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COVID-19 Impact on Global Gamification in Education Market Size, Status and Forecast 2020-2026

September 2020 | 127 pages | ID: C623B78E27A3EN
QYResearch

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This report focuses on the global Gamification in Education status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Gamification in Education development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
The key players covered in this study
  • Bunchball
  • NIIT
  • MPS Interactive
  • Microsoft
  • D2L
  • Top Hat
  • Classcraft Studios
  • Recurrence
  • Fundamentor
  • Cognizant
  • BLUErabbit
  • Google
  • Kahoot
  • CK-12
  • Kuato Studios
Market segment by Type, the product can be split into
  • Cloud Based
  • On-Premises Based
Market segment by Application, split into
  • Academic
  • Corporate Training
  • Others
Market segment by Regions/Countries, this report covers
  • North America
  • Europe
  • China
  • Japan
  • Southeast Asia
  • India
  • Central & South America
The study objectives of this report are:
  • To analyze global Gamification in Education status, future forecast, growth opportunity, key market and key players.
  • To present the Gamification in Education development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
  • To strategically profile the key players and comprehensively analyze their development plan and strategies.
  • To define, describe and forecast the market by type, market and key regions.
In this study, the years considered to estimate the market size of Gamification in Education are as follows:
  • History Year: 2015-2019
  • Base Year: 2019
  • Estimated Year: 2020
  • Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
1 REPORT OVERVIEW

1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Gamification in Education Revenue
1.4 Market Analysis by Type
  1.4.1 Global Gamification in Education Market Size Growth Rate by Type: 2020 VS 2026
  1.4.2 Cloud Based
  1.4.3 On-Premises Based
1.5 Market by Application
  1.5.1 Global Gamification in Education Market Share by Application: 2020 VS 2026
  1.5.2 Academic
  1.5.3 Corporate Training
  1.5.4 Others
1.6 Coronavirus Disease 2019 (Covid-19): Gamification in Education Industry Impact
  1.6.1 How the Covid-19 is Affecting the Gamification in Education Industry
    1.6.1.1 Gamification in Education Business Impact Assessment - Covid-19
    1.6.1.2 Supply Chain Challenges
    1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
  1.6.2 Market Trends and Gamification in Education Potential Opportunities in the COVID-19 Landscape
  1.6.3 Measures / Proposal against Covid-19
    1.6.3.1 Government Measures to Combat Covid-19 Impact
    1.6.3.2 Proposal for Gamification in Education Players to Combat Covid-19 Impact
1.7 Study Objectives
1.8 Years Considered

2 GLOBAL GROWTH TRENDS BY REGIONS

2.1 Gamification in Education Market Perspective (2015-2026)
2.2 Gamification in Education Growth Trends by Regions
  2.2.1 Gamification in Education Market Size by Regions: 2015 VS 2020 VS 2026
  2.2.2 Gamification in Education Historic Market Share by Regions (2015-2020)
  2.2.3 Gamification in Education Forecasted Market Size by Regions (2021-2026)
2.3 Industry Trends and Growth Strategy
  2.3.1 Market Top Trends
  2.3.2 Market Drivers
  2.3.3 Market Challenges
  2.3.4 Porter’s Five Forces Analysis
  2.3.5 Gamification in Education Market Growth Strategy
  2.3.6 Primary Interviews with Key Gamification in Education Players (Opinion Leaders)

3 COMPETITION LANDSCAPE BY KEY PLAYERS

3.1 Global Top Gamification in Education Players by Market Size
  3.1.1 Global Top Gamification in Education Players by Revenue (2015-2020)
  3.1.2 Global Gamification in Education Revenue Market Share by Players (2015-2020)
  3.1.3 Global Gamification in Education Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global Gamification in Education Market Concentration Ratio
  3.2.1 Global Gamification in Education Market Concentration Ratio (CR5 and HHI)
  3.2.2 Global Top 10 and Top 5 Companies by Gamification in Education Revenue in 2019
3.3 Gamification in Education Key Players Head office and Area Served
3.4 Key Players Gamification in Education Product Solution and Service
3.5 Date of Enter into Gamification in Education Market
3.6 Mergers & Acquisitions, Expansion Plans

4 BREAKDOWN DATA BY TYPE (2015-2026)

4.1 Global Gamification in Education Historic Market Size by Type (2015-2020)
4.2 Global Gamification in Education Forecasted Market Size by Type (2021-2026)

5 GAMIFICATION IN EDUCATION BREAKDOWN DATA BY APPLICATION (2015-2026)

5.1 Global Gamification in Education Market Size by Application (2015-2020)
5.2 Global Gamification in Education Forecasted Market Size by Application (2021-2026)

6 NORTH AMERICA

6.1 North America Gamification in Education Market Size (2015-2020)
6.2 Gamification in Education Key Players in North America (2019-2020)
6.3 North America Gamification in Education Market Size by Type (2015-2020)
6.4 North America Gamification in Education Market Size by Application (2015-2020)

7 EUROPE

7.1 Europe Gamification in Education Market Size (2015-2020)
7.2 Gamification in Education Key Players in Europe (2019-2020)
7.3 Europe Gamification in Education Market Size by Type (2015-2020)
7.4 Europe Gamification in Education Market Size by Application (2015-2020)

8 CHINA

8.1 China Gamification in Education Market Size (2015-2020)
8.2 Gamification in Education Key Players in China (2019-2020)
8.3 China Gamification in Education Market Size by Type (2015-2020)
8.4 China Gamification in Education Market Size by Application (2015-2020)

9 JAPAN

9.1 Japan Gamification in Education Market Size (2015-2020)
9.2 Gamification in Education Key Players in Japan (2019-2020)
9.3 Japan Gamification in Education Market Size by Type (2015-2020)
9.4 Japan Gamification in Education Market Size by Application (2015-2020)

10 SOUTHEAST ASIA

10.1 Southeast Asia Gamification in Education Market Size (2015-2020)
10.2 Gamification in Education Key Players in Southeast Asia (2019-2020)
10.3 Southeast Asia Gamification in Education Market Size by Type (2015-2020)
10.4 Southeast Asia Gamification in Education Market Size by Application (2015-2020)

11 INDIA

11.1 India Gamification in Education Market Size (2015-2020)
11.2 Gamification in Education Key Players in India (2019-2020)
11.3 India Gamification in Education Market Size by Type (2015-2020)
11.4 India Gamification in Education Market Size by Application (2015-2020)

12 CENTRAL & SOUTH AMERICA

12.1 Central & South America Gamification in Education Market Size (2015-2020)
12.2 Gamification in Education Key Players in Central & South America (2019-2020)
12.3 Central & South America Gamification in Education Market Size by Type (2015-2020)
12.4 Central & South America Gamification in Education Market Size by Application (2015-2020)

13 KEY PLAYERS PROFILES

13.1 Bunchball
  13.1.1 Bunchball Company Details
  13.1.2 Bunchball Business Overview and Its Total Revenue
  13.1.3 Bunchball Gamification in Education Introduction
  13.1.4 Bunchball Revenue in Gamification in Education Business (2015-2020))
  13.1.5 Bunchball Recent Development
13.2 NIIT
  13.2.1 NIIT Company Details
  13.2.2 NIIT Business Overview and Its Total Revenue
  13.2.3 NIIT Gamification in Education Introduction
  13.2.4 NIIT Revenue in Gamification in Education Business (2015-2020)
  13.2.5 NIIT Recent Development
13.3 MPS Interactive
  13.3.1 MPS Interactive Company Details
  13.3.2 MPS Interactive Business Overview and Its Total Revenue
  13.3.3 MPS Interactive Gamification in Education Introduction
  13.3.4 MPS Interactive Revenue in Gamification in Education Business (2015-2020)
  13.3.5 MPS Interactive Recent Development
13.4 Microsoft
  13.4.1 Microsoft Company Details
  13.4.2 Microsoft Business Overview and Its Total Revenue
  13.4.3 Microsoft Gamification in Education Introduction
  13.4.4 Microsoft Revenue in Gamification in Education Business (2015-2020)
  13.4.5 Microsoft Recent Development
13.5 D2L
  13.5.1 D2L Company Details
  13.5.2 D2L Business Overview and Its Total Revenue
  13.5.3 D2L Gamification in Education Introduction
  13.5.4 D2L Revenue in Gamification in Education Business (2015-2020)
  13.5.5 D2L Recent Development
13.6 Top Hat
  13.6.1 Top Hat Company Details
  13.6.2 Top Hat Business Overview and Its Total Revenue
  13.6.3 Top Hat Gamification in Education Introduction
  13.6.4 Top Hat Revenue in Gamification in Education Business (2015-2020)
  13.6.5 Top Hat Recent Development
13.7 Classcraft Studios
  13.7.1 Classcraft Studios Company Details
  13.7.2 Classcraft Studios Business Overview and Its Total Revenue
  13.7.3 Classcraft Studios Gamification in Education Introduction
  13.7.4 Classcraft Studios Revenue in Gamification in Education Business (2015-2020)
  13.7.5 Classcraft Studios Recent Development
13.8 Recurrence
  13.8.1 Recurrence Company Details
  13.8.2 Recurrence Business Overview and Its Total Revenue
  13.8.3 Recurrence Gamification in Education Introduction
  13.8.4 Recurrence Revenue in Gamification in Education Business (2015-2020)
  13.8.5 Recurrence Recent Development
13.9 Fundamentor
  13.9.1 Fundamentor Company Details
  13.9.2 Fundamentor Business Overview and Its Total Revenue
  13.9.3 Fundamentor Gamification in Education Introduction
  13.9.4 Fundamentor Revenue in Gamification in Education Business (2015-2020)
  13.9.5 Fundamentor Recent Development
13.10 Cognizant
  13.10.1 Cognizant Company Details
  13.10.2 Cognizant Business Overview and Its Total Revenue
  13.10.3 Cognizant Gamification in Education Introduction
  13.10.4 Cognizant Revenue in Gamification in Education Business (2015-2020)
  13.10.5 Cognizant Recent Development
13.11 BLUErabbit
  10.11.1 BLUErabbit Company Details
  10.11.2 BLUErabbit Business Overview and Its Total Revenue
  10.11.3 BLUErabbit Gamification in Education Introduction
  10.11.4 BLUErabbit Revenue in Gamification in Education Business (2015-2020)
  10.11.5 BLUErabbit Recent Development
13.12 Google
  10.12.1 Google Company Details
  10.12.2 Google Business Overview and Its Total Revenue
  10.12.3 Google Gamification in Education Introduction
  10.12.4 Google Revenue in Gamification in Education Business (2015-2020)
  10.12.5 Google Recent Development
13.13 Kahoot
  10.13.1 Kahoot Company Details
  10.13.2 Kahoot Business Overview and Its Total Revenue
  10.13.3 Kahoot Gamification in Education Introduction
  10.13.4 Kahoot Revenue in Gamification in Education Business (2015-2020)
  10.13.5 Kahoot Recent Development
13.14 CK-12
  10.14.1 CK-12 Company Details
  10.14.2 CK-12 Business Overview and Its Total Revenue
  10.14.3 CK-12 Gamification in Education Introduction
  10.14.4 CK-12 Revenue in Gamification in Education Business (2015-2020)
  10.14.5 CK-12 Recent Development
13.15 Kuato Studios
  10.15.1 Kuato Studios Company Details
  10.15.2 Kuato Studios Business Overview and Its Total Revenue
  10.15.3 Kuato Studios Gamification in Education Introduction
  10.15.4 Kuato Studios Revenue in Gamification in Education Business (2015-2020)
  10.15.5 Kuato Studios Recent Development

14 ANALYST'S VIEWPOINTS/CONCLUSIONS

15 APPENDIX

15.1 Research Methodology
  15.1.1 Methodology/Research Approach
  15.1.2 Data Source
15.2 Disclaimer
15.3 Author Details
LIST OF TABLES

Table 1. Gamification in Education Key Market Segments
Table 2. Key Players Covered: Ranking by Gamification in Education Revenue
Table 3. Ranking of Global Top Gamification in Education Manufacturers by Revenue (US$ Million) in 2019
Table 4. Global Gamification in Education Market Size Growth Rate by Type (US$ Million): 2020 VS 2026
Table 5. Key Players of Cloud Based
Table 6. Key Players of On-Premises Based
Table 7. COVID-19 Impact Global Market: (Four Gamification in Education Market Size Forecast Scenarios)
Table 8. Opportunities and Trends for Gamification in Education Players in the COVID-19 Landscape
Table 9. Present Opportunities in China & Elsewhere Due to the Coronavirus Crisis
Table 10. Key Regions/Countries Measures against Covid-19 Impact
Table 11. Proposal for Gamification in Education Players to Combat Covid-19 Impact
Table 12. Global Gamification in Education Market Size Growth by Application (US$ Million): 2020 VS 2026
Table 13. Global Gamification in Education Market Size by Regions (US$ Million): 2020 VS 2026
Table 14. Global Gamification in Education Market Size by Regions (2015-2020) (US$ Million)
Table 15. Global Gamification in Education Market Share by Regions (2015-2020)
Table 16. Global Gamification in Education Forecasted Market Size by Regions (2021-2026) (US$ Million)
Table 17. Global Gamification in Education Market Share by Regions (2021-2026)
Table 18. Market Top Trends
Table 19. Key Drivers: Impact Analysis
Table 20. Key Challenges
Table 21. Gamification in Education Market Growth Strategy
Table 22. Main Points Interviewed from Key Gamification in Education Players
Table 23. Global Gamification in Education Revenue by Players (2015-2020) (Million US$)
Table 24. Global Gamification in Education Market Share by Players (2015-2020)
Table 25. Global Top Gamification in Education Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Gamification in Education as of 2019)
Table 26. Global Gamification in Education by Players Market Concentration Ratio (CR5 and HHI)
Table 27. Key Players Headquarters and Area Served
Table 28. Key Players Gamification in Education Product Solution and Service
Table 29. Date of Enter into Gamification in Education Market
Table 30. Mergers & Acquisitions, Expansion Plans
Table 31. Global Gamification in Education Market Size by Type (2015-2020) (Million US$)
Table 32. Global Gamification in Education Market Size Share by Type (2015-2020)
Table 33. Global Gamification in Education Revenue Market Share by Type (2021-2026)
Table 34. Global Gamification in Education Market Size Share by Application (2015-2020)
Table 35. Global Gamification in Education Market Size by Application (2015-2020) (Million US$)
Table 36. Global Gamification in Education Market Size Share by Application (2021-2026)
Table 37. North America Key Players Gamification in Education Revenue (2019-2020) (Million US$)
Table 38. North America Key Players Gamification in Education Market Share (2019-2020)
Table 39. North America Gamification in Education Market Size by Type (2015-2020) (Million US$)
Table 40. North America Gamification in Education Market Share by Type (2015-2020)
Table 41. North America Gamification in Education Market Size by Application (2015-2020) (Million US$)
Table 42. North America Gamification in Education Market Share by Application (2015-2020)
Table 43. Europe Key Players Gamification in Education Revenue (2019-2020) (Million US$)
Table 44. Europe Key Players Gamification in Education Market Share (2019-2020)
Table 45. Europe Gamification in Education Market Size by Type (2015-2020) (Million US$)
Table 46. Europe Gamification in Education Market Share by Type (2015-2020)
Table 47. Europe Gamification in Education Market Size by Application (2015-2020) (Million US$)
Table 48. Europe Gamification in Education Market Share by Application (2015-2020)
Table 49. China Key Players Gamification in Education Revenue (2019-2020) (Million US$)
Table 50. China Key Players Gamification in Education Market Share (2019-2020)
Table 51. China Gamification in Education Market Size by Type (2015-2020) (Million US$)
Table 52. China Gamification in Education Market Share by Type (2015-2020)
Table 53. China Gamification in Education Market Size by Application (2015-2020) (Million US$)
Table 54. China Gamification in Education Market Share by Application (2015-2020)
Table 55. Japan Key Players Gamification in Education Revenue (2019-2020) (Million US$)
Table 56. Japan Key Players Gamification in Education Market Share (2019-2020)
Table 57. Japan Gamification in Education Market Size by Type (2015-2020) (Million US$)
Table 58. Japan Gamification in Education Market Share by Type (2015-2020)
Table 59. Japan Gamification in Education Market Size by Application (2015-2020) (Million US$)
Table 60. Japan Gamification in Education Market Share by Application (2015-2020)
Table 61. Southeast Asia Key Players Gamification in Education Revenue (2019-2020) (Million US$)
Table 62. Southeast Asia Key Players Gamification in Education Market Share (2019-2020)
Table 63. Southeast Asia Gamification in Education Market Size by Type (2015-2020) (Million US$)
Table 64. Southeast Asia Gamification in Education Market Share by Type (2015-2020)
Table 65. Southeast Asia Gamification in Education Market Size by Application (2015-2020) (Million US$)
Table 66. Southeast Asia Gamification in Education Market Share by Application (2015-2020)
Table 67. India Key Players Gamification in Education Revenue (2019-2020) (Million US$)
Table 68. India Key Players Gamification in Education Market Share (2019-2020)
Table 69. India Gamification in Education Market Size by Type (2015-2020) (Million US$)
Table 70. India Gamification in Education Market Share by Type (2015-2020)
Table 71. India Gamification in Education Market Size by Application (2015-2020) (Million US$)
Table 72. India Gamification in Education Market Share by Application (2015-2020)
Table 73. Central & South America Key Players Gamification in Education Revenue (2019-2020) (Million US$)
Table 74. Central & South America Key Players Gamification in Education Market Share (2019-2020)
Table 75. Central & South America Gamification in Education Market Size by Type (2015-2020) (Million US$)
Table 76. Central & South America Gamification in Education Market Share by Type (2015-2020)
Table 77. Central & South America Gamification in Education Market Size by Application (2015-2020) (Million US$)
Table 78. Central & South America Gamification in Education Market Share by Application (2015-2020)
Table 79. Bunchball Company Details
Table 80. Bunchball Business Overview
Table 81. Bunchball Product
Table 82. Bunchball Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 83. Bunchball Recent Development
Table 84. NIIT Company Details
Table 85. NIIT Business Overview
Table 86. NIIT Product
Table 87. NIIT Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 88. NIIT Recent Development
Table 89. MPS Interactive Company Details
Table 90. MPS Interactive Business Overview
Table 91. MPS Interactive Product
Table 92. MPS Interactive Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 93. MPS Interactive Recent Development
Table 94. Microsoft Company Details
Table 95. Microsoft Business Overview
Table 96. Microsoft Product
Table 97. Microsoft Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 98. Microsoft Recent Development
Table 99. D2L Company Details
Table 100. D2L Business Overview
Table 101. D2L Product
Table 102. D2L Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 103. D2L Recent Development
Table 104. Top Hat Company Details
Table 105. Top Hat Business Overview
Table 106. Top Hat Product
Table 107. Top Hat Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 108. Top Hat Recent Development
Table 109. Classcraft Studios Company Details
Table 110. Classcraft Studios Business Overview
Table 111. Classcraft Studios Product
Table 112. Classcraft Studios Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 113. Classcraft Studios Recent Development
Table 114. Recurrence Business Overview
Table 115. Recurrence Product
Table 116. Recurrence Company Details
Table 117. Recurrence Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 118. Recurrence Recent Development
Table 119. Fundamentor Company Details
Table 120. Fundamentor Business Overview
Table 121. Fundamentor Product
Table 122. Fundamentor Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 123. Fundamentor Recent Development
Table 124. Cognizant Company Details
Table 125. Cognizant Business Overview
Table 126. Cognizant Product
Table 127. Cognizant Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 128. Cognizant Recent Development
Table 129. BLUErabbit Company Details
Table 130. BLUErabbit Business Overview
Table 131. BLUErabbit Product
Table 132. BLUErabbit Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 133. BLUErabbit Recent Development
Table 134. Google Company Details
Table 135. Google Business Overview
Table 136. Google Product
Table 137. Google Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 138. Google Recent Development
Table 139. Kahoot Company Details
Table 140. Kahoot Business Overview
Table 141. Kahoot Product
Table 142. Kahoot Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 143. Kahoot Recent Development
Table 144. CK-12 Company Details
Table 145. CK-12 Business Overview
Table 146. CK-12 Product
Table 147. CK-12 Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 148. CK-12 Recent Development
Table 149. Kuato Studios Company Details
Table 150. Kuato Studios Business Overview
Table 151. Kuato Studios Product
Table 152. Kuato Studios Revenue in Gamification in Education Business (2015-2020) (Million US$)
Table 153. Kuato Studios Recent Development
Table 154. Research Programs/Design for This Report
Table 155. Key Data Information from Secondary Sources
Table 156. Key Data Information from Primary Sources

LIST OF FIGURES

Figure 1. Global Gamification in Education Market Share by Type: 2020 VS 2026
Figure 2. Cloud Based Features
Figure 3. On-Premises Based Features
Figure 4. Global Gamification in Education Market Share by Application: 2020 VS 2026
Figure 5. Academic Case Studies
Figure 6. Corporate Training Case Studies
Figure 7. Others Case Studies
Figure 8. Gamification in Education Report Years Considered
Figure 9. Global Gamification in Education Market Size YoY Growth 2015-2026 (US$ Million)
Figure 10. Global Gamification in Education Market Share by Regions: 2020 VS 2026
Figure 11. Global Gamification in Education Market Share by Regions (2021-2026)
Figure 12. Porter's Five Forces Analysis
Figure 13. Global Gamification in Education Market Share by Players in 2019
Figure 14. Global Top Gamification in Education Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Gamification in Education as of 2019
Figure 15. The Top 10 and 5 Players Market Share by Gamification in Education Revenue in 2019
Figure 16. North America Gamification in Education Market Size YoY Growth (2015-2020) (Million US$)
Figure 17. Europe Gamification in Education Market Size YoY Growth (2015-2020) (Million US$)
Figure 18. China Gamification in Education Market Size YoY Growth (2015-2020) (Million US$)
Figure 19. Japan Gamification in Education Market Size YoY Growth (2015-2020) (Million US$)
Figure 20. Southeast Asia Gamification in Education Market Size YoY Growth (2015-2020) (Million US$)
Figure 21. India Gamification in Education Market Size YoY Growth (2015-2020) (Million US$)
Figure 22. Central & South America Gamification in Education Market Size YoY Growth (2015-2020) (Million US$)
Figure 23. Bunchball Total Revenue (US$ Million): 2019 Compared with 2018
Figure 24. Bunchball Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 25. NIIT Total Revenue (US$ Million): 2019 Compared with 2018
Figure 26. NIIT Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 27. MPS Interactive Total Revenue (US$ Million): 2019 Compared with 2018
Figure 28. MPS Interactive Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 29. Microsoft Total Revenue (US$ Million): 2019 Compared with 2018
Figure 30. Microsoft Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 31. D2L Total Revenue (US$ Million): 2019 Compared with 2018
Figure 32. D2L Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 33. Top Hat Total Revenue (US$ Million): 2019 Compared with 2018
Figure 34. Top Hat Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 35. Classcraft Studios Total Revenue (US$ Million): 2019 Compared with 2018
Figure 36. Classcraft Studios Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 37. Recurrence Total Revenue (US$ Million): 2019 Compared with 2018
Figure 38. Recurrence Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 39. Fundamentor Total Revenue (US$ Million): 2019 Compared with 2018
Figure 40. Fundamentor Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 41. Cognizant Total Revenue (US$ Million): 2019 Compared with 2018
Figure 42. Cognizant Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 43. BLUErabbit Total Revenue (US$ Million): 2019 Compared with 2018
Figure 44. BLUErabbit Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 45. Google Total Revenue (US$ Million): 2019 Compared with 2018
Figure 46. Google Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 47. Kahoot Total Revenue (US$ Million): 2019 Compared with 2018
Figure 48. Kahoot Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 49. CK-12 Total Revenue (US$ Million): 2019 Compared with 2018
Figure 50. CK-12 Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 51. Kuato Studios Total Revenue (US$ Million): 2019 Compared with 2018
Figure 52. Kuato Studios Revenue Growth Rate in Gamification in Education Business (2015-2020)
Figure 53. Bottom-up and Top-down Approaches for This Report
Figure 54. Data Triangulation
Figure 55. Key Executives Interviewed


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