLE 36: REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016-2023 (USD MILLION)
  • TABLE 37: REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016-2023 (USD MILLION)
  • TABLE 38: REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016-2023 (USD MILLION)
  • TABLE 39: REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016-2023 (USD MILLION)
  • TABLE 40: REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016-2023 (USD MILLION)

LIST OF FIGURES

  • FIGURE 1: GAMIFICATION IN EDUCATION MARKET: RESEARCH DESIGN
  • FIGURE 2: RESEARCH METHODOLOGY
  • FIGURE 3: DATA TRIANGULATION
  • FIGURE 4: MARKET ESTIMATION AND FORECAST METHODOLOGY
  • FIGURE 5: LIMITATIONS OF THE STUDY
  • FIGURE 6: GAMIFICATION IN EDUCATION MARKET SIZE, 2016-2023 (USD MILLION)
  • FIGURE 7: GAMIFICATION IN EDUCATION MARKET ANALYSIS
  • FIGURE 8: FASTEST-GROWING SEGMENTS IN THE GAMIFICATION IN EDUCATION MARKET, 2018-2023
  • FIGURE 9: INCREASING ADOPTION OF DIGITAL LEARNING TO DRIVE THE MARKET GROWTH DURING THE FORECAST PERIOD
  • FIGURE 10: SOFTWARE SEGMENT IS EXPECTED TO LEAD THE GAMIFICATION IN EDUCATION MARKET DURING THE FORECAST PERIOD
  • FIGURE 11: CLOUD DEPLOYMENT IS EXPECTED TO LEAD THE GAMIFICATION IN EDUCATION MARKET DURING THE FORECAST PERIOD
  • FIGURE 12: HIGHER EDUCATION IN ACADEMIC SEGMENT IS EXPECTED TO LEAD THE GAMIFICATION IN EDUCATION MARKET IN 2018
  • FIGURE 13: GAMIFICATION IN EDUCATION MARKET: MARKET INVESTMENT SCENARIO
  • FIGURE 14: GAMIFICATION IN EDUCATION: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
  • FIGURE 15: VALUE CHAIN ANALYSIS
  • FIGURE 16: SERVICES SEGMENT IS EXPECTED TO GROW AT A HIGHER CAGR AS COMPARED TO SOFTWARE SEGMENT DURING THE FORECAST PERIOD
  • FIGURE 17: CLOUD SEGMENT IS EXPECTED TO GROW AT A HIGHER CAGR AS COMPARED TO ON-PREMISES SEGMENT DURING THE FORECAST PERIOD
  • FIGURE 18: CORPORATE TRAINING SEGMENT IS EXPECTED TO GROW AT A HIGHER CAGR AS COMPARED TO ACADEMIC SEGMENT DURING THE FORECAST PERIOD
  • FIGURE 19: ASIA PACIFIC GAMIFICATION IN EDUCATION MARKET IS EXPECTED GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD
  • FIGURE 20: NORTH AMERICA: MARKET SNAPSHOT
  • FIGURE 21: ASIA PACIFIC: MARKET SNAPSHOT
  • FIGURE 22: GAMIFICATION IN EDUCATION MARKET, COMPETITIVE LEADERSHIP MAPPING, STARTUP COMPANIES, 2019
  • FIGURE 23: MICROSOFT: COMPANY SNAPSHOT
  • FIGURE 24: NIIT TECHNOLOGIES: COMPANY SNAPSHOT
  • FIGURE 25: COGNIZANT: COMPANY SNAPSHOT
目次
Product Code: TC 6946

"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.

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. OBJECTIVES OF THE STUDY
  • 1.2. MARKET DEFINITION
  • 1.3. MARKET SCOPE
    • 1.3.1. MARKET SEGMENTATION
    • 1.3.2. REGIONAL SCOPE
  • 1.4. YEARS CONSIDERED FOR THE STUDY
  • 1.5. STAKEHOLDERS

2. RESEARCH METHODOLOGY

  • 2.1. RESEARCH DATA
    • 2.1.1. BREAKUP OF PRIMARIES
    • 2.1.2. KEY INDUSTRY INSIGHTS
  • 2.2. MARKET SIZE ESTIMATION
  • 2.3. MARKET FORECAST
  • 2.4. ASSUMPTIONS FOR THE STUDY

3. EXECUTIVE SUMMARY

4. PREMIUM INSIGHTS

  • 4.1. ATTRACTIVE OPPORTUNITIES IN THE GAMIFICATION IN EDUCATION MARKET
  • 4.2. GAMIFICATION IN EDUCATION MARKET, BY OFFERING, 2018-2023
  • 4.3. GAMIFICATION IN EDUCATION MARKET, BY DEPLOYMENT MODE, 2018KKKKK & 2023
  • 4.4. GAMIFICATION IN EDUCATION MARKET, BY END USER, 2018
  • 4.5. MARKET INVESTMENT SCENARIO

5. MARKET OVERVIEW AND INDUSTRY TRENDS

  • 5.1. INTRODUCTION
  • 5.2. MARKET DYNAMICS
    • 5.2.1. DRIVERS
      • 5.2.1.1. Increasing adoption of gamification and digital learning
      • 5.2.1.2. Extensive government initiatives for growth of e-Learning and learning management systems
      • 5.2.1.3. Rise in cloud adoption among organizations and institutions motivate learners to adopt web-based gamification solutions
      • 5.2.1.4. Increasing importance of continuous learning in corporate setups
    • 5.2.2. RESTRAINTS
      • 5.2.2.1. Low motivation and engagement in the adoption of gamification solutions
    • 5.2.3. OPPORTUNITIES
      • 5.2.3.1. Growing use of AR and VR in Gamification
      • 5.2.3.2. Collaborative learning culture in corporates is providing opportunities for employees
    • 5.2.4. CHALLENGES
      • 5.2.4.1. Lack of skilled trainers and instructors
      • 5.2.4.2. Lack of improvements in game designs and in establishing data ownership/precise data standards
  • 5.3. INDUSTRY TRENDS
  • 5.4. GAMIFICATION IN EDUCATION MARKET: VALUE CHAIN ANALYSIS
  • 5.5. USE CASES
    • 5.5.1. CLASS DOJO: A MANAGEMENT TOOL TO HELP TEACHERS IMPROVE BEHAVIOR IN CLASSROOMS EASIER AND FASTER
    • 5.5.2. COURSE HERO: GAMIFICATION EDUCATION PLATFORM FOR PROVIDING MATERIALS
    • 5.5.3. RIBBON HERO: ADD-IN GAME TO HELP EDUCATE USERS OF MS OFFICE 2007KKKKK AND 2010
    • 5.5.4. SOCRATIVE 101: A STUDENT-TEACHER RESPONSE SYSTEM THAT OFFERS EDUCATIONAL EXERCISES AND GAMES
    • 5.5.5. ZONDLE: GAME-BASED LEARNING PLATFORM FOR SMALL CHILDREN

6. GAMIFICATION IN EDUCATION MARKET, BY OFFERING

  • 6.1. INTRODUCTION
  • 6.2. SOFTWARE
    • 6.2.1. INCREASING ADOPTION OF AR/VR AND SIMULATION WOULD INCREASE THE DEMAND FOR GAMIFICATION SOFTWARE
  • 6.3. SERVICES
    • 6.3.1. REQUIREMENT OF HIGHLY CUSTOMIZED SOLUTIONS AND THE NEED TO FOCUS ON CORE OPERATIONS TO DRIVE THE SERVICES SEGMENT

7. GAMIFICATION IN EDUCATION MARKET, BY DEPLOYMENT MODE

  • 7.1. INTRODUCTION
  • 7.2. CLOUD
    • 7.2.1. DEMAND FOR CLOUD-BASED GAMIFICATION SOFTWARE EXPECTED TO BE HIGH IN NORTH AMERICA
  • 7.3. ON-PREMISES
    • 7.3.1. HIGH COST OF DEPLOYMENT AND MAINTENANCE ACTING AS A BARRIER FOR THE GROWTH OF ON-PREMISES DEPLOYMENT

8. GAMIFICATION IN EDUCATION MARKET, BY END USER

  • 8.1. INTRODUCTION
  • 8.2. ACADEMIC
    • 8.2.1. K-12
      • 8.2.1.1. Gamification is adding the confidence and motivation among the students
    • 8.2.2. HIGHER EDUCATION
      • 8.2.2.1. Rapid adoption of gamification by the institutes to enhance the employability and expertise of students
  • 8.3. CORPORATE TRAINING
    • 8.3.1. SMALL AND MEDIUM-SIZED ENTERPRISES
      • 8.3.1.1. Flexible pricing models are increasing the adoption of gamification by SMEs
    • 8.3.2. LARGE ENTERPRISES
      • 8.3.2.1. Simulation-based case studies are enhancing the critical thinking of employees

9. GAMIFICATION IN EDUCATION MARKET, BY REGION

  • 9.1. INTRODUCTION
  • 9.2. NORTH AMERICA
    • 9.2.1. UNITED STATES
      • 9.2.1.1. Increasing partnerships between vendors and institutes are expected to drive the US gamification in education market
    • 9.2.2. CANADA
      • 9.2.2.1. Implementation of gamification solutions by government agencies is expected to drive the Canadian gamification in education market
  • 9.3. EUROPE
    • 9.3.1. UK
      • 9.3.1.1. Presence of established academic sector is expected to drive the demand for gamification solutions for education in the UK
    • 9.3.2. GERMANY
      • 9.3.2.1. Growing trend of BYOD supports the adoption of gamification for education in Germany
    • 9.3.3. FRANCE
      • 9.3.3.1. Increasing investments by MENESR for modernization of education technology is expected to drive the gamification in education in France
    • 9.3.4. REST OF EUROPE
  • 9.4. ASIA PACIFIC
    • 9.4.1. CHINA
      • 9.4.1.1. High penetration of mobile devices in China is expected to drive the adoption of gamification in education
    • 9.4.2. JAPAN
      • 9.4.2.1. High investments by corporates for learning and development will fuel the adoption of gamification in Japan
    • 9.4.3. INDIA
      • 9.4.3.1. Digital India initiative is expected to provide wholesome opportunities to gamification vendors
    • 9.4.4. REST OF APAC
  • 9.5. REST OF THE WORLD

10. COMPETITIVE LANDSCAPE

  • 10.1. COMPETITIVE LEADERSHIP MAPPING (START-UP/SMES)
    • 10.1.1. PROGRESSIVE COMPANIES
    • 10.1.2. RESPONSIVE COMPANIES
    • 10.1.3. DYNAMIC COMPANIES
    • 10.1.4. STARTING BLOCKS

11. COMPANY PROFILES (Business Overview, Platforms/Solutions/Services Offered, Recent Developments, SWOT Analysis, and MnM View)*

  • 11.1. MICROSOFT
  • 11.2. MPS INTERACTIVE SYSTEMS
  • 11.3. BUNCHBALL
  • 11.4. NIIT LTD
  • 11.5. D2L CORPORATION
  • 11.6. COGNIZANT
  • 11.7. FUNDAMENTOR
  • 11.8. TOP HAT
  • 11.9. CLASSCRAFT STUDIOS
  • 11.10. RECURRENCE INC
  • 11.11. KAHOOT!
  • 11.12. GOOGLE
  • 11.13. CK-12
  • 11.14. KUATO STUDIOS
  • 11.15. BLUERABBIT

*Business Overview, Platforms/Solutions/Services Offered, Recent Developments, SWOT Analysis, and MnM View might not be captured in case of unlisted companies.

12. APPENDIX

  • 12.1. DISCUSSION GUIDE
  • 12.2. KNOWLEDGE STORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 12.3. AVAILABLE CUSTOMIZATIONS
  • 12.4. RELATED REPORTS
  • 12.5. AUTHOR DETAILS
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