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COVID-19 Impact on Global Gamification of Learning Market Size, Status and Forecast 2020-2026

July 2020 | 96 pages | ID: C0CE4661D32DEN
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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.
Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 100 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Gamification of Learning market in 2020.

COVID-19 can affect the global economy in three main ways: by directly affecting production and demand, by creating supply chain and market disruption, and by its financial impact on firms and financial markets.

The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.

This report also analyses the impact of Coronavirus COVID-19 on the Gamification of Learning industry.

Based on our recent survey, we have several different scenarios about the Gamification of Learning YoY growth rate for 2020. The probable scenario is expected to grow by a xx% in 2020 and the revenue will be xx in 2020 from US$ xx million in 2019. The market size of Gamification of Learning will reach xx in 2026, with a CAGR of xx% from 2020 to 2026.

With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Gamification of Learning market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Gamification of Learning market in terms of revenue.

Players, stakeholders, and other participants in the global Gamification of Learning market will be able to gain the upper hand as they use the report as a powerful resource. For this version of the report, the segmental analysis focuses on revenue and forecast by each application segment in terms of revenue and forecast by each type segment in terms of revenue for the period 2015-2026.
Regional and Country-level Analysis
The report offers an exhaustive geographical analysis of the global Gamification of Learning market, covering important regions, viz, North America, Europe, China, Japan, Southeast Asia, India and Central & South America. It also covers key countries (regions), viz, U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E, etc.
The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by each application segment in terms of revenue for the period 2015-2026.

Competition Analysis

In the competitive analysis section of the report, leading as well as prominent players of the global Gamification of Learning market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.

On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Gamification of Learning market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Gamification of Learning market.

The following players are covered in this report:
  • Microsoft
  • MPS Interactive Systems
  • Bunchball
  • NIIT
  • D2L Corporation
  • Cognizant
  • Fundamentor
  • Top Hat
  • Classcraft Studios
  • Recurrence
Gamification of Learning Breakdown Data by Type
  • Cloud
  • On-premises
Gamification of Learning Breakdown Data by Application
  • Academic
  • Corporate Training
1 REPORT OVERVIEW

1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Gamification of Learning Revenue
1.4 Market Analysis by Type
  1.4.1 Global Gamification of Learning Market Size Growth Rate by Type: 2020 VS 2026
  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: 2020 VS 2026
  1.5.2 Academic
  1.5.3 Corporate Training
1.6 Coronavirus Disease 2019 (Covid-19): Gamification of Learning Industry Impact
  1.6.1 How the Covid-19 is Affecting the Gamification of Learning Industry
    1.6.1.1 Gamification of Learning 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 of Learning 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 of Learning Players to Combat Covid-19 Impact
1.7 Study Objectives
1.8 Years Considered

2 GLOBAL GROWTH TRENDS BY REGIONS

2.1 Gamification of Learning Market Perspective (2015-2026)
2.2 Gamification of Learning Growth Trends by Regions
  2.2.1 Gamification of Learning Market Size by Regions: 2015 VS 2020 VS 2026
  2.2.2 Gamification of Learning Historic Market Share by Regions (2015-2020)
  2.2.3 Gamification of Learning 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 of Learning Market Growth Strategy
  2.3.6 Primary Interviews with Key Gamification of Learning Players (Opinion Leaders)

3 COMPETITION LANDSCAPE BY KEY PLAYERS

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

4 BREAKDOWN DATA BY TYPE (2015-2026)

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

5 GAMIFICATION OF LEARNING BREAKDOWN DATA BY APPLICATION (2015-2026)

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

6 NORTH AMERICA

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

7 EUROPE

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

8 CHINA

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

9 JAPAN

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

10 SOUTHEAST ASIA

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

11 INDIA

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

12 CENTRAL & SOUTH AMERICA

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

13 KEY PLAYERS PROFILES

13.1 Microsoft
  13.1.1 Microsoft Company Details
  13.1.2 Microsoft Business Overview and Its Total Revenue
  13.1.3 Microsoft Gamification of Learning Introduction
  13.1.4 Microsoft Revenue in Gamification of Learning Business (2015-2020))
  13.1.5 Microsoft Recent Development
13.2 MPS Interactive Systems
  13.2.1 MPS Interactive Systems Company Details
  13.2.2 MPS Interactive Systems Business Overview and Its Total Revenue
  13.2.3 MPS Interactive Systems Gamification of Learning Introduction
  13.2.4 MPS Interactive Systems Revenue in Gamification of Learning Business (2015-2020)
  13.2.5 MPS Interactive Systems Recent Development
13.3 Bunchball
  13.3.1 Bunchball Company Details
  13.3.2 Bunchball Business Overview and Its Total Revenue
  13.3.3 Bunchball Gamification of Learning Introduction
  13.3.4 Bunchball Revenue in Gamification of Learning Business (2015-2020)
  13.3.5 Bunchball Recent Development
13.4 NIIT
  13.4.1 NIIT Company Details
  13.4.2 NIIT Business Overview and Its Total Revenue
  13.4.3 NIIT Gamification of Learning Introduction
  13.4.4 NIIT Revenue in Gamification of Learning Business (2015-2020)
  13.4.5 NIIT Recent Development
13.5 D2L Corporation
  13.5.1 D2L Corporation Company Details
  13.5.2 D2L Corporation Business Overview and Its Total Revenue
  13.5.3 D2L Corporation Gamification of Learning Introduction
  13.5.4 D2L Corporation Revenue in Gamification of Learning Business (2015-2020)
  13.5.5 D2L Corporation Recent Development
13.6 Cognizant
  13.6.1 Cognizant Company Details
  13.6.2 Cognizant Business Overview and Its Total Revenue
  13.6.3 Cognizant Gamification of Learning Introduction
  13.6.4 Cognizant Revenue in Gamification of Learning Business (2015-2020)
  13.6.5 Cognizant Recent Development
13.7 Fundamentor
  13.7.1 Fundamentor Company Details
  13.7.2 Fundamentor Business Overview and Its Total Revenue
  13.7.3 Fundamentor Gamification of Learning Introduction
  13.7.4 Fundamentor Revenue in Gamification of Learning Business (2015-2020)
  13.7.5 Fundamentor Recent Development
13.8 Top Hat
  13.8.1 Top Hat Company Details
  13.8.2 Top Hat Business Overview and Its Total Revenue
  13.8.3 Top Hat Gamification of Learning Introduction
  13.8.4 Top Hat Revenue in Gamification of Learning Business (2015-2020)
  13.8.5 Top Hat Recent Development
13.9 Classcraft Studios
  13.9.1 Classcraft Studios Company Details
  13.9.2 Classcraft Studios Business Overview and Its Total Revenue
  13.9.3 Classcraft Studios Gamification of Learning Introduction
  13.9.4 Classcraft Studios Revenue in Gamification of Learning Business (2015-2020)
  13.9.5 Classcraft Studios Recent Development
13.10 Recurrence
  13.10.1 Recurrence Company Details
  13.10.2 Recurrence Business Overview and Its Total Revenue
  13.10.3 Recurrence Gamification of Learning Introduction
  13.10.4 Recurrence Revenue in Gamification of Learning Business (2015-2020)
  13.10.5 Recurrence 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 of Learning Key Market Segments
Table 2. Key Players Covered: Ranking by Gamification of Learning Revenue
Table 3. Ranking of Global Top Gamification of Learning Manufacturers by Revenue (US$ Million) in 2019
Table 4. Global Gamification of Learning Market Size Growth Rate by Type (US$ Million): 2020 VS 2026
Table 5. Key Players of Cloud
Table 6. Key Players of On-premises
Table 7. COVID-19 Impact Global Market: (Four Gamification of Learning Market Size Forecast Scenarios)
Table 8. Opportunities and Trends for Gamification of Learning 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 of Learning Players to Combat Covid-19 Impact
Table 12. Global Gamification of Learning Market Size Growth by Application (US$ Million): 2020 VS 2026
Table 13. Global Gamification of Learning Market Size by Regions (US$ Million): 2020 VS 2026
Table 14. Global Gamification of Learning Market Size by Regions (2015-2020) (US$ Million)
Table 15. Global Gamification of Learning Market Share by Regions (2015-2020)
Table 16. Global Gamification of Learning Forecasted Market Size by Regions (2021-2026) (US$ Million)
Table 17. Global Gamification of Learning Market Share by Regions (2021-2026)
Table 18. Market Top Trends
Table 19. Key Drivers: Impact Analysis
Table 20. Key Challenges
Table 21. Gamification of Learning Market Growth Strategy
Table 22. Main Points Interviewed from Key Gamification of Learning Players
Table 23. Global Gamification of Learning Revenue by Players (2015-2020) (Million US$)
Table 24. Global Gamification of Learning Market Share by Players (2015-2020)
Table 25. Global Top Gamification of Learning Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Gamification of Learning as of 2019)
Table 26. Global Gamification of Learning by Players Market Concentration Ratio (CR5 and HHI)
Table 27. Key Players Headquarters and Area Served
Table 28. Key Players Gamification of Learning Product Solution and Service
Table 29. Date of Enter into Gamification of Learning Market
Table 30. Mergers & Acquisitions, Expansion Plans
Table 31. Global Gamification of Learning Market Size by Type (2015-2020) (Million US$)
Table 32. Global Gamification of Learning Market Size Share by Type (2015-2020)
Table 33. Global Gamification of Learning Revenue Market Share by Type (2021-2026)
Table 34. Global Gamification of Learning Market Size Share by Application (2015-2020)
Table 35. Global Gamification of Learning Market Size by Application (2015-2020) (Million US$)
Table 36. Global Gamification of Learning Market Size Share by Application (2021-2026)
Table 37. North America Key Players Gamification of Learning Revenue (2019-2020) (Million US$)
Table 38. North America Key Players Gamification of Learning Market Share (2019-2020)
Table 39. North America Gamification of Learning Market Size by Type (2015-2020) (Million US$)
Table 40. North America Gamification of Learning Market Share by Type (2015-2020)
Table 41. North America Gamification of Learning Market Size by Application (2015-2020) (Million US$)
Table 42. North America Gamification of Learning Market Share by Application (2015-2020)
Table 43. Europe Key Players Gamification of Learning Revenue (2019-2020) (Million US$)
Table 44. Europe Key Players Gamification of Learning Market Share (2019-2020)
Table 45. Europe Gamification of Learning Market Size by Type (2015-2020) (Million US$)
Table 46. Europe Gamification of Learning Market Share by Type (2015-2020)
Table 47. Europe Gamification of Learning Market Size by Application (2015-2020) (Million US$)
Table 48. Europe Gamification of Learning Market Share by Application (2015-2020)
Table 49. China Key Players Gamification of Learning Revenue (2019-2020) (Million US$)
Table 50. China Key Players Gamification of Learning Market Share (2019-2020)
Table 51. China Gamification of Learning Market Size by Type (2015-2020) (Million US$)
Table 52. China Gamification of Learning Market Share by Type (2015-2020)
Table 53. China Gamification of Learning Market Size by Application (2015-2020) (Million US$)
Table 54. China Gamification of Learning Market Share by Application (2015-2020)
Table 55. Japan Key Players Gamification of Learning Revenue (2019-2020) (Million US$)
Table 56. Japan Key Players Gamification of Learning Market Share (2019-2020)
Table 57. Japan Gamification of Learning Market Size by Type (2015-2020) (Million US$)
Table 58. Japan Gamification of Learning Market Share by Type (2015-2020)
Table 59. Japan Gamification of Learning Market Size by Application (2015-2020) (Million US$)
Table 60. Japan Gamification of Learning Market Share by Application (2015-2020)
Table 61. Southeast Asia Key Players Gamification of Learning Revenue (2019-2020) (Million US$)
Table 62. Southeast Asia Key Players Gamification of Learning Market Share (2019-2020)
Table 63. Southeast Asia Gamification of Learning Market Size by Type (2015-2020) (Million US$)
Table 64. Southeast Asia Gamification of Learning Market Share by Type (2015-2020)
Table 65. Southeast Asia Gamification of Learning Market Size by Application (2015-2020) (Million US$)
Table 66. Southeast Asia Gamification of Learning Market Share by Application (2015-2020)
Table 67. India Key Players Gamification of Learning Revenue (2019-2020) (Million US$)
Table 68. India Key Players Gamification of Learning Market Share (2019-2020)
Table 69. India Gamification of Learning Market Size by Type (2015-2020) (Million US$)
Table 70. India Gamification of Learning Market Share by Type (2015-2020)
Table 71. India Gamification of Learning Market Size by Application (2015-2020) (Million US$)
Table 72. India Gamification of Learning Market Share by Application (2015-2020)
Table 73. Central & South America Key Players Gamification of Learning Revenue (2019-2020) (Million US$)
Table 74. Central & South America Key Players Gamification of Learning Market Share (2019-2020)
Table 75. Central & South America Gamification of Learning Market Size by Type (2015-2020) (Million US$)
Table 76. Central & South America Gamification of Learning Market Share by Type (2015-2020)
Table 77. Central & South America Gamification of Learning Market Size by Application (2015-2020) (Million US$)
Table 78. Central & South America Gamification of Learning Market Share by Application (2015-2020)
Table 79. Microsoft Company Details
Table 80. Microsoft Business Overview
Table 81. Microsoft Product
Table 82. Microsoft Revenue in Gamification of Learning Business (2015-2020) (Million US$)
Table 83. Microsoft Recent Development
Table 84. MPS Interactive Systems Company Details
Table 85. MPS Interactive Systems Business Overview
Table 86. MPS Interactive Systems Product
Table 87. MPS Interactive Systems Revenue in Gamification of Learning Business (2015-2020) (Million US$)
Table 88. MPS Interactive Systems Recent Development
Table 89. Bunchball Company Details
Table 90. Bunchball Business Overview
Table 91. Bunchball Product
Table 92. Bunchball Revenue in Gamification of Learning Business (2015-2020) (Million US$)
Table 93. Bunchball Recent Development
Table 94. NIIT Company Details
Table 95. NIIT Business Overview
Table 96. NIIT Product
Table 97. NIIT Revenue in Gamification of Learning Business (2015-2020) (Million US$)
Table 98. NIIT Recent Development
Table 99. D2L Corporation Company Details
Table 100. D2L Corporation Business Overview
Table 101. D2L Corporation Product
Table 102. D2L Corporation Revenue in Gamification of Learning Business (2015-2020) (Million US$)
Table 103. D2L Corporation Recent Development
Table 104. Cognizant Company Details
Table 105. Cognizant Business Overview
Table 106. Cognizant Product
Table 107. Cognizant Revenue in Gamification of Learning Business (2015-2020) (Million US$)
Table 108. Cognizant Recent Development
Table 109. Fundamentor Company Details
Table 110. Fundamentor Business Overview
Table 111. Fundamentor Product
Table 112. Fundamentor Revenue in Gamification of Learning Business (2015-2020) (Million US$)
Table 113. Fundamentor Recent Development
Table 114. Top Hat Business Overview
Table 115. Top Hat Product
Table 116. Top Hat Company Details
Table 117. Top Hat Revenue in Gamification of Learning Business (2015-2020) (Million US$)
Table 118. Top Hat Recent Development
Table 119. Classcraft Studios Company Details
Table 120. Classcraft Studios Business Overview
Table 121. Classcraft Studios Product
Table 122. Classcraft Studios Revenue in Gamification of Learning Business (2015-2020) (Million US$)
Table 123. Classcraft Studios Recent Development
Table 124. Recurrence Company Details
Table 125. Recurrence Business Overview
Table 126. Recurrence Product
Table 127. Recurrence Revenue in Gamification of Learning Business (2015-2020) (Million US$)
Table 128. Recurrence Recent Development
Table 129. Research Programs/Design for This Report
Table 130. Key Data Information from Secondary Sources
Table 131. Key Data Information from Primary Sources

LIST OF FIGURES

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


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