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||ページ情報||英文 96 Pages
|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 96 Pages||
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。
"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.
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 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.
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.
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.
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.
(Business Overview, Platforms, Solutions & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*
Details on Business Overview, Platforms, Solutions & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View might not be captured in case of unlisted companies.