Global Pulse Ingredients Market
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As the global economy mends, the 2021 growth of Gamification in Education will have significant change from previous year. According to our (LP Information) latest study, the global Gamification in Education market size is USD million in 2022 from USD 977.3 million in 2021, with a change of % between 2021 and 2022. The global Gamification in Education market size will reach USD 4579.5 million in 2028, growing at a CAGR of 24.7% over the analysis period.
The United States Gamification in Education market is expected at value of US$ million in 2021 and grow at approximately % CAGR during review period. China constitutes a % market for the global Gamification in Education market, reaching US$ million by the year 2028. As for the Europe Gamification in Education landscape, Germany is projected to reach US$ million by 2028 trailing a CAGR of % over the forecast period. In APAC, the growth rates of other notable markets (Japan and South Korea) are projected to be at % and % respectively for the next 5-year period.
Global main Gamification in Education players cover Bunchball, NIIT, MPS Interactive, and Microsoft, etc. In terms of revenue, the global largest two companies occupy a share nearly % in 2021.
This report presents a comprehensive overview, market shares, and growth opportunities of Gamification in Education market by product type, application, key players and key regions and countries.
Segmentation by type: breakdown data from 2017 to 2022 in Section 2.3; and forecast to 2028 in section 10.7.
Cloud Based
On-Premises Based
Segmentation by application: breakdown data from 2017 to 2022, in Section 2.4; and forecast to 2028 in section 10.8.
Academic
Corporate Training
Others
This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The report also presents the market competition landscape and a corresponding detailed analysis of the major players in the market. The key players covered in this report: Breakdown data in in Chapter 3.
Bunchball
NIIT
MPS Interactive
Microsoft
D2L
Top Hat
Classcraft Studios
Recurrence
Fundamentor
Cognizant
BLUErabbit
Google
Kahoot
CK-12
Kuato Studios
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