Global education gamification market: Key market research findings
- Increase in K-12 classroom education
- Increased adoption of game-based learning in the education sector
Technavio has added a new market research report on the Global education gamification market, to its education gamification portfolio. The global education gamification market is expected to generate around US $713 million between 2015 and 2019. The Americas occupy the highest percentage share of the global education gamification market. Much of this region’s growth can be attributed to the adequate infrastructure and increased adoption of technologies among educational institutes in the North America region.
The new industry research report from Technavio discusses in detail the key drivers and trends responsible for growth, as well as the segments with the maximum growth potential.
“In the recent years, K-12 classroom education has gradually progressed into many digitized versions. The change is evident on smooth transformation of blackboards to smart boards, markers to stylus pens, notebooks to laptops and tablets, and most recently homework assignments to game-based instruction have also started gaining foothold in this market,” says Navin Rajendra, Lead Analyst, Education, Technavio Research.
Game-based learning is gaining prominence in the education sector due to its interactive and entertaining ways of imparting knowledge. Such a learning process allows students to play a game multiple times, letting them to master the game, which consequently results in a better understanding of a given topic. Public and private educational organizations are hugely demanding such games as well as are increasingly adopting various e-learning initiatives.
The major players in the global education gamification market include Badgeville, Bunchball, Gigya, Kuato Studios, and Lithium Technologies. The market has the presence of numerous vendors, especially from North America and Europe. The competition is very intense among vendors because most of them are technologically advanced and use market information to influence consumers.
A more detailed analysis is available in the Technavio report, Global education gamification market 2015-2019.
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