The report includes a thorough overview of the competitive landscape and regulatory framework of the Global Education Gamification Market.
Houston, TX -- (SBWIRE) -- 08/24/2018 -- The growing improvements in game development engines will drive the growth of the gamification market size during the forecast period. The purpose of the game engine is to develop games, which are developed using advanced technologies that target mobile, online, and desktop platforms. Also, since game engines provide a built-in functionality, developers can spend more time building the game and improving the nuances. Also, they also provide core functionalities such as the sound, animation, artificial intelligence, networking, and scripting. Furthermore, with the evolving game design engines, the vendors in the education gamification market obtains advanced tools to incorporate more functionalities and graphics into both serious and simulation games.
"Research N REports analysts forecast "The Global Education Gamification Market to grow at a CAGR of +66% during the period 2018-2023."
Top Key Vendor Included are:
Badgeville, Bunchball, Classcraft Studios, GoGo Labs
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The gamification of education makes it easier for students to improve their learning outcomes. Despite the tremendous growth of the global education gamification market, the gap between demand and supply has widened over the years. The widening gap between demand and supply in the global education game market can be overcome through collaboration between educational game providers and educational institutions. However, the interest of learning professionals in the use of technology and the increased cost of education gamification are particularly hampering widespread adoption in Asia Pacific developing countries.
The increasing popularity of education Gamification has led to the entry of several non-game platform-based companies in this market. For example, Pearson (a leading educational textbook publisher) has begun to develop educational Gamification. In recent years, many of the best companies, such as SAP and Microsoft, have entered the global education gamification market. So far, educational gamification is mainly used in higher education. Therefore, an important potential is in this market of K12 schools. Educational gamification at K12 schools promotes knowledge retention, improved instructional efficiency, and improved student performance.
The global education gamification market based on end users can be largely classified as higher education institutions and K12 schools. Depending on the training method, the global education gamification market can be categorized as game-based learning, simulation-based learning, score, badge and leaderboard (PBL).
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Educational gamification of higher education institutions worldwide has accounted for the largest market share in 2017. However, the educational gamification of K12 schools is expected to be the fastest growing market segment during the forecast period. K12 schools have witnessed digital versions of numerous classroom training sessions such as smart boards, tablets, notebooks, and stylus pens in the last few years. Transitioning traditional homework to Gamification-based learning also paces the global education gamification market. Educational gamification also helps students achieve active participation within the learning environment.
Regional Outlook:
North America has the largest market share in the global education gamification market in 2014. The dissemination of advanced learning skills in educational systems throughout the United States and Canada is fueling the growth of the global education gamification market in this region. Europe occupied the second largest market share in the world education market in 2017. With the increasing penetration of educational Gamification in European higher education institutions, it is leading the growth of European education gamification market. The Asia Pacific region is expected to be one of the fastest growing markets for education due to increased market entry rates at K12 schools.
The Education Gamification Market Report mainly covers following Content.
Chapter 1 Education Gamification Market Overview
Chapter 2 Global Economic Impact
Chapter 3 Competition by Manufacturer
Chapter 4 Production, Revenue (Value) by Region
Chapter 5 Supply (Production), Consumption, Export, Import by Regions
Chapter 6 Production, Revenue (Value), Price Trend by Type
Chapter 7 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 Market Forecast
Continued…
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