Gamification education market: Lack of skilled trainers and instructors hinder the market for the growth of gamification education Market Overview: The gamification education market was worth at USD 450 billion in 2018 and is estimated to grow by USD 1803 billion by 2023 at a CAGR of about 32.0%. The market for global gamification education can produce 66% by 2020. Factors as innovation in e-learning tools, delivery methods, advances in technology and availability of different virtual communication tools. The growth of the academic segment as a retail gamification education market is getting improved in the coming years an e-commerce trend growing at a high rate. Lack of skilled trainers and instructors hinder the market for the growth of gamification education. Market drivers and restraints: The key factors driving the growth of the gamification in education market are the rising adoption of digital learning and growing cloud adoption among organizations to motivate learners to adopt web-based gamification solutions. The key factors estimated to hinder the growth of the market are the lack of skilled trainers and instructors and the lack of innovative enhancements in game design to keep learners engrossed. Report segmented as: By component: Cloud computing Big data and analytics Mobility Disruptive technologies Social media By deployment: On-premise Cloud Geographical analysis: On the basis of geography, the global market for gamification education can be segmented into regions namely, North America, Asia Pacific, Europe, Latin America and Middle East and Africa. The North American region is estimated to dominate the market with respect to market size in 2018, owing to the presence of a large number of prominent educational institutes and their focus on interactive ways for education that is resulting in the growth of the market in the region. APAC is dominating the market with respect to CAGR among all regions. Important market players: Key market players operating in the gamification education market include Bunchball (US), NIIT (India), MPS Interactive (India), Microsoft (US), D2L (Canada), Top Hat (Canada), Classcraft Studios (Canada), Recurrence (US), Fundamentor (India), Cognizant (US), BLUErabbit (Mexico), Google (Grasshopper) (US), Kahoot (Norway), CK-12 (US), and Kuato Studios (US). View a sample and decide @ https://www.marketdataforecast.com/marketreports/gamification-education-market/request The Scope of the report: This report offers the current product and services market evaluation and the future estimation of the market. It helps us understand the market better through size anticipation and CAGR calculation to estimate the next market. It has a broader segmentation for better understanding of the enterprising of the market at a low level by segregating the market into smaller sectors. About Us: Market Data Forecast is a firm working in the areas of market research, business intelligence and consulting. We have rich experience in research and consulting for various business domains to cater to the needs of both individual and corporate clients. For more information: Abhishek Shukla Sales Manager at Market Data Forecast Email: [email protected] Tel: +1-888-702-9626 Website: https://www.marketdataforecast.com/
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