Leveling Up Learning: Exploring the Education Gamification Market
Education Gamification Market

Leveling Up Learning: Exploring the Education Gamification Market

A recent study conducted by the strategic consulting and market research firm, BlueWeave Consulting, revealed that the global education gamification market was worth USD 697.26 Million in the year 2020. It is estimated to grow at a CAGR of 29.00%, earning revenue of around USD 4144.97 Million by the end of 2027. Various factors are influencing the growth of the global education gamification market. The explosive growth of smartphones and handheld devices has directly caused a giant base for the gamification market. Moreover, the emerging trends of digital education and e-learning are prompting a large number of students to focus on learning and attaining knowledge online. Gamified solutions enable interactive lessons for students to better understand and retain what they have learned. Furthermore, a significant increase in the use of the internet, as well as an amalgamation of technologies like Augmented Reality (AR) and Virtual Reality (VR), are some factors that will play a crucial role in the global education gamification market during the forecast period.

Digital Transformation and Technological Advancements Will Push the Education Gamification Market Forward 

The surge in the application of digital platforms for various jobs as well as the presence of technologically advanced devices has given a boost to the global education gamification market. The growing cloud-based technology is empowering the market for further growth opportunities. Web-based gamified solutions, when applied in education, goes a long way toward broadening the minds of learners. Gaming is a proven way to improve problem-solving and decision-making abilities. Therefore, this application in learning will not only help the students gain knowledge but also develop the skills required to grow and thrive in their careers.

Interactive and Engaging Modules Driving the Global Education Gamification Market Growth

Gamification solutions are highly interactive and are specifically designed to grab and hold users' attention. Therefore, gamification in education plays a major role in helping students and learners maintain their focus on learning. Gamification in education is not only limited to academics or bookish knowledge. Through interactive sessions, gamification also allows students to make interpersonal relationships with their mentors, trainers as well as other students through its online platform. This factor is playing a key role in driving the global education gamification market, as people are finally accepting it as a replacement for traditional classrooms or schooling systems. 

K12 Segment is Leading the Global Education Gamification Market 

The K12 segment which belongs to the school-going demographic dominated the global education gamification market with the highest revenue share in the year 2020. This dominance can be attributed to the fact that school students have a difficult time concentrating on their studies and are easily distracted. Consequently, by incorporating gamification solutions into their education, their attention can be expanded and they will enjoy it more rather than viewing it as another tedious task. As a result, the K12 segment has been gaining maximum traction in the global education gamification market.

North America and Europe Hold the Largest Market Share

The global education gamification market is segmented into North America, Europe, the Asia-Pacific, Latin America, and the Middle East and Africa. Due to technological advancements, developed regions like North America and Europa have a higher hand in the education gamification market, with North America alone holding the largest market share. Another reason for this dominance is that major players of this market like Bluerabbit, Microsoft, Badgeville, Cognizant are based in these two countries. However, Asia-Pacific countries such as China, India, South Korea, and Thailand are also emerging as potential markets for both consumers and service providers in education gamification.

Impact of COVID-19 on Global Education Gamification Market

After the outbreak of Covid-19, there has been a rapid and exponential shift toward e-learning and digital education platforms.Only through technology has humanity been able to survive the lockdown. The coronavirus-induced lockdown had an impact on the education sector as well as schools, colleges, and other educational institutions were closed down, keeping in mind the safety of students. Consequently, everyone shifted to online classes and lectures. This gave tremendous opportunities to already established e-learning platforms as well as SMEs to grow in the potential market. Although gamification solutions were already present in the education market, it took some time for people to accept them. 

Competitive Landscape

The leading players in the global education gamification market are Badgeville, Bunchball, Google, Classcraft Studio, GoGo Labs, Bluerabbit, Kahoot!, Top Hat, Microsoft, Fundamentor, Cognizant, D2L Corporation, NIIT Ltd., MPS Interactive Systems, Recurrence, CK-12, Kuato Studios, 6waves, Kungfu-Math and other prominent players. 

The global education gamification market is growing at a much faster pace as the key players are constantly engaging in partnerships and mergers. They are also joining hands with research teams to gamify learning techniques and create modules to cater to the needs of students. Interaction is at the heart of the gamification market. The greater the interaction, the greater the value. Moreover, smaller companies and startups are receiving funds and investments from private institutions. This is expanding the market and providing opportunities for new entrants to establish and brand themselves in the market.

Contact Us:

BlueWeave Consulting & Research Pvt. Ltd

+1 866 658 6826 | +1 425 320 4776 | +44 1865 60 0662

info@blueweaveconsulting.com


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