Gamification in Education Market

Key players have adopted various strategies to grow in the global Gamification in Education Market

scoring, competitions, badges in digital forms, leaderboards, etc., to promote active learning in educational institutes as well as corporates. MarketsandMarkets expects the gamification in education market size to grow from USD 450 million in 2018 to USD 1,800 million by 2023, at a Compound Annual Growth Rate (CAGR) of 32.0% during the forecast period.

The key and emerging market players include Bunchball (US), NIIT (India), Microsoft (US), MPS Interactive (India), D2L Corporation (Canada), Top Hat (Canada), Cognizant (US), Classcraft Studios (Canada), Recurrence Inc. (US), Fundamentor (India), Kahoot (Norway), Google (US), and BlueRabbit (Mexico). These players have adopted various strategies to grow in the global gamification in education market.

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NIIT is a global leader in skills and talent development and provides learning management and training delivery solutions to corporations, institutions, and individuals. The company offers a wide range of gamification solutions for enhanced learning and engagement experience. NIIT offers several solutions, which include the capabilities of new technologies such as AR/VR and simulation tools. It operates through three business segments: Corporate Learning Group (CLG), Skills and Careers Group (SNC), and School Learning Group (SLG). In November 2017, NIIT entered into a strategic partnership with UP! Your Service, a global service education and consulting company. With this partnership, NIIT aims to create a huge difference in the way organizations work.

Bunchball is one of the top players in the gamification in education market. The company has launched the world’s first gamification platform named Nitro. It offers cloud-based gamification platforms and solutions. The company provides solutions for training, learning and employee development, boosting employee collaboration, certification and compliance, and engagement of service and support teams. In May 2017, Bunchball entered into a partnership with Carahsoft Technology Corp, an IT solutions provider to government. This partnership is aimed to enhance the reach of Bunchball’s gamification platform Nitro to the public sector.

Related Reports:

Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023

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Gamification in Education Market Size,  Share & Growth Report
Report Code
TC 6946
RI Published ON
3/1/2019
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