Gamification of learning Market is expected to grow at a Compound Annual Growth Rate (CAGR) of 30%. The base year considered for the study is 2018 and the forecast period considered is 2019 To 2026

The academic segment is projected to have a larger market size as compared to the corporate training segment during the forecast period. The growth of this segment can be attributed to growing inclination of schools, colleges, and universities to implement and leverage gamification platforms to offer a flexible, interactive, and innovative learning experience.

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Key Companies Analyzed in this Report are:

Key market players profiled in this report include Bunchball (US), NIIT (India), MPS Interactive (India), Microsoft (US), D2L (Canada), Top Hat (Canada), Classcraft Studios (Canada), Recurrence (US), Fundamentor (India), Cognizant (US), BLUErabbit (Mexico), Google (Grasshopper) (US), Kahoot (Norway), CK-12 (US), and Kuato Studios (US). 

In addition, it helps the venture capitalists in understanding the companies better and make informed decisions. The regions covered includes North America, Europe, Asia Pacific, Latin America, Middle East, and Africa. The revenue is generated mainly from North America, Europe, and Asia Pacific. North America is leading the market followed by Europe with Asia Pacific emerging in  Gamification of learning Market.

On the basis of Offering, the gamification in education market has been segmented into:
  • Software
  • Services
On the basis of Deployment Mode, the gamification in education market has been segmented into:
  • Cloud
  • On-premises
Inquire for discount on this report @  Major Factors of Gamification of learning Market: Global Gamification of learning Market Overview Economic Impact on Market Market Competition Global Gamification of learning Market Analysis by Application Industrial Chain, Sourcing Strategy and Downstream Buyers Marketing Strategy Analysis, Distributors/Traders Global Market Effect, Factors, Analysis Global Market Forecast Table of Contents Global  Gamification of learning Market Research Report Chapter 1  Gamification of learning Market Overview Chapter 2 Global Economic Impact on Industry Chapter 3 Global Market Competition by Manufacturers Chapter 4 Global Production, Revenue (Value) by Region Chapter 5 Global Supply (Production), Consumption, Export, Import by Regions Chapter 6 Global Production, Revenue (Value), Price Trend by Type Chapter 7 Global Market Analysis by Application Chapter 8 Manufacturing Cost Analysis Chapter 9 Industrial Chain, Sourcing Strategy and Downstream Buyers Chapter 10 Marketing Strategy Analysis, Distributors/Traders Chapter 11 Market Effect Factors Analysis Chapter 12 Global  Gamification of learning Market Forecast Place a Direct Order Of this Report @  About Research N Report: Research N Reports is a new age market research firm where we focus on providing information that can be effectively applied. Today being a consumer driven market, companies require information to deal with the complex and dynamic world of choices. Where relying on a sound board firm for your decisions becomes crucial. Research N Reports specializes in industry analysis, market forecasts and as a result getting quality reports covering all verticals, whether be it gaining perspective on current market conditions or being ahead in the cut throat Global competition. Since we excel at business research to help businesses grow, we also offer consulting as an extended arm to our services which only helps us gain more insight into current trends and problems. Consequently, we keep evolving as an all-rounder provider of viable information under one roof. Contact us: Sunny Denis Sales Manager Research N Reports 10916, Gold Point Dr, Houston, TX, Pin – 77064, +1-8886316977, Email: Website: Follow Us on LinkedIn: