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Education Gamification Market Will Generate New Growth Opportunities in the Upcoming Year

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Education Gamification Market Will Generate New Growth Opportunities in the Upcoming Year

December 12
01:50 2019
Education Gamification Market Will Generate New Growth Opportunities in the Upcoming Year

Education Gamification Market
The growing improvements in game development engines will drive the growth prospects for the global education gamification market during the forecast period. The increasing technological development in the gaming sector will encourage the small and medium-sized education gamification companies to enter the education market.

HTF Market Intelligence released a new research report of 150 pages on title ‘Global Education Gamification Market Insights by Application, Product Type, Competitive Landscape & Regional Forecast 2025’  with detailed analysis, forecast and strategies. The study covers key regions that includes North America, Europe & Asia.

Request a sample report @ https://www.htfmarketreport.com/sample-report/2335109-global-education-gamification-market-1

Summary

Global Education Gamification Market Overview:

Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms. The growing improvements in game development engines will drive the growth prospects for the global education gamification market during the forecast period. The increasing technological development in the gaming sector will encourage the small and medium-sized education gamification companies to enter the education market.

Market Drivers
Growing Prevalence of Digital Learning and their Benefits
Need for Advancing the Learning Experience

Market Trend
Rising use of Augmented Reality (AR) and Virtual Reality (VR)
Increasing Penetration of Gamification in Mobile Apps

Restraints
Unavailability of Gamification Learning to Low-Income group Families
More Time Spent on E-Learning Might cause Health Related Issues
Lack of Skilled Trainers and Instructors

Opportunities
Growing Improvement in Gamification Technology
Awareness through Advertisement will boost the Market
Maintaining User Engagement and Interest Throughout the Learning Process

Challenges
Poor Designed and Less Engagement Gamification Education Apps

Competitive Landscape:

Some of the key players profiled in the report are Bunchball (United States), Classcraft Studios Inc. (Canada), GoGo Labs Inc. (United States), GP Strategies (United States), Axonify (Canada), Paradigm Learning (United States), Recurrence Inc (United States), Fundamentor (United States), Gametize (Singapore) and GradeCraft (United States). Additionally, following companies can also be profiled that are part of our coverage like Kuato Studios (England) and Kungfu Math (Singapore).

Market Segmentation

By Type: Structural Gamification, Content Gamification

By Application: Academic (K-12 and Higher Education), Corporate Learning

By Technology: Virtual Reality (VR), Augmented Reality (AR)

Get Customization in the Report, Enquire Now @ https://www.htfmarketreport.com/enquiry-before-buy/2335109-global-education-gamification-market-1

Strategic Points Covered in Table of Content of Global Education Gamification  Market Insights by Application, Product Type, Competitive Landscape & Regional Forecast 2025 Market:
Chapter 1: Introduction, market driving force product Objective of Study and Research Scope the Global Education Gamification  Market Insights by Application, Product Type, Competitive Landscape & Regional Forecast 2025market. (Introduction, Scope of the Report)Chapter 2: Exclusive Summary – the basic information of the Global Education Gamification  Market Insights by Application, Product Type, Competitive Landscape

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View Detailed Table of Content @ https://www.htfmarketreport.com/reports/2335109-global-education-gamification-market-1

Thanks for reading this article, you can also get individual chapter wise section or region wise report version like North America, Europe or Asia.

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About Author:
HTF Market Report is a wholly owned brand of HTF market Intelligence Consulting Private Limited. HTF Market Report global research and market intelligence consulting organization is uniquely positioned to not only identify growth opportunities but to also empower and inspire you to create visionary growth strategies for futures, enabled by our extraordinary depth and breadth of thought leadership, research, tools, events and experience that assist you for making goals into a reality. Our understanding of the interplay between industry convergence, Mega Trends, technologies and market trends provides our clients with new business models and expansion opportunities. We are focused on identifying the “Accurate Forecast” in every industry we cover so our clients can reap the benefits of being early market entrants and can accomplish their “Goals & Objectives”.

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