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市場調查報告書

教育用遊戲化的全球市場:2016年∼2020年

Global Education Gamification Market 2016-2020

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 340625
出版日期 內容資訊 英文 58 Pages
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教育用遊戲化的全球市場:2016年∼2020年 Global Education Gamification Market 2016-2020
出版日期: 2016年11月25日 內容資訊: 英文 58 Pages
簡介

全球教育用遊戲化市場,預計2016年∼2020年以66.22%的年複合成長率成長。

本報告提供全球教育用遊戲化市場相關調查分析,市場規模與成長率,市場趨勢,市場的推動要素與課題,市場機會驗證,主要供應商等相關的系統性資訊。

第1章 摘要整理

  • 亮點

第2章 調查範圍

  • 市場概要
  • 主要供應商產品
  • 其他卓越供應商

第3章 市場調查手法

  • 調查手法
  • 經濟指標

第4章 簡介

  • 主要市場亮點

第5章 市場形勢

  • 市場概要
  • 波特的五力分析

第6章 市場區隔:各終端用戶

  • 各終端用戶
  • K-12學校
  • 高等教育機關

第7章 地理區分

  • 各地區
  • 南北美洲
  • 歐洲、中東、非洲
  • 亞太地區

第8章 推動市場要素

第9章 推動因素的影響

第10章 市場課題

第11章 推動因素與課題的影響

第12章 市場趨勢

第13章 業者情勢

  • 競爭模式
  • 競爭的基準

第14章 主要供應商分析

  • Badgeville
  • Bunchball
  • Classcraft Studios
  • GoGo Labs

第15章 附錄

  • 簡稱一覽

第16章 關於Technavio

圖表

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目錄
Product Code: IRTNTR10918

About Education Gamification

Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms.

Technavio's analysts forecast the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Education Gamification Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Badgeville
  • Bunchball
  • Classcraft Studios
  • GoGo Labs

Other Prominent Vendors

  • 6waves
  • Fundamentor
  • Gametize
  • GradeCraft
  • Kuato Studios
  • Kungfu-Math
  • Recurrence

Market driver

  • Stronger focus on experiential and inquiry-based learning.
  • For a full, detailed list, view our report

Market challenge

  • Stronger focus on experiential and inquiry-based learning.
  • For a full, detailed list, view our report

Market trend

  • Increased awareness among teachers due to professional development.
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Top-vendor offerings
  • Other prominent vendors

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

  • Market overview
  • Five forces analysis

PART 06: Market segmentation by end-user

  • Global education gamification market segmentation by end-users
  • Global K-12 education gamification market
  • Global higher education gamification market

PART 07: Geographical segmentation

  • Global education gamification market by geography
  • Education gamification market in Americas
  • Education gamification market in EMEA
  • Education gamification market in APAC

PART 08: Market drivers

  • Stronger focus on experiential and inquiry-based learning
  • Rise of digital badges as credentials
  • Improvement in game development engines
  • Need for improved student and faculty experience

PART 09: Impact of drivers

PART 10: Market challenges

  • Threat from simulation-based learning market
  • Limitations on curriculum integration
  • Weak metrics to assess effectiveness of gamification
  • Skewed awareness of education gamification

PART 11: Impact of drivers and challenges

PART 12: Market trends

  • Increase in e-learning
  • Increased awareness among teachers due to professional development
  • Rising use of AR and VR in education gamification

PART 13: Vendor landscape

  • Competitive scenario
  • Competitive benchmarking

PART 14: Key vendor analysis

  • Badgeville
  • Bunchball
  • Classcraft Studios
  • GoGo Labs

PART 15: Appendix

  • List of abbreviations

PART 16: Explore Technavio

List of Exhibits

  • Exhibit 01: Countries considered for market analysis
  • Exhibit 02: Product offerings
  • Exhibit 03: Other prominent vendors
  • Exhibit 04: Major differences between game-based learning and gamification.
  • Exhibit 05: Relation between game mechanics and game dynamics
  • Exhibit 06: Gamification implementation: Key steps
  • Exhibit 07: Impact areas of gamification in the education sector
  • Exhibit 08: Global education gamification market 2015-2020 ($ millions)
  • Exhibit 09: Five forces analysis
  • Exhibit 10: Global education gamification market segmentation by end-users 2015-2020 (%)
  • Exhibit 11: Global education gamification market segmentation by end-users 2015-2020 ($ millions)
  • Exhibit 12: Global K-12 education gamification market 2015-2020 ($ millions)
  • Exhibit 13: Global higher education gamification market 2015-2020 ($ millions)
  • Exhibit 14: Global education gamification market by geography 2015-2020 (% share)
  • Exhibit 15: Global education gamification market by geography 2015-2020 ($ millions)
  • Exhibit 16: Education gamification market in Americas 2015-2020 ($ millions)
  • Exhibit 17: Distribution of education market in North America by segment 2015 (% share)
  • Exhibit 18: Education gamification market in Europe 2015-2020 ($ millions)
  • Exhibit 19: Education gamification market in APAC 2015-2020 ($ millions)
  • Exhibit 20: IT spending in higher education in APAC 2015-2020 ($ billions)
  • Exhibit 21: Global digital badges in education market 2015-2020 ($ millions)
  • Exhibit 22: Process of educational game creation
  • Exhibit 23: Major game engines in the market
  • Exhibit 24: Comparison of effectiveness of prominent learning methods
  • Exhibit 25: Impact of drivers
  • Exhibit 26: Global simulation learning in higher education market 2015-2020 ($ millions)
  • Exhibit 27: Impact of drivers and challenges
  • Exhibit 28: Global e-learning market 2015-2020 ($ billions)
  • Exhibit 29: Vendor matrix
  • Exhibit 30: Strategic initiatives
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