Global Education Gamification Market Research Report 2015-2019

Global Education Gamification Market: Research Report
2015-2019
Report Description
Gamification is the process of implementing game mechanics into non-gaming context to
engage users and solve problems. Points, badges, a leaderboard, challenges, and rewards
are examples of game mechanics. Gamification does not create real games but uses game
techniques to engage students toward comprehensive learning.
Global Education Gamification Market to grow at a CAGR of 64.34% over the period 20142019.
Covered in this report
The report covers the current scenario and the growth prospects of the global education
gamification market for the period of 2015-2019. To calculate the market size, the report
considers revenue generated from the sales of gamification solutions for the following
end-users:
• K-12 schools
• Higher education institutes
View more details @ http://www.bigmarketresearch.com/global-education-gamificationresearch-report-2015-2019-market
Report Description
Global Education Gamification Market 2015-2019, has been prepared based on an indepth market analysis with inputs from industry experts. The report covers Americas,
APAC, and EMEA; it also covers the landscape of the market and its growth prospects in the
coming years. The report includes a discussion of the key vendors operating in this market.
Key regions
• Americas
• EMEA
• APAC
Key vendors
• Badgeville
• Bunchball
• Gigya
• Kuato Studios
• Lithium Technologies
Other prominent vendors
• Big Door
• Captain Up
• Crowd Twist
Report Description
Market driver
• Increased demand for quality education
• For a full, detailed list, view our report
Market challenge
• Differing regional requirements
• For a full, detailed list, view our report
Market trend
• Growing adoption of tablets
• For a full, detailed list, view our report
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Table Of Contents
PART01: Executive summary
PART02: Scope of the report
PART03: Market research methodology
PART04: Introduction
PART05: Market landscape
PART06: Market overview
PART07: Market segmentation by end-user
PART08: Geographical segmentation
PART09: Market drivers
PART10: Impact of drivers
PART11: Market challenges
PART12: Impact of drivers and challenges
PART13: Market trends
PART14: Vendor landscape
PART15: Key vendor analysis
PART16: Other prominent vendorsBig Door
PART17: Appendix
PART18: Explore Technavio
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Gamification is the process of implementing game mechanics into non-gaming context to engage users and solve problems. Points, badges, a leaderboard, challenges, and rewards are examples of game mechanics. Gamification does not create real games but uses game techniques to engage students toward comprehensive learning. Global Education Gamification Market to grow at a CAGR of 64.34% over the period 2014-2019. View more details @ http://www.bigmarketresearch.com/global-education-gamification-research-report-2015-2019-market