Education Gamification Market Next Big Thing | GP Strategies, Axonify, GradeCraft


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1. Education Gamification Market Next Big Thing | GP Strategies, Axonify, GradeCraft 07-15-2023 08:03 AM CET | Science & Education Press release from: AMA Research & Media LLP Education Gamification Market (adsbygoogle = window.adsbygoogle || []).push({}); Advance Market Analytics added research publication document on Worldwide Education Gamification Market breaking major business segments and highlighting wider level geographies to get deep dive analysis on market data. The study is a perfect balance bridging both qualitative and quantitative information of Worldwide Education Gamification market. The study provides valuable market size data for historical (Volume** & Value) from 2017 to 2021 which is estimated and forecasted till 2027*. Some are the key & emerging players that are part of coverage and have being profiled 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), GradeCraft (United States) (adsbygoogle = window.adsbygoogle || []).push({}); Get free access to Sample Report in PDF Version along with Graphs and Figures @ https://www.advancemarketanalytics.com/sample-report/4176-global-education-gamification-market#utm_source=OpenPRShraddha 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. On 24th June 2019, Classcraft launched storytelling mode for K-12 academic education to utilize the benefits of storytelling. This storytelling model helps teachers and trainers to motivate students to learn effectively and maintain engagement. This will positively impact the gamification education market. Keep yourself up-to-date with latest market trends and changing dynamics due to COVID Impact and Economic Slowdown globally. Maintain a competitive edge by sizing up with available business opportunity in Education Gamification Market various segments and emerging territory. Influencing Market Trend: Rising use of Augmented Reality (AR) and Virtual Reality (VR) Increasing Penetration of Gamification in Mobile Apps Challenges: Some Poorly Designed and Less Engagement Gamification Education Apps Market Drivers: Growing Prevalence of Digital Learning and their Benefits Need for Advancing the Learning Experience Opportunities: Growing Improvement in Game Development Technologies Awareness through Advertisement will boost the Market Have Any Questions Regarding Global Education Gamification Market




     The global education gamification market is set to experience significant growth in the coming years as more players enter the market and technological advancements lead to better user engagement and problem-solving. Advance Market Analytics added research publication document on Worldwide Education Gamification Market breaking major business segments and highlighting wider level geographies to get deep dive analysis on market data. The study is a perfect balance bridging both qualitative and quantitative information of the Worldwide Education Gamification market.

     Some of the key and emerging players that are part of coverage and have being profiled 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), GradeCraft (United States).

     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.

     On 24th June 2019, Classcraft launched storytelling mode for K-12 academic education to utilize the benefits of storytelling. This storytelling model helps teachers and trainers to motivate students to learn effectively and maintain engagement. This will positively impact the gamification education market.

     Market Drivers:

     • Growing Prevalence of Digital Learning and their Benefits

     • Need for Advancing the Learning Experience

     Market Challenges:

     • Some Poorly Designed and Less Engagement Gamification Education Apps

     Market Trends:

     • Rising use of Augmented Reality (AR) and Virtual Reality (VR)

     • Increasing Penetration of Gamification in Mobile Apps

     • Awareness through Advertisement will boost the Market

     The regional analysis of Global Education Gamification Market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading region across the world. Whereas, owing to rising no. of research activities in countries such as China, India, and Japan, Asia Pacific region is also expected to exhibit higher growth rate the forecast period 2022-2027.

     The major developmental strategies integrated by the leading players to sustain a competitive market position in the market are included in the report. The emerging technologies that are driving the growth of the market are highlighted in the report. The market value of the segments that are leading the market and the sub-segments are mentioned in the report. The report studies the leading manufacturers and other players entering the global Education Gamification market.



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