The Implementation of BYOD in the Americas is Fueling the Growth in the Global Education Gamification Market: Technavio

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Technavio, a tech-focused market research firm, has published a new report on the global education gamification market, which is expected to experience an impressive growth rate with a CAGR of more than 66% during the forecast period.

This latest report by Technavio covers the market outlook and growth prospects of the global education gamification market for 2016-2020, considering 2015 as the base year. In addition, an overview of the market, key leading countries, vendor landscape, and a detailed analysis of the top vendors operating in this market are covered in the report.

Based on geographical division, Technavio market researchers segment the global education gamification market into the following key regions: The Americas, APAC, and EMEA.

Geographical segmentation of the global education gamification market for 2015 (market share %)

Americas

57.71%

EMEA

22.83%

APAC

19.46%

                                                                                 Source: Technavio

The Americas: largest revenue generating region for education gamification

The global education gamification market in the Americas was valued at over $680 million in 2015 and is predicted to grow at a CAGR of around 66% by 2020. The implementation of bring-your-own-device (BYOD) in educational institutions and increasing mobile Internet browsing by students will fuel the growth in the American market. The US contributed the largest revenue in the region during 2015. The availability of excellent IT infrastructure is prompting the implementation of virtual classrooms across the US and increasing the demand for education gamification. This method is emerging to complement and enhance the traditional core curricula of STEM and non-STEM courses. The adoption of educational gamification by various institutions is changing the learning delivery paradigms and helps in incorporating inquiry-based and experiential learning modules.

The availability of consumer electronics gadgets such as e-book readers, tablets, and laptops and uninterrupted Internet connectivity is initiating the digitalization of education in the US. The educational institutions are upgrading their hardware to adopt various advanced applications and educational technologies such as simulation and serious games.  The integration of CCSS and Next Generation Science Standards (NGSS) and incorporation of personalized learning experiences will increase the demand for education gamification in the American market,” says Jhansi Mary, a lead analyst at Technavio, specializing in research on education technology.

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Education gamification market in EMEA

The global education gamification market in EMEA was valued at around $236 million in 2015 and is predicted to grow at a CAGR of close to 62% by 2020. The European market is witnessing the implementation education gamification for the delivery of STEM and non-STEM courses. Countries like the UK, Germany, France, and Spain will emerge as the revenue generators in the market during the forecast period. The improvement of facilities and digitalization of universities and colleges will boost the demand for this technology in the EMEA market. Several institutions in the region are adapting their business strategies to include methodologies that will retain students and increase enrolments in fields. The vendors are focusing on emerging markets in the Middle East and Africa to introduce different serious and simulation games.

Education gamification market in APAC

The global education gamification market in APAC was valued at more than $333 million in 2015 and is predicted to grow at a CAGR of about 79% by 2020. The increasing number of collaborations of global vendors with local players to customize their products for specific customer requirements will make APAC the fastest growing region in the market. China, India, Japan, South Korea, and Southeast Asian countries will contribute the highest revenues in the region. The introduction of new education policies and high enrollment in online education will drive the growth of the market in the region during the forecast period. The increasing demand for STEM-related serious and simulation games is driving the APAC market.

The top leading vendors operating in the global education gamification market are:

  • Badgeville
  • Bunchball
  • Classcraft Studios
  • GoGo Labs

Other prominent vendors in the market include 6waves, Recurrence, Fundamentor, Gametize, GradeCraft, Kuato Studios, and Kungfu-Math.

A more detailed analysis is available in the Technavio report titled, ‘Global Education Gamification Market 2016-2020’. Technavio also customizes reports by other regions and specific segments upon request.

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