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市場調查報告書

教育用遊戲化的全球市場:2015年∼2019年

Global Education Gamification Market: Research Report 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 340625
出版日期 內容資訊 英文 60 Pages
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教育用遊戲化的全球市場:2015年∼2019年 Global Education Gamification Market: Research Report 2015-2019
出版日期: 2015年09月23日 內容資訊: 英文 60 Pages
簡介

全球教育用遊戲化市場預測在2014年∼2019年這段期間將以年複合成長率(CAGR)64.34%的速度成長。

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

第1章 摘要整理

  • 焦點

第2章 調查範圍

  • 市場概要
  • 主要供應商產品

第3章 市場調查手法

  • 調查手法
  • 經濟指標

第4章 簡介

  • 主要市場焦點

第5章 市場形勢

  • 遊戲化的演進
  • 遊戲化的流程
  • 遊戲化的應用領域

第6章 市場概要

  • 認識
  • 感情
  • 社群
  • 市場規模與預測
  • 波特的五力分析

第7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8章 地理區分

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

第9章 推動市場要素

第10章 推動因素的影響

第11章 市場課題

第12章 推動因素與課題的影響

第13章 市場趨勢

第14章 業者情勢

  • 競爭模式
  • 競爭企業分析

第15章 主要供應商分析

  • Badgeville
  • Bunchball
  • Gigya
  • Kuato Studios
  • Lithium Technologies

第16章 其他卓越供應商

第17章 附錄

第18章 關於Technavio

圖表

目錄
Product Code: IRTNTR7080

About gamification

Gamification is the process of implementing game mechanics into non-gaming context to engage users and solve problems. Points, badges, a leaderboard, challenges, and rewards are examples of game mechanics. Gamification does not create real games but uses game techniques to engage students toward comprehensive learning.

Technavio's analysts forecast the global education gamification market to grow at a CAGR of 64.34% over the period 2014-2019.

Covered in this report

The report covers the current scenario and the growth prospects of the global education gamification market for the period of 2015-2019. To calculate the market size, the report considers revenue generated from the sales of gamification solutions for the following end-users:

  • K-12 schools
  • Higher education institutes

Technavio's report, Global Education Gamification Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers Americas, APAC, and EMEA; it also covers the landscape of the market and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key regions

  • Americas
  • EMEA
  • APAC

Key vendors

  • Badgeville
  • Bunchball
  • Gigya
  • Kuato Studios
  • Lithium Technologies

Other Prominent Vendors

  • Big Door
  • Captain Up
  • Crowd Twist
  • Gamify
  • IActionable
  • Pug Pharm

Market driver

  • Increased demand for quality education
  • For a full, detailed list, view our report

Market challenge

  • Differing regional requirements
  • For a full, detailed list, view our report

Market trend

  • Growing adoption of tablets
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2019 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?

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

  • Evolution of gamification
  • Process of gamification
  • Application areas of gamification

PART 06: Market overview

  • Cognitive
  • Emotional
  • Social
  • Market size and forecast
  • Five forces analysis

PART 07: Market segmentation by end-user

  • Global education gamification market segmentation by end-user
  • Global education gamification market by K-12 schools
  • Global education gamification market by higher education institutes

PART 08: Geographical segmentation

  • Global education gamification market by geography 2015-2019
  • Global education gamification market in Americas
  • Global education gamification market in EMEA
  • Global education gamification market in APAC

PART 09: Market drivers

PART 10: Impact of drivers

PART 11: Market challenges

PART 12: Impact of drivers and challenges

PART 13: Market trends

PART 14: Vendor landscape

  • Competitive scenario
  • Competitor analysis

PART 15: Key vendor analysis

  • Badgeville
  • Bunchball
  • Gigya
  • Kuato Studios
  • Lithium Technologies

PART 16: Other prominent vendorsBig Door

PART 17: Appendix

PART 18: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Process of gamification
  • Exhibit 03: Global gamification education market 2015-2019 ($ millions)
  • Exhibit 04: Five forces analysis
  • Exhibit 05: Segmentation of global education gamification market by end-user 2014
  • Exhibit 06: Segmentation of global education gamification market by end-user 2019
  • Exhibit 07: Segmentation of global education gamification market by end-user 2014-2019 ($ millions)
  • Exhibit 08: Segmentation of global education gamification market by end-user 2014-2019
  • Exhibit 09: Global education gamification market by K-12 schools ($ millions)
  • Exhibit 10: Global education gamification market by higher education institutes 2014-2019 ($ millions)
  • Exhibit 11: Segmentation of global education gamification market by end-user 2014-2019 ($ millions)
  • Exhibit 12: Segmentation of global education gamification market by end-user 2014-2019
  • Exhibit 13: Segmentation of global education gamification market by geography 2015
  • Exhibit 14: Segmentation of global education gamification market by geography 2019
  • Exhibit 15: Segmentation of global education gamification market by geography 2015-2019 ($ millions)
  • Exhibit 16: Segmentation of global education gamification market by geography 2015-2019
  • Exhibit 17: Global education gamification market in Americas 2015-2019 ($ millions)
  • Exhibit 18: Global education gamification market in EMEA ($ millions)
  • Exhibit 19: Global education gamification market in APAC ($ millions)
  • Exhibit 20: Segmentation of global education gamification market by geography 2014-2019 ($ millions)
  • Exhibit 21: Segmentation of global education gamification market by geography 2014-2019
  • Exhibit 22: Game-based learning market by educational institutions 2015-2019 ($ millions)
  • Exhibit 23: Impact of drivers
  • Exhibit 24: Impact of drivers and challenges
  • Exhibit 25: Global education tablet revenue ($ billions)
  • Exhibit 26: Global e-learning market 2015-2019 ($ billions)
  • Exhibit 27: Badgeville: Product segmentation
  • Exhibit 28: Gigya: Product portfolio
  • Exhibit 29: Kuato: Product segmentation
  • Exhibit 30: Lithium Technologies: Products and services segmentation
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