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学習におけるゲーミフィケーションの世界市場レポート 2025年

Gamification In Learning Global Market Report 2025


出版日
ページ情報
英文 175 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=144.64円
学習におけるゲーミフィケーションの世界市場レポート 2025年
出版日: 2025年07月01日
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
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概要

学習におけるゲーミフィケーション市場規模は、今後数年で飛躍的な成長が見込まれます。2029年にはCAGR25.8%で68億8,000万米ドルに成長します。予測期間における成長予測は、AIの統合の増加、企業トレーニングの拡大、遠隔学習の台頭、学習者のモチベーションの高まり、没入型技術の採用の増加などに起因しています。この期間に予想される主な動向には、モバイル学習技術の進歩、データ分析の統合、テクノロジー主導のパーソナライズされた学習体験、仮想現実と拡張現実の開発、クラウドベースの学習プラットフォームの進歩などがあります。

eラーニングの採用拡大が、今後の学習におけるゲーミフィケーション市場の拡大を牽引すると予想されます。eラーニングとは、デジタルプラットフォームを通じて教育コンテンツや指導を提供し、インターネットを通じた遠隔学習や自分のペースで学習できるようにすることを指します。eラーニングの人気は、学習者がいつでもどこからでもコースにアクセスできる柔軟性によって高まっており、スケジュールや場所が異なる個人でも教育を受けやすくなっています。ゲーミフィケーションは、報酬、課題、フィードバックといったゲーム的要素を導入することでeラーニングを強化し、エンゲージメント、モチベーション、参加意欲、学習成果を高める。例えば、2024年1月、ベルギーに本部を置く欧州委員会の報告書によると、2023年、欧州連合(EU)の16歳から74歳のインターネットユーザーの30%が、過去3ヶ月間にオンラインコースを受講したり、デジタル教材を利用したりしており、2022年の28%から2%増加していることが明らかになりました。したがって、eラーニングの増加は学習におけるゲーミフィケーション市場の成長を促進すると予想されます。

学習におけるゲーミフィケーション市場の主なプレーヤーは、AIモデルの開発と展開を効率化するために、AIプラットフォームなどの高度な技術ソリューションの開発に注力しています。AIプラットフォームは、AIアプリケーションやモデルの開発、展開、管理に必要なツールやリソースを提供するソフトウェア環境です。例えば、米国を拠点とするソフトウェア会社EON Realityは2024年11月、人工知能とゲーミフィケーションを統合し、あらゆる年齢の学習者にパーソナライズされた魅力的な学習体験を提供するAIプラットフォーム「Adaptive Gamified Learning Paths」を発表しました。このプラットフォームは、AIアルゴリズムを使って各学習者のパフォーマンス、嗜好、エンゲージメントを評価し、個々のニーズに合わせてコンテンツを調整します。教材はリアルタイムで動的に調整され、ポイント、バッジ、リーダーボード、課題などのゲームメカニクスを組み込んで学習効果を高める。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場- 金利、インフレ、地政学、貿易戦争と関税、そしてコロナ禍と回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界学習におけるゲーミフィケーションPESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界の学習におけるゲーミフィケーション市場:成長率分析
  • 世界の学習におけるゲーミフィケーション市場の実績:規模と成長, 2019-2024
  • 世界の学習におけるゲーミフィケーション市場の予測:規模と成長, 2024-2029, 2034F
  • 世界学習におけるゲーミフィケーション総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界の学習におけるゲーミフィケーション市場教育機関別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 職業訓練センター
  • K-12学校
  • 高等教育機関
  • オンライン学習プラットフォーム
  • 世界の学習におけるゲーミフィケーション市場企業研修、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 従業員オンボーディングプログラム
  • セールストレーニング
  • 技術スキル開発
  • リーダーシップとマネジメント研修
  • 世界の学習におけるゲーミフィケーション市場健康とウェルネス、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 栄養とライフスタイル教育
  • フィットネスと身体の健康プログラム
  • 医療研修と認定
  • メンタルヘルス啓発プログラム
  • 世界の学習におけるゲーミフィケーション市場消費者エンゲージメントとマーケティング、実績と予測, 2019-2024, 2024-2029F, 2034F
  • コミュニティ構築の取り組み
  • ブランドロイヤルティプログラム
  • 製品知識トレーニング
  • 世界の学習におけるゲーミフィケーション市場職業訓練センターの種類別細分化、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 技術スキル開発
  • 認定プログラム
  • 企業研修
  • 見習い制度とインターンシップ
  • 世界の学習におけるゲーミフィケーション市場、K-12学校のタイプ別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 小学校
  • 中等学校
  • 特別支援教育機関
  • 放課後プログラム
  • 世界の学習におけるゲーミフィケーション市場高等教育機関の種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 大学とカレッジ
  • 技術研究所
  • 専門能力開発プログラム
  • 調査および大学院プログラム
  • 世界の学習におけるゲーミフィケーション市場オンライン学習プラットフォームの種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • MOOC(大規模公開オンライン講座)
  • 企業研修向けeラーニングプラットフォーム
  • EdTechスタートアップ
  • 仮想学習環境(VLE)

第7章 地域別・国別分析

  • 世界の学習におけるゲーミフィケーション市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界の学習におけるゲーミフィケーション市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • 学習におけるゲーミフィケーション市場:競合情勢
  • 学習におけるゲーミフィケーション市場:企業プロファイル
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Cognizant Technology Solutions Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Duolingo Inc. Overview, Products and Services, Strategy and Financial Analysis
    • MPS Interactive Systems Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • EI Technologies Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • ELB Learning(formerly known as eLearning Brothers)
  • Ambition Software
  • Allen Communication Learning Services
  • CommLab India Pvt. Ltd.
  • Keeves Technologies Pvt. Ltd.
  • SweetRush Inc.
  • Learning Pool Ltd.
  • VK Creative Learning Solutions
  • Bunchball Inc.
  • International Business Machines Corporation
  • eWyse Technologies
  • QuoDeck Technologies Pvt. Ltd.
  • GameApp Studios
  • Indusgeeks Solutions Pvt. Ltd.
  • Edurigo Technologies Pvt. Ltd.

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • 学習におけるゲーミフィケーション市場2029:新たな機会を提供する国
  • 学習におけるゲーミフィケーション市場2029:新たな機会を提供するセグメント
  • 学習におけるゲーミフィケーション市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r35142

Gamification in learning refers to the incorporation of game design elements, such as points, levels, challenges, rewards, and competition, into educational environments to boost learner engagement, motivation, and participation. It transforms traditional learning experiences into more dynamic and enjoyable activities, encouraging learners to take an active role in their education. By tapping into the natural human inclination for achievement and play, gamification promotes deeper understanding, enhances knowledge retention, and supports goal-oriented behavior.

Key institutions utilizing gamification in learning include vocational training centers, K-12 schools, higher education institutions, and online learning platforms. Vocational training centers offer practical, skills-based education focused on specific trades or professions. Gamification is applied in various corporate training settings, such as employee onboarding, sales training, technical skills development, leadership and management training, as well as nutrition, fitness, medical certification, and mental health programs. It is also used for consumer engagement and marketing, including community-building initiatives, brand loyalty programs, product knowledge training, and customer feedback and education.

The gamification in learning market research report is one of a series of new reports from The Business Research Company that provides gamification in learning market statistics, including gamification in learning industry global market size, regional shares, competitors with a gamification in learning market share, detailed gamification in learning market segments, market trends and opportunities, and any further data you may need to thrive in the gamification in learning industry. This gamification in learning market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The gamification in learning market size has grown exponentially in recent years. It will grow from $2.18 billion in 2024 to $2.75 billion in 2025 at a compound annual growth rate (CAGR) of 26.2%. The growth during the historic period can be attributed to factors such as increased learner engagement, the growing adoption of mobile technology, heightened psychological awareness, rising investments in edtech, and the growing trend of personalized learning.

The gamification in learning market size is expected to see exponential growth in the next few years. It will grow to $6.88 billion in 2029 at a compound annual growth rate (CAGR) of 25.8%. The projected growth in the forecast period can be attributed to the increasing integration of AI, the expansion of corporate training, the rise of remote learning, growing learner motivation, and the increasing adoption of immersive technologies. Key trends expected during this period include advancements in mobile learning technologies, the integration of data analytics, technology-driven personalized learning experiences, developments in virtual and augmented reality, and advancements in cloud-based learning platforms.

The growing adoption of e-learning is expected to drive the expansion of the gamification in learning market in the future. E-learning refers to the delivery of educational content and instruction through digital platforms, enabling remote and self-paced learning via the internet. The popularity of e-learning is rising due to its flexibility, allowing learners to access courses at any time and from anywhere, making education more accessible to individuals with varying schedules and locations. Gamification enhances e-learning by introducing game-like elements, such as rewards, challenges, and feedback, which increase engagement, motivation, participation, and learning outcomes. For example, in January 2024, a report from the European Commission, a Belgium-based governing body, revealed that in 2023, 30% of internet users in the European Union aged 16 to 74 had taken an online course or used digital learning materials in the past three months, marking a 2% increase from 28% in 2022. Therefore, the rise in e-learning is expected to drive the growth of the gamification in learning market.

Key players in the gamification in learning market are focusing on developing advanced technological solutions, such as AI platforms, to streamline the development and deployment of AI models. AI platforms are software environments that provide the tools and resources necessary to develop, deploy, and manage AI applications and models. For example, in November 2024, EON Reality, a U.S.-based software company, introduced Adaptive Gamified Learning Paths, an AI platform that integrates artificial intelligence with gamification to provide personalized and engaging learning experiences for learners of all ages. This platform uses AI algorithms to assess each learner's performance, preferences, and engagement, tailoring content to individual needs. It dynamically adjusts educational materials in real-time, incorporating game mechanics such as points, badges, leaderboards, and challenges to enhance the learning journey.

In July 2023, Naseej, a Saudi Arabia-based technology company, acquired a majority stake in Appsinnovate for an undisclosed amount. This acquisition strengthens Naseej's ability to offer interactive and engaging learning experiences to its higher education and enterprise clients. Appsinnovate, an Egypt-based provider of gamification in learning, will enable Naseej to expand its portfolio of gamified educational solutions.

Major players in the gamification in learning market are Microsoft Corporation, Cognizant Technology Solutions Corporation, Duolingo Inc., MPS Interactive Systems Ltd., EI Technologies, ELB Learning (formerly known as eLearning Brothers), Ambition Software, Allen Communication Learning Services, CommLab India Pvt. Ltd., Keeves Technologies Pvt. Ltd., SweetRush Inc., Learning Pool Ltd., VK Creative Learning Solutions, Bunchball Inc., International Business Machines Corporation, eWyse Technologies, QuoDeck Technologies Pvt. Ltd., GameApp Studios, Indusgeeks Solutions Pvt. Ltd., Edurigo Technologies Pvt. Ltd.

North America was the largest region in the gamification in learning market in 2024. The regions covered in gamification in learning report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the gamification in learning market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The gamification in learning market consists of revenues earned by entities by providing services such as learning management system integration, interactive assessments and quizzes, progress tracking and analytics. The market value includes the value of related goods sold by the service provider or included within the service offering. The gamification in learning market also includes sales of educational games, gamified mobile apps, simulation-based learning tools and interactive ebooks. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Gamification In Learning Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on gamification in learning market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for gamification in learning ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The gamification in learning market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Educational Institutions: Vocational Training Centers; K-12 Schools; Higher Education Institutions; Online Learning Platforms
  • 2) By Corporate Training: Employee Onboarding Programs; Sales Training; Technical Skills Development; Leadership And Management Training
  • 3) By Health And Wellness: Nutrition And Lifestyle Education; Fitness And Physical Health Programs; Medical Training And Certification; Mental Health Awareness Programs
  • 4) By Consumer Engagement And Marketing: Community Building Initiatives; Brand Loyalty Programs; Product Knowledge Training; Customer Feedback And Education
  • Subsegments:
  • 1) By Vocational Training Centers: Technical Skill Development; Certification Programs; Corporate Training; Apprenticeships And Internships
  • 2) By K-12 Schools: Primary Schools; Secondary Schools; Special Education Institutions; After-School Programs
  • 3) By Higher Education Institutions: Universities And Colleges; Technical Institutes; Professional Development Programs; Research And Postgraduate Programs
  • 4) By Online Learning Platforms: MOOCs (Massive Open Online Courses); E-Learning Platforms for Corporate Training; EdTech Startups; Virtual Learning Environments (VLEs)
  • Companies Mentioned: Microsoft Corporation; Cognizant Technology Solutions Corporation; Duolingo Inc.; MPS Interactive Systems Ltd.; EI Technologies
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Gamification In Learning Market Characteristics

3. Gamification In Learning Market Trends And Strategies

4. Gamification In Learning Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Gamification In Learning Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Gamification In Learning PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Gamification In Learning Market Growth Rate Analysis
  • 5.4. Global Gamification In Learning Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Gamification In Learning Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Gamification In Learning Total Addressable Market (TAM)

6. Gamification In Learning Market Segmentation

  • 6.1. Global Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Vocational Training Centers
  • K-12 Schools
  • Higher Education Institutions
  • Online Learning Platforms
  • 6.2. Global Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Employee Onboarding Programs
  • Sales Training
  • Technical Skills Development
  • Leadership And Management Training
  • 6.3. Global Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Nutrition And Lifestyle Education
  • Fitness And Physical Health Programs
  • Medical Training And Certification
  • Mental Health Awareness Programs
  • 6.4. Global Gamification In Learning Market, Segmentation By Consumer Engagement And Marketing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Community Building Initiatives
  • Brand Loyalty Programs
  • Product Knowledge Training
  • 6.5. Global Gamification In Learning Market, Sub-Segmentation Of Vocational Training Centers, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Technical Skill Development
  • Certification Programs
  • Corporate Training
  • Apprenticeships And Internships
  • 6.6. Global Gamification In Learning Market, Sub-Segmentation Of K-12 Schools, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Primary Schools
  • Secondary Schools
  • Special Education Institutions
  • After-School Programs
  • 6.7. Global Gamification In Learning Market, Sub-Segmentation Of Higher Education Institutions, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Universities And Colleges
  • Technical Institutes
  • Professional Development Programs
  • Research And Postgraduate Programs
  • 6.8. Global Gamification In Learning Market, Sub-Segmentation Of Online Learning Platforms, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • MOOCs (Massive Open Online Courses)
  • E-Learning Platforms for Corporate Training
  • EdTech Startups
  • Virtual Learning Environments (VLEs)

7. Gamification In Learning Market Regional And Country Analysis

  • 7.1. Global Gamification In Learning Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Gamification In Learning Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Gamification In Learning Market

  • 8.1. Asia-Pacific Gamification In Learning Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Gamification In Learning Market

  • 9.1. China Gamification In Learning Market Overview
  • 9.2. China Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Gamification In Learning Market

  • 10.1. India Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Gamification In Learning Market

  • 11.1. Japan Gamification In Learning Market Overview
  • 11.2. Japan Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Gamification In Learning Market

  • 12.1. Australia Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Gamification In Learning Market

  • 13.1. Indonesia Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Gamification In Learning Market

  • 14.1. South Korea Gamification In Learning Market Overview
  • 14.2. South Korea Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Gamification In Learning Market

  • 15.1. Western Europe Gamification In Learning Market Overview
  • 15.2. Western Europe Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Gamification In Learning Market

  • 16.1. UK Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Gamification In Learning Market

  • 17.1. Germany Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Gamification In Learning Market

  • 18.1. France Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Gamification In Learning Market

  • 19.1. Italy Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Gamification In Learning Market

  • 20.1. Spain Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Gamification In Learning Market

  • 21.1. Eastern Europe Gamification In Learning Market Overview
  • 21.2. Eastern Europe Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Gamification In Learning Market

  • 22.1. Russia Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Gamification In Learning Market

  • 23.1. North America Gamification In Learning Market Overview
  • 23.2. North America Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Gamification In Learning Market

  • 24.1. USA Gamification In Learning Market Overview
  • 24.2. USA Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Gamification In Learning Market

  • 25.1. Canada Gamification In Learning Market Overview
  • 25.2. Canada Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Gamification In Learning Market

  • 26.1. South America Gamification In Learning Market Overview
  • 26.2. South America Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Gamification In Learning Market

  • 27.1. Brazil Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Gamification In Learning Market

  • 28.1. Middle East Gamification In Learning Market Overview
  • 28.2. Middle East Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Gamification In Learning Market

  • 29.1. Africa Gamification In Learning Market Overview
  • 29.2. Africa Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Gamification In Learning Market Competitive Landscape And Company Profiles

  • 30.1. Gamification In Learning Market Competitive Landscape
  • 30.2. Gamification In Learning Market Company Profiles
    • 30.2.1. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Cognizant Technology Solutions Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Duolingo Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. MPS Interactive Systems Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. EI Technologies Overview, Products and Services, Strategy and Financial Analysis

31. Gamification In Learning Market Other Major And Innovative Companies

  • 31.1. ELB Learning (formerly known as eLearning Brothers)
  • 31.2. Ambition Software
  • 31.3. Allen Communication Learning Services
  • 31.4. CommLab India Pvt. Ltd.
  • 31.5. Keeves Technologies Pvt. Ltd.
  • 31.6. SweetRush Inc.
  • 31.7. Learning Pool Ltd.
  • 31.8. VK Creative Learning Solutions
  • 31.9. Bunchball Inc.
  • 31.10. International Business Machines Corporation
  • 31.11. eWyse Technologies
  • 31.12. QuoDeck Technologies Pvt. Ltd.
  • 31.13. GameApp Studios
  • 31.14. Indusgeeks Solutions Pvt. Ltd.
  • 31.15. Edurigo Technologies Pvt. Ltd.

32. Global Gamification In Learning Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Gamification In Learning Market

34. Recent Developments In The Gamification In Learning Market

35. Gamification In Learning Market High Potential Countries, Segments and Strategies

  • 35.1 Gamification In Learning Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Gamification In Learning Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Gamification In Learning Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer