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教育分野におけるゲーミフィケーションの世界市場規模:オファリング別、展開形態別、エンドユーザー別、地域範囲別および予測

Global Gamification in Education Market Size By Offering (Software, Services), By Deployment Mode (Cloud, On-premises), By End-User (Academic, Corporate Training), By Geographic Scope And Forecast


出版日
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英文 202 Pages
納期
2~3営業日
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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=144.76円
教育分野におけるゲーミフィケーションの世界市場規模:オファリング別、展開形態別、エンドユーザー別、地域範囲別および予測
出版日: 2025年05月02日
発行: Verified Market Research
ページ情報: 英文 202 Pages
納期: 2~3営業日
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概要

教育分野におけるゲーミフィケーションの市場規模と予測

教育分野におけるゲーミフィケーション市場規模は、2024年に19億4,598万米ドルと評価され、2026~2032年にかけて31.29%のCAGRで成長し、2032年には171億7,873万米ドルに達すると予測されます。

  • 教育分野におけるゲーミフィケーションとは、ゲームの側面やアイデアを学習環境に応用し、生徒のエンゲージメントやモチベーションを高めるプロセスです。ポイント、バッジ、リーダーボード、即時フィードバック、ストーリーテリングなど、従来型学問的要素をゲーム的要素に統合することを伴います。
  • 教育分野におけるゲーミフィケーションは、教室のアバターの作成、タスクの完了や学習習慣の表示に対するバッジの報酬、生徒が選択できるクエストへの学習目標の変換、古典的なゲームと学校の教科との関連付けなどによく使われています。ゲーミフィケーションは、学習をより魅力的でエキサイティングなものにし、生徒の参加意欲、態度、成績、楽しみを向上させることを最終目標としています。

教育分野におけるゲーミフィケーションの市場力学

教育分野におけるゲーミフィケーション市場を形成している主要市場力学は以下の通りです。

主要市場促進要因

  • デジタル学習プラットフォームの採用増加:eラーニングプラットフォームの急速な拡大が、教育分野におけるゲーミフィケーションの可能性を高めています。世界経済フォーラムの試算によると、世界のeラーニング市場は2025年までに3,250億米ドルに達し、2020~2025年にかけてCAGR7%で上昇すると予想されています。このようなデジタル学習環境の普及は、生徒のエンゲージメントと学習成果を向上させるゲーミフィケーション戦術にとって理想的な雰囲気を作り出しています。
  • 学習成果の向上における有効性の認識の高まり:ゲーミフィケーションが生徒のモチベーションや知識の定着を向上させるという価値を、教育関係者や組織が認識するようになってきています。Journal of Educational Technology & Societyに掲載された研究では、ゲーミフィケーションによる学習体験に参加した学生は、従来型学習環境に参加した学生よりも、スキルベースの知識評価で14%高いスコアを獲得したことが判明しています。
  • パーソナライズされた適応的な学習体験に対する需要の高まり:ゲーミフィケーションは、よりパーソナライズされた、即応性の高い教育コンテンツを可能にします。米国教育省のNational Education Technology Planは、個別化学習の重要性を強調しており、個別化学習手法を採用している学校では、主要な学力測定において最大30%の改善が見られると述べています。ゲーミフィケーションのアプローチは、適応可能な個別学習体験を開発するための重要なツールです。

主要課題

  • 変化への反対:伝統的教育機関は、確立された手順や現在の教育手法を破壊することへの懸念から、ゲーミフィケーションの採用をためらっています。ゲーミフィケーションの利点や授業への導入に関する情報や理解が不足しているため、教育者、管理者、利害関係者の間で受け入れが進まないです。
  • コストへの影響:財政に余裕のない教育機関にとって、ゲーミフィケーションツールやプラットフォームの導入に伴う初期設定費用は高すぎる。また、質の高い教育用ゲームコンテンツの作成には、特定の知識やリソースが必要であるが、教育機関によってはその習得が困難な場合もあります。

主要動向

  • AIの統合:ゲーミフィケーション技術への人工知能の導入は、学習体験に革命をもたらしています。AIは、生徒一人ひとりのスキルレベルや興味に合わせて課題や報酬を調整することで、パーソナライズされた学習を提供し、画一的なモデルから脱却します。この動向はエンゲージメントを高め、学習者がパーソナライズされた教育体験を受けられるようにし、最終的に学習成果とモチベーションを向上させます。
  • 超パーソナライゼーション:ゲーミフィケーションの人気が高まるにつれ、学習環境の超パーソナライズ化が重視されるようになっています。このコンセプトは、学習者個人の嗜好やパフォーマンスデータに合わせてゲーミフィケーション体験を調整することを意味します。ユーザーとのインタラクションのデータを利用して、教育プラットフォームは個々の学習経路に対応した特定の課題や報酬を提供することができ、生徒のエンゲージメントとモチベーションを高め、より効果的な学習体験を生み出すことができます。
  • IoTの統合:モノのインターネット(IoT)とゲーミフィケーションの統合は、インタラクティブでアダプティブな学習環境を改善します。この動向は、相互接続されたデバイスからのリアルタイムのデータ収集を可能にし、教育者が特定の生徒のためにゲーミフィケーションによるトレーニングをパーソナライズすることを可能にします。IoTデータを使用することで、教育者は即座にフィードバックを提供し、批判的思考や問題解決能力を促進する没入型の体験を構築することができ、教育プロセスを改善し、生徒の関心を維持することができます。

目次

第1章 イントロダクション

  • 市場の定義
  • 市場セグメンテーション
  • 調査手法

第2章 エグゼクティブサマリー

  • 主要調査結果
  • 市場概要
  • 市場ハイライト

第3章 市場概要

  • 市場規模と成長の可能性
  • 市場動向
  • 市場促進要因
  • 市場抑制要因
  • 市場機会
  • ポーターのファイブフォース分析

第4章 教育分野におけるゲーミフィケーション市場:展開形態別

  • クラウド
  • オンプレミス

第5章 教育分野におけるゲーミフィケーション市場:オファリング別

  • ソフトウェア
  • サービス

第6章 教育分野におけるゲーミフィケーション市場:エンドユーザー別

  • 学術
  • 企業研修

第7章 地域別分析

  • 北米
  • 米国
  • カナダ
  • メキシコ
  • 欧州
  • 英国
  • ドイツ
  • フランス
  • イタリア
  • アジア太平洋
  • 中国
  • 日本
  • インド
  • オーストラリア
  • ラテンアメリカ
  • ブラジル
  • アルゼンチン
  • チリ
  • 中東・アフリカ
  • 南アフリカ
  • サウジアラビア
  • アラブ首長国連邦

第8章 市場力学

  • 市場促進要因
  • 市場抑制要因
  • 市場機会
  • COVID-19の市場への影響

第9章 競合情勢

  • 主要企業
  • 市場シェア分析

第10章 企業プロファイル

  • Middleby Corporation
  • JBT Corporation
  • Illinois Tool Works Inc. (ITW)
  • Marlen International
  • Formax (Provisur Technologies)
  • Bettcher Industries, Inc.
  • Titan Products, Inc.
  • Marel hf
  • Krones AG

第11章 市場展望と機会

  • Emerging Technologies
  • Future Market Trends
  • Investment Opportunities

第12章 市場展望付録

  • 略語リスト
  • 供給源と参考文献
目次
Product Code: 36245

Gamification in Education Market Size and Forecast

Gamification in Education Market size was valued at USD 1945.98 Million in 2024 and is projected to reach USD 17178.73 Million by 2032, growing at a CAGR of 31.29% from 2026 to 2032.

  • Gamification in education is the process of applying game aspects and ideas into learning environments to boost student engagement and motivation. It entails integrating traditional academic components into gaming elements, such as points, badges, leaderboards, instant feedback, and storytelling.
  • Gamification in education is commonly used to create classroom avatars, reward badges for completing tasks or displaying learning habits, transform learning objectives into quests for students to pick from, and tie classic games to school subjects. Gamification strives to make learning more engaging and exciting, with the ultimate goal of increasing student participation, attitude, performance, and enjoyment.

Gamification in Education Market Dynamics

The key market dynamics that are shaping the gamification in education market include:

Key Market Drivers

  • Increasing Adoption of Digital Learning Platforms: The rapid expansion of e-learning platforms has increased the prospects for gamification in education. According to a World Economic Forum estimate, the worldwide e-learning market is expected to reach $325 billion by 2025, rising at a 7% CAGR between 2020 and 2025. This proliferation of digital learning environments creates an ideal atmosphere for gamification tactics to improve student engagement and learning results.
  • Growing Recognition of Effectiveness in Improving Learning Outcomes: Educators and organizations are increasingly recognizing the value of gamification in improving student motivation and knowledge retention. A study published in the Journal of Educational Technology & Society discovered that students who engaged in gamified learning experiences scored 14% higher on skill-based knowledge assessments than those in traditional learning environments.
  • Rising Demand for Personalized and Adaptive Learning Experiences: Gamification enables more personalized and responsive instructional content. The National Education Technology Plan of the United States Department of Education highlights the importance of personalized learning, stating that schools that employ personalized learning methodologies experience up to a 30% improvement in key academic measures. Gamification approaches are important tools for developing adaptable, individualized learning experiences.

Key Challenges:

  • Opposition to Change: Traditional educational institutions are hesitant to adopt gamification due to established procedures and concerns about disrupting present teaching methodologies. The lack of information or comprehension of gamification's benefits and implementation in the classroom impedes its acceptance among educators, administrators, and stakeholders.
  • Cost Repercussions: For educational institutions with limited finances, the initial setup costs associated with gamification tools and platform adoption are too expensive. The creation of high-quality educational game content necessitates specific knowledge and resources, which some institutions find difficult to acquire.

Key Trends:

  • AI Integration: The introduction of artificial intelligence into gamification technologies is revolutionizing learning experiences. AI provides personalized learning by tailoring challenges and rewards to each student's skill level and interests, moving away from a one-size-fits-all model. This trend increases engagement and ensures that learners receive personalized educational experiences, ultimately enhancing learning outcomes and motivation as students interact with content that speaks to their specific needs.
  • Hyper-Personalization: As gamification grows increasingly popular, the emphasis is turning to hyper-personalized learning environments. This concept involves tailoring gamified experiences to learners' individual preferences and performance data. Using data from user interactions, educational platforms can provide particular challenges and rewards that correspond to individual learning paths, driving deeper engagement and motivation among students and creating a more effective learning experience.
  • IoT Integration: The integration of the Internet of Things (IoT) and gamification improves interactive and adaptive learning environments. This trend enables real-time data collection from interconnected devices, allowing educators to personalize gamified workouts for specific students. Using IoT data, educators can provide immediate feedback and build immersive experiences that promote critical thinking and problem-solving abilities, improving the educational process and keeping students engaged.

Global Gamification in Education Market Regional Analysis

Here is a more detailed regional analysis of the gamification in education market:

North America:

  • According to Verified Market Research, North America is estimated to dominate the gamification in the education market over the forecast period. North America is at the forefront of integrating technology into education, making it an ideal environment for gamification. According to a report from the United States Department of Education, 98% of public schools had high-speed internet connectivity in 2019, up from 77% in 2013. This ubiquitous connectivity allows for the adoption of gamified learning platforms throughout educational institutions.
  • Furthermore, the push for STEM (Science, Technology, Engineering, and Mathematics) education in North America is consistent with gamification methods. STEM occupations are expected to rise 8.8% by 2028, whereas non-STEM occupations will grow at a rate of 5.0%. This emphasis on STEM disciplines has resulted in an increased use of gamified learning tools, particularly in these fields, to engage students and improve learning results.

Asia Pacific:

  • The Asia Pacific region is estimated to exhibit the highest growth within the market during the forecast period. The Asia Pacific region has a large youth population, which drives demand for novel educational approaches. According to the United Nations Economic and Social Commission for Asia and the Pacific (ESCAP), the region has 60% of the world's youth population, or over 700 million people aged 15 to 24. This sizable juvenile population presents a significant market for gamified educational solutions designed to interest young students.
  • Furthermore, many countries in the Asia-Pacific region are establishing legislation to support digital education, which is indirectly benefiting the gamification business. For example, India's National Education Policy 2020 stresses the incorporation of technology into education. The initiative seeks to increase higher education's gross enrollment ratio to 50% by 2035, up from 26.3% in 2018. This trend towards digital education creates opportunities for gamified learning solutions to enhance engagement and learning outcomes.

Europe:

  • Europe region is estimated to exhibit substantial growth within the market during the forecast period. Europe has a strong digital infrastructure, which facilitates the use of gamified learning tools. According to Eurostat, in 2021, 90% of EU households have internet connectivity, with 88% having broadband connections. This high level of connectivity lays the groundwork for applying gamification in education throughout the region, thereby propelling market growth.
  • Furthermore, European educational institutions are progressively using individualized learning approaches, which are compatible with gamification strategies. The European Commission's Digital Education Action Plan (2021-2027) highlights the value of tailored learning experiences. According to research conducted by the European Commission, 75% of European instructors agree that digital technology can assist individualized learning. This trend is driving the introduction of gamified instructional tools that may be tailored to particular student needs.

Global Gamification in Education Market: Segmentation Analysis

The Global Gamification in Education Market is segmented based on Offering, Deployment Mode, End-User, and Geography.

Gamification in Education Market, By Offering

  • Software
  • Services

Based on Offering, the Gamification in Education Market is segmented into Software and Services. The software segment is estimated to dominate the gamification in education market due to an increase in demand for gamified learning platforms and tools that make it easier to integrate gaming aspects into educational settings. Educational institutions are increasingly implementing software solutions to improve student engagement and motivation, utilizing features such as progress tracking, reward systems, and interactive content. As technology advances, the software industry is projected to maintain its dominant position, pushing innovation in educational methods.

Gamification in Education Market, By Deployment Mode

  • Cloud
  • On-premises

Based on Deployment Mode, the Gamification in Education Market is segmented into Cloud and On-premises. The on-premises segment is estimated to dominate the market the gamification in education market. This inclination derives from educational institutions' desire to have more control over their data and infrastructure, allowing them to tailor solutions to individual needs while maintaining tight data protection. On-premises systems are especially popular among enterprises with stringent compliance requirements or limited internet connectivity, making them a dependable option for many traditional educational settings.

Gamification in Education Market, By End-User

  • Academic
  • K-12
  • Higher Education
  • Corporate Training
  • Small and Medium Enterprises (SMEs)
  • Large Enterprises

Based on End-User, the Gamification in Education Market is divided into Academic and Corporate Training. The academic segment is estimated to dominate the market over the forecast period. This dominance is being driven by a rising understanding of gamification's usefulness in improving student engagement, motivation, and learning outcomes. Educational institutions are increasingly using gamified tools to provide dynamic and immersive learning experiences, altering traditional teaching approaches. The emphasis on boosting knowledge retention and academic achievement reinforces the academic segment's market leadership.

Gamification in Education Market, By Geography

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World

Based on Geography, the gamification in education market is classified into North America, Europe, Asia Pacific, and the Rest of the World. North America is estimated to dominate during the forecasted period owing to its advanced technical landscape and major investments in educational technology. Gamified learning platforms are being used by regional universities to increase student engagement and motivation. With a strong emphasis on creative learning approaches and increasing acceptance of digital learning tools, North America is well-positioned to dominate the industry, creating an atmosphere suitable for the incorporation of gamification in educational settings.

Key Players

  • The "Gamification in Education Market" study report will provide valuable insight with an emphasis on the global market. The major players in the market are Middleby Corporation, GEA Group AG, JBT Corporation, Illinois Tool Works, Inc. (ITW), Marlen International, Formax (Provisur Technologies), Bettcher Industries, Inc., Titan Products, Inc., Marel hf, and Krones AG.

Our market analysis also entails a section solely dedicated to such major players wherein our analysts provide an insight into the financial statements of all the major players, along with product benchmarking and SWOT analysis. The competitive landscape section also includes key development strategies, market share, and market ranking analysis of the above-mentioned players globally.

  • Gamification in Education Market Recent Developments
  • In September 2023, Classcraft announced the release of additional features to improve its gamification platform for educators. The changes include new analytics tools that will help teachers track student engagement and performance more efficiently. This move is part of Classcraft's continued attempts to incorporate gamification into the classroom, making learning more dynamic and entertaining for students.
  • In October 2023, MPS Interactive announced ambitions to expand its gamified learning products into additional foreign markets. The company intends to use its expertise in educational technology to provide unique gamification solutions that improve learning outcomes. This expansion is projected to dramatically improve the availability of gamified education in areas with a strong demand for digital learning solutions.
  • In August 2023, D2L announced a strategic agreement with a top game development studio to produce immersive learning experiences with gamification components. This cooperation intends to create interactive educational content that engages students and encourages deeper learning using game-based strategies. The relationship demonstrates D2L's dedication to improving educational results through innovative technological solutions.

TABLE OF CONTENTS

1. Introduction

  • Market Definition
  • Market Segmentation
  • Research Methodology

2. Executive Summary

  • Key Findings
  • Market Overview
  • Market Highlights

3. Market Overview

  • Market Size and Growth Potential
  • Market Trends
  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Porter's Five Forces Analysis

4. Gamification In Education Market, By Deployment Mode

  • Cloud
  • On Premise

5. Gamification In Education Market, By Offering

  • Software
  • Services

6. Gamification In Education Market, By End User

  • Academic
  • Corporate Training

7. Regional Analysis

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • United Kingdom
  • Germany
  • France
  • Italy
  • Asia-Pacific
  • China
  • Japan
  • India
  • Australia
  • Latin America
  • Brazil
  • Argentina
  • Chile
  • Middle East and Africa
  • South Africa
  • Saudi Arabia
  • UAE

8. Market Dynamics

  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Impact of COVID-19 on the Market

9. Competitive Landscape

  • Key Players
  • Market Share Analysis

10. Company Profiles

1. Middleby Corporation

2. GEA Group AG

3. JBT Corporation

4. Illinois Tool Works Inc. (ITW)

5. Marlen International

6. Formax (Provisur Technologies)

7. Bettcher Industries, Inc.

8. Titan Products, Inc.

9. Marel hf

10. Krones AG

11. Market Outlook and Opportunities

  • Emerging Technologies
  • Future Market Trends
  • Investment Opportunities

12. Appendix

  • List of Abbreviations
  • Sources and References