The Market Reports

Call: +1-631-407-1315 / +91-750-729-1479
Email: sales@themarketreports.com

Global Education Gamification Market Research Report 2025

Global Education Gamification Market Research Report 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1713641

No of Pages : 85

Global Education Gamification market is projected to reach US$ million in 2029, increasing from US$ million in 2022, with the CAGR of % during the period of 2023 to 2029. Influencing issues, such as economy environments, COVID-19 and Russia-Ukraine War, have led to great market fluctuations in the past few years and are considered comprehensively in the whole Education Gamification market research.

Key companies engaged in the Education Gamification industry include Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize and GradeCraft, etc. Among those companies, the top 3 players guaranteed % supply worldwide in 2022.

When refers to consumption region, % value of Education Gamification were sold to North America, Europe and Asia Pacific in 2022. Moreover, China, plays a key role in the whole Education Gamification market and estimated to attract more attentions from industry insiders and investors.

Report Scope

This report, based on historical analysis (2018-2022) and forecast calculation (2023-2029), aims to help readers to get a comprehensive understanding of global Education Gamification market with multiple angles, which provides sufficient supports to readers’ strategy and decision making.

By Company

  •     Badgeville
  •     Bunchball
  •     Classcraft Studios
  •     GoGo Labs
  •     6waves
  •     Recurrence
  •     Fundamentor
  •     Gametize
  •     GradeCraft
  •     Kuato Studios
  •     Kungfu-Math

Segment by Type

  •     Augmented Reality (AR) Types
  •     Virtual Reality (VR) Types
  •     Other

Segment by Application

  •     K-12 Education
  •     Higher Education

By Region

  • North America (United States, Canada)
  • Europe (Germany, France, U.K., Italy, Russia)
  • Asia-Pacific (China, Japan, South Korea, India, Australia, China Taiwan, Indonesia, Thailand, Malaysia)
  • Latin America (Mexico, Brazil, Argentina)
  • Middle East & Africa (Turkey, Saudi Arabia, UAE)

The Education Gamification report covers below items:

Chapter 1: Product Basic Information (Definition, Type and Application)
Chapter 2: Global market size, regional market size. Market Opportunities and Challenges
Chapter 3: Companies’ Competition Patterns
Chapter 4: Product Type Analysis
Chapter 5: Product Application Analysis
Chapter 6 to 10: Country Level Value Analysis
Chapter 11: Companies' Outline
Chapter 12: Market Conclusions
Chapter 13: Research Methodology and Data Source

 1 Report Overview
    1.1 Study Scope
    1.2 Market Analysis by Type
        1.2.1 Global Education Gamification Market Size Growth Rate by Type: 2018 VS 2022 VS 2029
        1.2.2 Augmented Reality (AR) Types
        1.2.3 Virtual Reality (VR) Types
        1.2.4 Other
    1.3 Market by Application
        1.3.1 Global Education Gamification Market Growth by Application: 2018 VS 2022 VS 2029
        1.3.2 K-12 Education
        1.3.3 Higher Education
    1.4 Study Objectives
    1.5 Years Considered
    1.6 Years Considered

 2 Global Growth Trends
    2.1 Global Education Gamification Market Perspective (2018-2029)
    2.2 Education Gamification Growth Trends by Region
        2.2.1 Global Education Gamification Market Size by Region: 2018 VS 2022 VS 2029
        2.2.2 Education Gamification Historic Market Size by Region (2018-2023)
        2.2.3 Education Gamification Forecasted Market Size by Region (2024-2029)
    2.3 Education Gamification Market Dynamics
        2.3.1 Education Gamification Industry Trends
        2.3.2 Education Gamification Market Drivers
        2.3.3 Education Gamification Market Challenges
        2.3.4 Education Gamification Market Restraints

 3 Competition Landscape by Key Players
    3.1 Global Top Education Gamification Players by Revenue
        3.1.1 Global Top Education Gamification Players by Revenue (2018-2023)
        3.1.2 Global Education Gamification Revenue Market Share by Players (2018-2023)
    3.2 Global Education Gamification Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
    3.3 Players Covered: Ranking by Education Gamification Revenue
    3.4 Global Education Gamification Market Concentration Ratio
        3.4.1 Global Education Gamification Market Concentration Ratio (CR5 and HHI)
        3.4.2 Global Top 10 and Top 5 Companies by Education Gamification Revenue in 2022
    3.5 Education Gamification Key Players Head office and Area Served
    3.6 Key Players Education Gamification Product Solution and Service
    3.7 Date of Enter into Education Gamification Market
    3.8 Mergers & Acquisitions, Expansion Plans

 4 Education Gamification Breakdown Data by Type
    4.1 Global Education Gamification Historic Market Size by Type (2018-2023)
    4.2 Global Education Gamification Forecasted Market Size by Type (2024-2029)

 5 Education Gamification Breakdown Data by Application
    5.1 Global Education Gamification Historic Market Size by Application (2018-2023)
    5.2 Global Education Gamification Forecasted Market Size by Application (2024-2029)

 6 North America
    6.1 North America Education Gamification Market Size (2018-2029)
    6.2 North America Education Gamification Market Growth Rate by Country: 2018 VS 2022 VS 2029
    6.3 North America Education Gamification Market Size by Country (2018-2023)
    6.4 North America Education Gamification Market Size by Country (2024-2029)
    6.5 United States
    6.6 Canada

 7 Europe
    7.1 Europe Education Gamification Market Size (2018-2029)
    7.2 Europe Education Gamification Market Growth Rate by Country: 2018 VS 2022 VS 2029
    7.3 Europe Education Gamification Market Size by Country (2018-2023)
    7.4 Europe Education Gamification Market Size by Country (2024-2029)
    7.5 Germany
    7.6 France
    7.7 U.K.
    7.8 Italy
    7.9 Russia
    7.10 Nordic Countries

 8 Asia-Pacific
    8.1 Asia-Pacific Education Gamification Market Size (2018-2029)
    8.2 Asia-Pacific Education Gamification Market Growth Rate by Region: 2018 VS 2022 VS 2029
    8.3 Asia-Pacific Education Gamification Market Size by Region (2018-2023)
    8.4 Asia-Pacific Education Gamification Market Size by Region (2024-2029)
    8.5 China
    8.6 Japan
    8.7 South Korea
    8.8 Southeast Asia
    8.9 India
    8.10 Australia

 9 Latin America
    9.1 Latin America Education Gamification Market Size (2018-2029)
    9.2 Latin America Education Gamification Market Growth Rate by Country: 2018 VS 2022 VS 2029
    9.3 Latin America Education Gamification Market Size by Country (2018-2023)
    9.4 Latin America Education Gamification Market Size by Country (2024-2029)
    9.5 Mexico
    9.6 Brazil

 10 Middle East & Africa
    10.1 Middle East & Africa Education Gamification Market Size (2018-2029)
    10.2 Middle East & Africa Education Gamification Market Growth Rate by Country: 2018 VS 2022 VS 2029
    10.3 Middle East & Africa Education Gamification Market Size by Country (2018-2023)
    10.4 Middle East & Africa Education Gamification Market Size by Country (2024-2029)
    10.5 Turkey
    10.6 Saudi Arabia
    10.7 UAE

 11 Key Players Profiles
    11.1 Badgeville
        11.1.1 Badgeville Company Detail
        11.1.2 Badgeville Business Overview
        11.1.3 Badgeville Education Gamification Introduction
        11.1.4 Badgeville Revenue in Education Gamification Business (2018-2023)
        11.1.5 Badgeville Recent Development
    11.2 Bunchball
        11.2.1 Bunchball Company Detail
        11.2.2 Bunchball Business Overview
        11.2.3 Bunchball Education Gamification Introduction
        11.2.4 Bunchball Revenue in Education Gamification Business (2018-2023)
        11.2.5 Bunchball Recent Development
    11.3 Classcraft Studios
        11.3.1 Classcraft Studios Company Detail
        11.3.2 Classcraft Studios Business Overview
        11.3.3 Classcraft Studios Education Gamification Introduction
        11.3.4 Classcraft Studios Revenue in Education Gamification Business (2018-2023)
        11.3.5 Classcraft Studios Recent Development
    11.4 GoGo Labs
        11.4.1 GoGo Labs Company Detail
        11.4.2 GoGo Labs Business Overview
        11.4.3 GoGo Labs Education Gamification Introduction
        11.4.4 GoGo Labs Revenue in Education Gamification Business (2018-2023)
        11.4.5 GoGo Labs Recent Development
    11.5 6waves
        11.5.1 6waves Company Detail
        11.5.2 6waves Business Overview
        11.5.3 6waves Education Gamification Introduction
        11.5.4 6waves Revenue in Education Gamification Business (2018-2023)
        11.5.5 6waves Recent Development
    11.6 Recurrence
        11.6.1 Recurrence Company Detail
        11.6.2 Recurrence Business Overview
        11.6.3 Recurrence Education Gamification Introduction
        11.6.4 Recurrence Revenue in Education Gamification Business (2018-2023)
        11.6.5 Recurrence Recent Development
    11.7 Fundamentor
        11.7.1 Fundamentor Company Detail
        11.7.2 Fundamentor Business Overview
        11.7.3 Fundamentor Education Gamification Introduction
        11.7.4 Fundamentor Revenue in Education Gamification Business (2018-2023)
        11.7.5 Fundamentor Recent Development
    11.8 Gametize
        11.8.1 Gametize Company Detail
        11.8.2 Gametize Business Overview
        11.8.3 Gametize Education Gamification Introduction
        11.8.4 Gametize Revenue in Education Gamification Business (2018-2023)
        11.8.5 Gametize Recent Development
    11.9 GradeCraft
        11.9.1 GradeCraft Company Detail
        11.9.2 GradeCraft Business Overview
        11.9.3 GradeCraft Education Gamification Introduction
        11.9.4 GradeCraft Revenue in Education Gamification Business (2018-2023)
        11.9.5 GradeCraft Recent Development
    11.10 Kuato Studios
        11.10.1 Kuato Studios Company Detail
        11.10.2 Kuato Studios Business Overview
        11.10.3 Kuato Studios Education Gamification Introduction
        11.10.4 Kuato Studios Revenue in Education Gamification Business (2018-2023)
        11.10.5 Kuato Studios Recent Development
    11.11 Kungfu-Math
        11.11.1 Kungfu-Math Company Detail
        11.11.2 Kungfu-Math Business Overview
        11.11.3 Kungfu-Math Education Gamification Introduction
        11.11.4 Kungfu-Math Revenue in Education Gamification Business (2018-2023)
        11.11.5 Kungfu-Math Recent Development

 12 Analyst's Viewpoints/Conclusions

 13 Appendix
    13.1 Research Methodology
        13.1.1 Methodology/Research Approach
        13.1.2 Data Source
    13.2 Disclaimer
    13.3 Author Details

Published By : QY Research

Why ‘The Market Reports’