Gamification of Learning Market 2019 Global Trends, Market Share, Industry Size, Growth, Opportunities and Forecast to 2024

“Gamification of Learning Market”
WiseGuyReports.com adds “Gamification of Learning Market 2019 Global Analysis, Growth, Trends and Opportunities Research Report Forecasting to 2024” reports to its database

Summary

WiseGuyReports.com adds “Gamification of Learning Market 2019 Global Analysis, Growth, Trends and Opportunities Research Report Forecasting to 2024” reports to its database.

The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments.The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning. 
In 2018, the global Gamification of Learning market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.

This report focuses on the global Gamification of Learning status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Gamification of Learning development in United States, Europe and China.

The key players covered in this study 
Microsoft 
MPS Interactive Systems 
Bunchball 
NIIT 
D2L Corporation 
Cognizant 
Fundamentor 
Top Hat 
Classcraft Studios 
Recurrence

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Market segment by Type, the product can be split into 
Cloud 
On-premises

Market segment by Application, split into 
Academic 
Corporate Training

Market segment by Regions/Countries, this report covers 
United States 
Europe 
China 
Japan 
Southeast Asia 
India 
Central & South America

The study objectives of this report are: 
To analyze global Gamification of Learning status, future forecast, growth opportunity, key market and key players. 
To present the Gamification of Learning development in United States, Europe and China. 
To strategically profile the key players and comprehensively analyze their development plan and strategies. 
To define, describe and forecast the market by product type, market and key regions.

In this study, the years considered to estimate the market size of Gamification of Learning are as follows: 
History Year: 2014-2018 
Base Year: 2018 
Estimated Year: 2019 
Forecast Year 2019 to 2025 
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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Major Key Points in Table of Content

1 Report Overview 
1.1 Study Scope 
1.2 Key Market Segments 
1.3 Players Covered 
1.4 Market Analysis by Type 
1.4.1 Global Gamification of Learning Market Size Growth Rate by Type (2014-2025) 
1.4.2 Cloud 
1.4.3 On-premises 
1.5 Market by Application 
1.5.1 Global Gamification of Learning Market Share by Application (2014-2025) 
1.5.2 Academic 
1.5.3 Corporate Training 
1.6 Study Objectives 
1.7 Years Considered

2 Global Growth Trends 
2.1 Gamification of Learning Market Size 
2.2 Gamification of Learning Growth Trends by Regions 
2.2.1 Gamification of Learning Market Size by Regions (2014-2025) 
2.2.2 Gamification of Learning Market Share by Regions (2014-2019) 
2.3 Industry Trends 
2.3.1 Market Top Trends 
2.3.2 Market Drivers 
2.3.3 Market Opportunities

….

12 International Players Profiles 
12.1 Microsoft 
12.1.1 Microsoft Company Details 
12.1.2 Company Description and Business Overview 
12.1.3 Gamification of Learning Introduction 
12.1.4 Microsoft Revenue in Gamification of Learning Business (2014-2019) 
12.1.5 Microsoft Recent Development 
12.2 MPS Interactive Systems 
12.2.1 MPS Interactive Systems Company Details 
12.2.2 Company Description and Business Overview 
12.2.3 Gamification of Learning Introduction 
12.2.4 MPS Interactive Systems Revenue in Gamification of Learning Business (2014-2019) 
12.2.5 MPS Interactive Systems Recent Development 
12.3 Bunchball 
12.3.1 Bunchball Company Details 
12.3.2 Company Description and Business Overview 
12.3.3 Gamification of Learning Introduction 
12.3.4 Bunchball Revenue in Gamification of Learning Business (2014-2019) 
12.3.5 Bunchball Recent Development 
12.4 NIIT 
12.4.1 NIIT Company Details 
12.4.2 Company Description and Business Overview 
12.4.3 Gamification of Learning Introduction 
12.4.4 NIIT Revenue in Gamification of Learning Business (2014-2019) 
12.4.5 NIIT Recent Development 
12.5 D2L Corporation 
12.5.1 D2L Corporation Company Details 
12.5.2 Company Description and Business Overview 
12.5.3 Gamification of Learning Introduction 
12.5.4 D2L Corporation Revenue in Gamification of Learning Business (2014-2019) 
12.5.5 D2L Corporation Recent Development 
12.6 Cognizant 
12.6.1 Cognizant Company Details 
12.6.2 Company Description and Business Overview 
12.6.3 Gamification of Learning Introduction 
12.6.4 Cognizant Revenue in Gamification of Learning Business (2014-2019) 
12.6.5 Cognizant Recent Development 
12.7 Fundamentor 
12.7.1 Fundamentor Company Details 
12.7.2 Company Description and Business Overview 
12.7.3 Gamification of Learning Introduction 
12.7.4 Fundamentor Revenue in Gamification of Learning Business (2014-2019) 
12.7.5 Fundamentor Recent Development 
12.8 Top Hat 
12.8.1 Top Hat Company Details 
12.8.2 Company Description and Business Overview 
12.8.3 Gamification of Learning Introduction 
12.8.4 Top Hat Revenue in Gamification of Learning Business (2014-2019) 
12.8.5 Top Hat Recent Development 
12.9 Classcraft Studios 
12.9.1 Classcraft Studios Company Details 
12.9.2 Company Description and Business Overview 
12.9.3 Gamification of Learning Introduction 
12.9.4 Classcraft Studios Revenue in Gamification of Learning Business (2014-2019) 
12.9.5 Classcraft Studios Recent Development 
12.10 Recurrence 
12.10.1 Recurrence Company Details 
12.10.2 Company Description and Business Overview 
12.10.3 Gamification of Learning Introduction 
12.10.4 Recurrence Revenue in Gamification of Learning Business (2014-2019) 
12.10.5 Recurrence Recent Development

Continued….

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