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E-Learning Gamification Market - Global Outlook and Forecast 2021-2027

April 2021 | 100 pages | ID: EFFC7945143EEN
Market Monitor Global

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This report contains market size and forecasts of E-Learning Gamification in Global, including the following market information:

Global E-Learning Gamification Market Revenue, 2016-2021, 2022-2027, ($ millions)

Global top five companies in 2020 (%)

The global E-Learning Gamification market was valued at xx million in 2020 and is projected to reach US$ xx million by 2027, at a CAGR of xx% during the forecast period.

MARKET MONITOR GLOBAL, INC (MMG) has surveyed the E-Learning Gamification companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.

Total Market by Segment:

Global E-Learning Gamification Market, By Type, 2016-2021, 2022-2027 ($ millions)

Global E-Learning Gamification Market Segment Percentages, By Type, 2020 (%)
  • Cloud Based
  • On-Premise
China E-Learning Gamification Market, By Application, 2016-2021, 2022-2027 ($ millions)

China E-Learning Gamification Market Segment Percentages, By Application, 2020 (%)
  • K-12 education
  • Higher education
Global E-Learning Gamification Market, By Region and Country, 2016-2021, 2022-2027 ($ Millions)

Global E-Learning Gamification Market Segment Percentages, By Region and Country, 2020 (%)
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Russia
    • Nordic Countries
    • Benelux
    • Rest of Europe
  • Asia
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Rest of Asia
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Middle East & Africa
    • Turkey
    • Israel
    • Saudi Arabia
    • UAE
    • Rest of Middle East & Africa
Competitor Analysis

The report also provides analysis of leading market participants including:

Total E-Learning Gamification Market Competitors Revenues in Global, by Players 2016-2021 (Estimated), ($ millions)

Total E-Learning Gamification Market Competitors Revenues Share in Global, by Players 2020 (%)

Further, the report presents profiles of competitors in the market, including the following:
  • Badgeville
  • BI WORLDWIDE
  • Classcraft Studios
  • Microsoft
  • SAP
  • MPS Interactive Systems
  • D2L Corporation
  • Top Hat
  • Cognizant
  • Recurrence Inc.
  • Fundamentor
  • Gametize
  • GradeCraft
  • Kuato Studios
  • Kungfu-Math
1 INTRODUCTION TO RESEARCH & ANALYSIS REPORTS

1.1 E-Learning Gamification Market Definition
1.2 Market Segments
  1.2.1 Market by Type
  1.2.2 Market by Application
1.3 Global E-Learning Gamification Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
  1.5.1 Research Methodology
  1.5.2 Research Process
  1.5.3 Base Year
  1.5.4 Report Assumptions & Caveats

2 GLOBAL E-LEARNING GAMIFICATION OVERALL MARKET SIZE

2.1 Global E-Learning Gamification Market Size: 2021 VS 2027
2.2 Global E-Learning Gamification Market Size, Prospects & Forecasts: 2016-2027
2.3 Key Market Trends, Opportunity, Drivers and Restraints
  2.3.1 Market Opportunities & Trends
  2.3.2 Market Drivers
  2.3.3 Market Restraints

3 COMPANY LANDSCAPE

3.1 Top E-Learning Gamification Players in Global Market
3.2 Top Global E-Learning Gamification Companies Ranked by Revenue
3.3 Global E-Learning Gamification Revenue by Companies
3.4 Top 3 and Top 5 E-Learning Gamification Companies in Global Market, by Revenue in 2020
3.5 Global Companies E-Learning Gamification Product Type
3.6 Tier 1, Tier 2 and Tier 3 E-Learning Gamification Players in Global Market
  3.6.1 List of Global Tier 1 E-Learning Gamification Companies
  3.6.2 List of Global Tier 2 and Tier 3 E-Learning Gamification Companies

4 MARKET SIGHTS BY PRODUCT

4.1 Overview
  4.1.1 By Type - Global E-Learning Gamification Market Size Markets, 2021 & 2027
  4.1.2 Cloud Based
  4.1.3 On-Premise
4.2 By Type - Global E-Learning Gamification Revenue & Forecasts
  4.2.1 By Type - Global E-Learning Gamification Revenue, 2016-2021
  4.2.2 By Type - Global E-Learning Gamification Revenue, 2022-2027
  4.2.3 By Type - Global E-Learning Gamification Revenue Market Share, 2016-2027

5 SIGHTS BY APPLICATION

5.1 Overview
  5.1.1 By Application - Global E-Learning Gamification Market Size, 2021 & 2027
  5.1.2 K-12 education
  5.1.3 Higher education
5.2 By Application - Global E-Learning Gamification Revenue & Forecasts
  5.2.1 By Application - Global E-Learning Gamification Revenue, 2016-2021
  5.2.2 By Application - Global E-Learning Gamification Revenue, 2022-2027
  5.2.3 By Application - Global E-Learning Gamification Revenue Market Share, 2016-2027

6 SIGHTS BY REGION

6.1 By Region - Global E-Learning Gamification Market Size, 2021 & 2027
6.2 By Region - Global E-Learning Gamification Revenue & Forecasts
  6.2.1 By Region - Global E-Learning Gamification Revenue, 2016-2021
  6.2.2 By Region - Global E-Learning Gamification Revenue, 2022-2027
  6.2.3 By Region - Global E-Learning Gamification Revenue Market Share, 2016-2027
6.3 North America
  6.3.1 By Country - North America E-Learning Gamification Revenue, 2016-2027
  6.3.2 US E-Learning Gamification Market Size, 2016-2027
  6.3.3 Canada E-Learning Gamification Market Size, 2016-2027
  6.3.4 Mexico E-Learning Gamification Market Size, 2016-2027
6.4 Europe
  6.4.1 By Country - Europe E-Learning Gamification Revenue, 2016-2027
  6.4.2 Germany E-Learning Gamification Market Size, 2016-2027
  6.4.3 France E-Learning Gamification Market Size, 2016-2027
  6.4.4 U.K. E-Learning Gamification Market Size, 2016-2027
  6.4.5 Italy E-Learning Gamification Market Size, 2016-2027
  6.4.6 Russia E-Learning Gamification Market Size, 2016-2027
  6.4.7 Nordic Countries E-Learning Gamification Market Size, 2016-2027
  6.4.8 Benelux E-Learning Gamification Market Size, 2016-2027
6.5 Asia
  6.5.1 By Region - Asia E-Learning Gamification Revenue, 2016-2027
  6.5.2 China E-Learning Gamification Market Size, 2016-2027
  6.5.3 Japan E-Learning Gamification Market Size, 2016-2027
  6.5.4 South Korea E-Learning Gamification Market Size, 2016-2027
  6.5.5 Southeast Asia E-Learning Gamification Market Size, 2016-2027
  6.5.6 India E-Learning Gamification Market Size, 2016-2027
6.6 South America
  6.6.1 By Country - South America E-Learning Gamification Revenue, 2016-2027
  6.6.2 Brazil E-Learning Gamification Market Size, 2016-2027
  6.6.3 Argentina E-Learning Gamification Market Size, 2016-2027
6.7 Middle East & Africa
  6.7.1 By Country - Middle East & Africa E-Learning Gamification Revenue, 2016-2027
  6.7.2 Turkey E-Learning Gamification Market Size, 2016-2027
  6.7.3 Israel E-Learning Gamification Market Size, 2016-2027
  6.7.4 Saudi Arabia E-Learning Gamification Market Size, 2016-2027
  6.7.5 UAE E-Learning Gamification Market Size, 2016-2027

7 PLAYERS PROFILES

7.1 Badgeville
  7.1.1 Badgeville Corporate Summary
  7.1.2 Badgeville Business Overview
  7.1.3 Badgeville E-Learning Gamification Major Product Offerings
  7.1.4 Badgeville E-Learning Gamification Revenue in Global (2016-2021)
  7.1.5 Badgeville Key News
7.2 BI WORLDWIDE
  7.2.1 BI WORLDWIDE Corporate Summary
  7.2.2 BI WORLDWIDE Business Overview
  7.2.3 BI WORLDWIDE E-Learning Gamification Major Product Offerings
  7.2.4 BI WORLDWIDE E-Learning Gamification Revenue in Global (2016-2021)
  7.2.5 BI WORLDWIDE Key News
7.3 Classcraft Studios
  7.3.1 Classcraft Studios Corporate Summary
  7.3.2 Classcraft Studios Business Overview
  7.3.3 Classcraft Studios E-Learning Gamification Major Product Offerings
  7.3.4 Classcraft Studios E-Learning Gamification Revenue in Global (2016-2021)
  7.3.5 Classcraft Studios Key News
7.4 Microsoft
  7.4.1 Microsoft Corporate Summary
  7.4.2 Microsoft Business Overview
  7.4.3 Microsoft E-Learning Gamification Major Product Offerings
  7.4.4 Microsoft E-Learning Gamification Revenue in Global (2016-2021)
  7.4.5 Microsoft Key News
7.5 SAP
  7.5.1 SAP Corporate Summary
  7.5.2 SAP Business Overview
  7.5.3 SAP E-Learning Gamification Major Product Offerings
  7.5.4 SAP E-Learning Gamification Revenue in Global (2016-2021)
  7.5.5 SAP Key News
7.6 MPS Interactive Systems
  7.6.1 MPS Interactive Systems Corporate Summary
  7.6.2 MPS Interactive Systems Business Overview
  7.6.3 MPS Interactive Systems E-Learning Gamification Major Product Offerings
  7.6.4 MPS Interactive Systems E-Learning Gamification Revenue in Global (2016-2021)
  7.6.5 MPS Interactive Systems Key News
7.7 D2L Corporation
  7.7.1 D2L Corporation Corporate Summary
  7.7.2 D2L Corporation Business Overview
  7.7.3 D2L Corporation E-Learning Gamification Major Product Offerings
  7.4.4 D2L Corporation E-Learning Gamification Revenue in Global (2016-2021)
  7.7.5 D2L Corporation Key News
7.8 Top Hat
  7.8.1 Top Hat Corporate Summary
  7.8.2 Top Hat Business Overview
  7.8.3 Top Hat E-Learning Gamification Major Product Offerings
  7.8.4 Top Hat E-Learning Gamification Revenue in Global (2016-2021)
  7.8.5 Top Hat Key News
7.9 Cognizant
  7.9.1 Cognizant Corporate Summary
  7.9.2 Cognizant Business Overview
  7.9.3 Cognizant E-Learning Gamification Major Product Offerings
  7.9.4 Cognizant E-Learning Gamification Revenue in Global (2016-2021)
  7.9.5 Cognizant Key News
7.10 Recurrence Inc.
  7.10.1 Recurrence Inc. Corporate Summary
  7.10.2 Recurrence Inc. Business Overview
  7.10.3 Recurrence Inc. E-Learning Gamification Major Product Offerings
  7.10.4 Recurrence Inc. E-Learning Gamification Revenue in Global (2016-2021)
  7.10.5 Recurrence Inc. Key News
7.11 Fundamentor
  7.11.1 Fundamentor Corporate Summary
  7.11.2 Fundamentor Business Overview
  7.11.3 Fundamentor E-Learning Gamification Major Product Offerings
  7.11.4 Fundamentor E-Learning Gamification Revenue in Global (2016-2021)
  7.11.5 Fundamentor Key News
7.12 Gametize
  7.12.1 Gametize Corporate Summary
  7.12.2 Gametize Business Overview
  7.12.3 Gametize E-Learning Gamification Major Product Offerings
  7.12.4 Gametize E-Learning Gamification Revenue in Global (2016-2021)
  7.12.5 Gametize Key News
7.13 GradeCraft
  7.13.1 GradeCraft Corporate Summary
  7.13.2 GradeCraft Business Overview
  7.13.3 GradeCraft E-Learning Gamification Major Product Offerings
  7.13.4 GradeCraft E-Learning Gamification Revenue in Global (2016-2021)
  7.13.5 GradeCraft Key News
7.14 Kuato Studios
  7.14.1 Kuato Studios Corporate Summary
  7.14.2 Kuato Studios Business Overview
  7.14.3 Kuato Studios E-Learning Gamification Major Product Offerings
  7.14.4 Kuato Studios E-Learning Gamification Revenue in Global (2016-2021)
  7.14.5 Kuato Studios Key News
7.15 Kungfu-Math
  7.15.1 Kungfu-Math Corporate Summary
  7.15.2 Kungfu-Math Business Overview
  7.15.3 Kungfu-Math E-Learning Gamification Major Product Offerings
  7.15.4 Kungfu-Math E-Learning Gamification Revenue in Global (2016-2021)
  7.15.5 Kungfu-Math Key News

8 CONCLUSION

9 APPENDIX

9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
LIST OF TABLES

Table 1. E-Learning Gamification Market Opportunities & Trends in Global Market
Table 2. E-Learning Gamification Market Drivers in Global Market
Table 3. E-Learning Gamification Market Restraints in Global Market
Table 4. Key Players of E-Learning Gamification in Global Market
Table 5. Top E-Learning Gamification Players in Global Market, Ranking by Revenue (2019)
Table 6. Global E-Learning Gamification Revenue by Companies, (US$, Mn), 2016-2021
Table 7. Global E-Learning Gamification Revenue Share by Companies, 2016-2021
Table 8. Global Companies E-Learning Gamification Product Type
Table 9. List of Global Tier 1 E-Learning Gamification Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 10. List of Global Tier 2 and Tier 3 E-Learning Gamification Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 11. By Type – Global E-Learning Gamification Revenue, (US$, Mn), 2021 VS 2027
Table 12. By Type - E-Learning Gamification Revenue in Global (US$, Mn), 2016-2021
Table 13. By Type - E-Learning Gamification Revenue in Global (US$, Mn), 2022-2027
Table 14. By Application – Global E-Learning Gamification Revenue, (US$, Mn), 2021 VS 2027
Table 15. By Application - E-Learning Gamification Revenue in Global (US$, Mn), 2016-2021
Table 16. By Application - E-Learning Gamification Revenue in Global (US$, Mn), 2022-2027
Table 17. By Region – Global E-Learning Gamification Revenue, (US$, Mn), 2021 VS 2027
Table 18. By Region - Global E-Learning Gamification Revenue (US$, Mn), 2016-2021
Table 19. By Region - Global E-Learning Gamification Revenue (US$, Mn), 2022-2027
Table 20. By Country - North America E-Learning Gamification Revenue, (US$, Mn), 2016-2021
Table 21. By Country - North America E-Learning Gamification Revenue, (US$, Mn), 2022-2027
Table 22. By Country - Europe E-Learning Gamification Revenue, (US$, Mn), 2016-2021
Table 23. By Country - Europe E-Learning Gamification Revenue, (US$, Mn), 2022-2027
Table 24. By Region - Asia E-Learning Gamification Revenue, (US$, Mn), 2016-2021
Table 25. By Region - Asia E-Learning Gamification Revenue, (US$, Mn), 2022-2027
Table 26. By Country - South America E-Learning Gamification Revenue, (US$, Mn), 2016-2021
Table 27. By Country - South America E-Learning Gamification Revenue, (US$, Mn), 2022-2027
Table 28. By Country - Middle East & Africa E-Learning Gamification Revenue, (US$, Mn), 2016-2021
Table 29. By Country - Middle East & Africa E-Learning Gamification Revenue, (US$, Mn), 2022-2027
Table 30. Badgeville Corporate Summary
Table 31. Badgeville E-Learning Gamification Product Offerings
Table 32. Badgeville E-Learning Gamification Revenue (US$, Mn), (2016-2021)
Table 33. BI WORLDWIDE Corporate Summary
Table 34. BI WORLDWIDE E-Learning Gamification Product Offerings
Table 35. BI WORLDWIDE E-Learning Gamification Revenue (US$, Mn), (2016-2021)
Table 36. Classcraft Studios Corporate Summary
Table 37. Classcraft Studios E-Learning Gamification Product Offerings
Table 38. Classcraft Studios E-Learning Gamification Revenue (US$, Mn), (2016-2021)
Table 39. Microsoft Corporate Summary
Table 40. Microsoft E-Learning Gamification Product Offerings
Table 41. Microsoft E-Learning Gamification Revenue (US$, Mn), (2016-2021)
Table 42. SAP Corporate Summary
Table 43. SAP E-Learning Gamification Product Offerings
Table 44. SAP E-Learning Gamification Revenue (US$, Mn), (2016-2021)
Table 45. MPS Interactive Systems Corporate Summary
Table 46. MPS Interactive Systems E-Learning Gamification Product Offerings
Table 47. MPS Interactive Systems E-Learning Gamification Revenue (US$, Mn), (2016-2021)
Table 48. D2L Corporation Corporate Summary
Table 49. D2L Corporation E-Learning Gamification Product Offerings
Table 50. D2L Corporation E-Learning Gamification Revenue (US$, Mn), (2016-2021)
Table 51. Top Hat Corporate Summary
Table 52. Top Hat E-Learning Gamification Product Offerings
Table 53. Top Hat E-Learning Gamification Revenue (US$, Mn), (2016-2021)
Table 54. Cognizant Corporate Summary
Table 55. Cognizant E-Learning Gamification Product Offerings
Table 56. Cognizant E-Learning Gamification Revenue (US$, Mn), (2016-2021)
Table 57. Recurrence Inc. Corporate Summary
Table 58. Recurrence Inc. E-Learning Gamification Product Offerings
Table 59. Recurrence Inc. E-Learning Gamification Revenue (US$, Mn), (2016-2021)
Table 60. Fundamentor Corporate Summary
Table 61. Fundamentor E-Learning Gamification Product Offerings
Table 62. Fundamentor E-Learning Gamification Revenue (US$, Mn), (2016-2021)
Table 63. Gametize Corporate Summary
Table 64. Gametize E-Learning Gamification Product Offerings
Table 65. Gametize E-Learning Gamification Revenue (US$, Mn), (2016-2021)
Table 66. GradeCraft Corporate Summary
Table 67. GradeCraft E-Learning Gamification Product Offerings
Table 68. GradeCraft E-Learning Gamification Revenue (US$, Mn), (2016-2021)
Table 69. Kuato Studios Corporate Summary
Table 70. Kuato Studios E-Learning Gamification Product Offerings
Table 71. Kuato Studios E-Learning Gamification Revenue (US$, Mn), (2016-2021)
Table 72. Kungfu-Math Corporate Summary
Table 73. Kungfu-Math E-Learning Gamification Product Offerings
Table 74. Kungfu-Math E-Learning Gamification Revenue (US$, Mn), (2016-2021)

LIST OF FIGURES

Figure 1. E-Learning Gamification Segment by Type
Figure 2. E-Learning Gamification Segment by Application
Figure 3. Global E-Learning Gamification Market Overview: 2020
Figure 4. Key Caveats
Figure 5. Global E-Learning Gamification Market Size: 2021 VS 2027 (US$, Mn)
Figure 6. Global E-Learning Gamification Revenue, 2016-2027 (US$, Mn)
Figure 7. The Top 3 and 5 Players Market Share by E-Learning Gamification Revenue in 2020
Figure 8. By Type - Global E-Learning Gamification Revenue Market Share, 2016-2027
Figure 9. By Application - Global E-Learning Gamification Revenue Market Share, 2016-2027
Figure 10. By Region - Global E-Learning Gamification Revenue Market Share, 2016-2027
Figure 11. By Country - North America E-Learning Gamification Revenue Market Share, 2016-2027
Figure 12. US E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 13. Canada E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 14. Mexico E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 15. By Country - Europe E-Learning Gamification Revenue Market Share, 2016-2027
Figure 16. Germany E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 17. France E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 18. U.K. E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 19. Italy E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 20. Russia E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 21. Nordic Countries E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 22. Benelux E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 23. By Region - Asia E-Learning Gamification Revenue Market Share, 2016-2027
Figure 24. China E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 25. Japan E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 26. South Korea E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 27. Southeast Asia E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 28. India E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 29. By Country - South America E-Learning Gamification Revenue Market Share, 2016-2027
Figure 30. Brazil E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 31. Argentina E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 32. By Country - Middle East & Africa E-Learning Gamification Revenue Market Share, 2016-2027
Figure 33. Turkey E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 34. Israel E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 35. Saudi Arabia E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 36. UAE E-Learning Gamification Revenue, (US$, Mn), 2016-2027
Figure 37. Badgeville E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 38. BI WORLDWIDE E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 39. Classcraft Studios E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 40. Microsoft E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 41. SAP E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 42. MPS Interactive Systems E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 43. D2L Corporation E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 44. Top Hat E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 45. Cognizant E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 46. Recurrence Inc. E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 47. Fundamentor E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 48. Gametize E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 49. GradeCraft E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 50. Kuato Studios E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2016-2021)


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