Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023

教育におけるゲーミフィケーションの世界市場予測(~2023年)

◆タイトル:Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023
◆商品コード:TC 6946
◆調査・発行会社:MarketsandMarkets
◆発行日:2019年3月5日
◆ページ数:97
◆レポート形式:PDF / 英語
◆納品方法:Eメール(受注後24時間以内)
◆調査対象地域:グローバル
◆産業分野:テレコム・IT
◆販売価格オプション(消費税別)
Single User(1名様閲覧)USD5,650 ⇒換算¥604,550見積依頼/購入/質問フォーム
Multi User (Five User)USD6,650 ⇒換算¥711,550見積依頼/購入/質問フォーム
Corporate License (全社内共有可)USD8,150 ⇒換算¥872,050見積依頼/購入/質問フォーム
販売価格オプションの説明はこちらでご利用ガイドはこちらでご確認いただけます。
※お支払金額は「換算金額(日本円)+消費税+配送料(Eメール納品は無料)」です。
※Eメールによる納品の場合、通常ご注文当日~2日以内に納品致します。
※商品の納品後、納品日+5日以内に請求書を発行し、お客様宛に郵送いたしますので、請求書発行日より2ヶ月以内に銀行振込にて支払をお願いします。(振込先:三菱東京UFJ銀行/京橋支店/H&Iグローバルリサーチ株式会社)
※上記の日本語題名はH&Iグローバルリサーチが翻訳したものです。英語版原本には日本語表記はありません。
※為替レートは適宜修正・更新しております。リアルタイム更新ではありません。
※ご購入後、レポートに記載の英語表現や単語の意味に関しましては無料でお答えいたします。(但し、対応範囲は弊社で判断)
※弊社H&Iグローバルリサーチ株式会社はMarketsandMarketsの日本における正規販売代理店です。

【レポートの概要】

教育におけるゲーミフィケーションの世界市場は、2018年の4億5,000万米ドルから2023年には18億米ドルに達し、この期間中32.0%の年平均成長率で成長すると予測されています。この市場の成長を促す要因として、デジタル学習の採用の増加、より良い成果のために学習経験を向上させる必要性の増大、およびAR/VR技術の採用が考えられます。一方で、熟練したトレーナーやインストラクターの不足が市場の成長を妨げています。当調査レポートでは、教育におけるゲーミフィケーションの世界市場について調査・分析し、エグゼクティブサマリー、市場インサイト、市場概観/市場動向、産業動向、提供(ソフトウェア、サービス)分析、導入モード(クラウド、オンプレミス)分析、エンドユーザー(学術機関、企業研修)分析、教育におけるゲーミフィケーションの世界市場規模及び予測、市場動向、競争状況、関連企業分析などの情報をお届けいたします。

Increased adoption of digital learning and augmented/virtual reality technologies to drive overall growth of gamification in education market across the globeThe gamification in education market is expected to grow from USD 450 million in 2018 to USD 1,800 million by 2023, at a Compound Annual Growth Rate (CAGR) of 32.0% during the forecast period of 2018–2023. The major factors driving the growth of the gamification in education market are increasing adoption of digital learning, growing need to enhance the learning experience for better outcomes, and adoption of AR/VR technologies. However, the lack of availability of skilled trainers and instructors is hindering the market growth.

Among offerings, the services segment is expected to grow at a higher rate during the forecast period.
The services segment is expected to register the higher CAGR among offerings during the forecast period. The growth of this segment can be attributed to the rapid increase in demand for support services, as more institutions are looking for personalized products, leading to a rising need for consulting and support services.
The APAC gamification in education market is expected to grow at the highest CAGR during the forecast period.
The Asia Pacific (APAC) region is projected to have the highest CAGR among all the regions covered, during the forecast period. This growth is primarily driven by the increase in spending on technologies such as cloud and digital learning, growth in the adoption of mobile devices, and entrance of startups with innovative software in the region.
In-depth interviews were conducted with Chief Executive Officers (CEOs), marketing directors, innovation and technology directors, and executives from various key organizations operating in the gamification in education market.
• By Company Type: Tier 1 – 55%, Tier 2 – 20%, and Tier 3 – 25%
• By Designation: C-level – 45%, Directors – 30%, and Others – 25%
• By Region: North America – 30%, Europe – 35%, Asia Pacific – 20%, and RoW – 15%
The major vendors of gamification in education software and services 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). The study included an in-depth competitive analysis of these key players with their company profiles, recent developments, and key growth strategies adopted by them.

Research coverage
The market study covers the gamification in education market across different segments. It aims at estimating the market size and the growth potential of this market across different segments based on offering (software and services), deployment mode, end user, and region. In addition, the study also includes use cases, industry trends, and key influencing factors such as drivers, restraints, opportunities, and challenges. The study highlights the competitive landscape and in-depth competitive analysis of the key market players, along with their company profiles, key observations related to product and business offerings, recent developments, and key market strategies.
Key benefits of buying the report
The report is expected to help the market leaders/new entrants in this market by providing them information on the closest approximations of the revenue numbers for the overall gamification in education market and its segments. This report is also expected to help stakeholders understand the competitive landscape and gain insights to improve the position of their businesses and to plan suitable go-to-market strategies. The report also aims at helping stakeholders understand the pulse of the market and provide them with information on key market drivers, restraints, challenges, and opportunities.

【レポートの目次】

TABLE OF CONTENTS

1 INTRODUCTION 12
1.1 OBJECTIVES OF THE STUDY 12
1.2 MARKET DEFINITION 12
1.3 MARKET SCOPE 12
1.3.1 MARKET SEGMENTATION 13
1.3.2 REGIONAL SCOPE 13
1.4 YEARS CONSIDERED FOR THE STUDY 14
1.5 STAKEHOLDERS 14
2 RESEARCH METHODOLOGY 15
2.1 RESEARCH DATA 15
2.1.1 BREAKUP OF PRIMARIES 16
2.1.2 KEY INDUSTRY INSIGHTS 17
2.2 MARKET SIZE ESTIMATION 19
2.3 MARKET FORECAST 20
2.4 ASSUMPTIONS FOR THE STUDY 21
3 EXECUTIVE SUMMARY 23
4 PREMIUM INSIGHTS 27
4.1 ATTRACTIVE OPPORTUNITIES IN THE GAMIFICATION IN EDUCATION MARKET 27
4.2 GAMIFICATION IN EDUCATION MARKET, BY OFFERING, 2018–2023 27
4.3 GAMIFICATION IN EDUCATION MARKET, BY DEPLOYMENT MODE, 2018 & 2023 28
4.4 GAMIFICATION IN EDUCATION MARKET, BY END USER, 2018 28
4.5 MARKET INVESTMENT SCENARIO 29
5 MARKET OVERVIEW AND INDUSTRY TRENDS 30
5.1 INTRODUCTION 30
5.2 MARKET DYNAMICS 31
5.2.1 DRIVERS 31
5.2.1.1 Increasing adoption of gamification and digital learning 31
5.2.1.2 Extensive government initiatives for growth of e-Learning and learning management systems 32
5.2.1.3 Rise in cloud adoption among organizations and institutions motivate learners to adopt web-based gamification solutions 32
5.2.1.4 Increasing importance of continuous learning in corporate setups 33
5.2.2 RESTRAINTS 33
5.2.2.1 Low motivation and engagement in the adoption of
gamification solutions 33

5.2.3 OPPORTUNITIES 33
5.2.3.1 Growing use of AR and VR in Gamification 33
5.2.3.2 Collaborative learning culture in corporates is providing opportunities for employees 34
5.2.4 CHALLENGES 34
5.2.4.1 Lack of skilled trainers and instructors 34
5.2.4.2 Lack of improvements in game designs and in establishing data ownership/precise data standards 34
5.3 INDUSTRY TRENDS 35
5.4 GAMIFICATION IN EDUCATION MARKET: VALUE CHAIN ANALYSIS 35
5.5 USE CASES 36
5.5.1 CLASS DOJO: A MANAGEMENT TOOL TO HELP TEACHERS IMPROVE BEHAVIOR IN CLASSROOMS EASIER AND FASTER 36
5.5.2 COURSE HERO: GAMIFICATION EDUCATION PLATFORM FOR PROVIDING MATERIALS 36
5.5.3 RIBBON HERO: ADD-IN GAME TO HELP EDUCATE USERS OF MS OFFICE 2007 AND 2010 36
5.5.4 SOCRATIVE 101: A STUDENT-TEACHER RESPONSE SYSTEM THAT OFFERS EDUCATIONAL EXERCISES AND GAMES 37
5.5.5 ZONDLE: GAME-BASED LEARNING PLATFORM FOR SMALL CHILDREN 37
6 GAMIFICATION IN EDUCATION MARKET, BY OFFERING 38
6.1 INTRODUCTION 39
6.2 SOFTWARE 40
6.2.1 INCREASING ADOPTION OF AR/VR AND SIMULATION WOULD INCREASE
THE DEMAND FOR GAMIFICATION SOFTWARE 40
6.3 SERVICES 41
6.3.1 REQUIREMENT OF HIGHLY CUSTOMIZED SOLUTIONS AND THE NEED TO FOCUS ON CORE OPERATIONS TO DRIVE THE SERVICES SEGMENT 41
7 GAMIFICATION IN EDUCATION MARKET, BY DEPLOYMENT MODE 42
7.1 INTRODUCTION 43
7.2 CLOUD 44
7.2.1 DEMAND FOR CLOUD-BASED GAMIFICATION SOFTWARE EXPECTED TO
BE HIGH IN NORTH AMERICA 44
7.3 ON-PREMISES 44
7.3.1 HIGH COST OF DEPLOYMENT AND MAINTENANCE ACTING AS A BARRIER
FOR THE GROWTH OF ON-PREMISES DEPLOYMENT 44
8 GAMIFICATION IN EDUCATION MARKET, BY END USER 46
8.1 INTRODUCTION 47
8.2 ACADEMIC 48
8.2.1 K-12 49
8.2.1.1 Gamification is adding the confidence and motivation among
the students 49

8.2.2 HIGHER EDUCATION 49
8.2.2.1 Rapid adoption of gamification by the institutes to enhance
the employability and expertise of students 49
8.3 CORPORATE TRAINING 50
8.3.1 SMALL AND MEDIUM-SIZED ENTERPRISES 51
8.3.1.1 Flexible pricing models are increasing the adoption of gamification by SMEs 51
8.3.2 LARGE ENTERPRISES 52
8.3.2.1 Simulation-based case studies are enhancing the critical thinking
of employees 52
9 GAMIFICATION IN EDUCATION MARKET, BY REGION 53
9.1 INTRODUCTION 54
9.2 NORTH AMERICA 55
9.2.1 UNITED STATES 57
9.2.1.1 Increasing partnerships between vendors and institutes are expected to drive the US gamification in education market 57
9.2.2 CANADA 57
9.2.2.1 Implementation of gamification solutions by government agencies is expected to drive the Canadian gamification in education market 57
9.3 EUROPE 59
9.3.1 UK 59
9.3.1.1 Presence of established academic sector is expected to drive the demand for gamification solutions for education in the UK 59
9.3.2 GERMANY 60
9.3.2.1 Growing trend of BYOD supports the adoption of gamification for education in Germany 60
9.3.3 FRANCE 60
9.3.3.1 Increasing investments by MENESR for modernization of education technology is expected to drive the gamification in education
in France 60
9.3.4 REST OF EUROPE 60
9.4 ASIA PACIFIC 63
9.4.1 CHINA 65
9.4.1.1 High penetration of mobile devices in China is expected to drive the adoption of gamification in education 65
9.4.2 JAPAN 65
9.4.2.1 High investments by corporates for learning and development will fuel the adoption of gamification in Japan 65
9.4.3 INDIA 65
9.4.3.1 Digital India initiative is expected to provide wholesome opportunities to gamification vendors 65
9.4.4 REST OF APAC 65
9.5 REST OF THE WORLD 68

10 COMPETITIVE LANDSCAPE 70
10.1 COMPETITIVE LEADERSHIP MAPPING (START-UP/SMES) 70
10.1.1 PROGRESSIVE COMPANIES 70
10.1.2 RESPONSIVE COMPANIES 70
10.1.3 DYNAMIC COMPANIES 70
10.1.4 STARTING BLOCKS 70
11 COMPANY PROFILES 72
(Business Overview, Platforms/Solutions/Services Offered, Recent Developments, SWOT Analysis, and MnM View)*
11.1 MICROSOFT 72
11.2 MPS INTERACTIVE SYSTEMS 74
11.3 BUNCHBALL 76
11.4 NIIT LTD 78
11.5 D2L CORPORATION 80
11.6 COGNIZANT 82
11.7 FUNDAMENTOR 83
11.8 TOP HAT 84
11.9 CLASSCRAFT STUDIOS 86
11.10 RECURRENCE INC 87
* Business Overview, Platforms/Solutions/Services Offered, Recent Developments, SWOT Analysis, and MnM View might not be captured in case of unlisted companies.
11.11 KAHOOT! 88
11.12 GOOGLE 88
11.13 CK-12 88
11.14 KUATO STUDIOS 89
11.15 BLUERABBIT 89
12 APPENDIX 90
12.1 DISCUSSION GUIDE 90
12.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 93
12.3 AVAILABLE CUSTOMIZATIONS 95
12.4 RELATED REPORTS 95
12.5 AUTHOR DETAILS 96

LIST OF TABLES

TABLE 1 FACTOR ANALYSIS 20
TABLE 2 GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING,
2016–2023 (USD MILLION) 39
TABLE 3 SOFTWARE: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION,
2016–2023 (USD MILLION) 40
TABLE 4 SERVICES: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION,
2016–2023 (USD MILLION) 41
TABLE 5 GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE,
2016–2023 (USD MILLION) 43
TABLE 6 CLOUD: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION,
2016–2023 (USD MILLION) 44
TABLE 7 ON-PREMISES: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION,
2016–2023 (USD MILLION) 45
TABLE 8 GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER,
2016–2023 (USD MILLION) 47
TABLE 9 ACADEMIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER,
2016–2023 (USD MILLION) 48
TABLE 10 ACADEMIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION,
2016–2023 (USD MILLION) 48
TABLE 11 K-12 MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 49
TABLE 12 HIGHER EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 50
TABLE 13 CORPORATE TRAINING: GAMIFICATION IN EDUCATION MARKET SIZE,
BY END USER, 2016–2023 (USD MILLION) 50
TABLE 14 CORPORATE TRAINING: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 51
TABLE 15 SMALL AND MEDIUM-SIZED ENTERPRISES MARKET SIZE, BY REGION,
2016–2023 (USD MILLION) 51
TABLE 16 LARGE ENTERPRISES MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 52
TABLE 17 GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION,
2016–2023 (USD MILLION) 54
TABLE 18 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY, 2016–2023 (USD MILLION) 56
TABLE 19 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016–2023 (USD MILLION) 57
TABLE 20 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION) 57
TABLE 21 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE,
BY END USER, 2016–2023 (USD MILLION) 58
TABLE 22 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC
END USER, 2016–2023 (USD MILLION) 58
TABLE 23 NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016–2023 (USD MILLION) 58
TABLE 24 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY,
2016–2023 (USD MILLION) 59
TABLE 25 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING,
2016–2023 (USD MILLION) 60
TABLE 26 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION) 61
TABLE 27 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER,
2016–2023 (USD MILLION) 61
TABLE 28 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016–2023 (USD MILLION) 61
TABLE 29 EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016–2023 (USD MILLION) 62
TABLE 30 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY,
2016–2023 (USD MILLION) 64
TABLE 31 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING,
2016–2023 (USD MILLION) 66
TABLE 32 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION) 66
TABLE 33 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER,
2016–2023 (USD MILLION) 66
TABLE 34 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC
END USER, 2016–2023 (USD MILLION) 67
TABLE 35 ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE
END USER, 2016–2023 (USD MILLION) 67
TABLE 36 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION) 68
TABLE 37 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016–2023 (USD MILLION) 68
TABLE 38 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016–2023 (USD MILLION) 69
TABLE 39 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016–2023 (USD MILLION) 69
TABLE 40 REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016–2023 (USD MILLION) 69


LIST OF FIGURES

FIGURE 1 GAMIFICATION IN EDUCATION MARKET: RESEARCH DESIGN 15
FIGURE 2 RESEARCH METHODOLOGY 16
FIGURE 3 DATA TRIANGULATION 18
FIGURE 4 MARKET ESTIMATION AND FORECAST METHODOLOGY 19
FIGURE 5 LIMITATIONS OF THE STUDY 22
FIGURE 6 GAMIFICATION IN EDUCATION MARKET SIZE, 2016–2023 (USD MILLION) 24
FIGURE 7 GAMIFICATION IN EDUCATION MARKET ANALYSIS 25
FIGURE 8 FASTEST-GROWING SEGMENTS IN THE GAMIFICATION IN EDUCATION MARKET, 2018–2023 26
FIGURE 9 INCREASING ADOPTION OF DIGITAL LEARNING TO DRIVE THE MARKET GROWTH DURING THE FORECAST PERIOD 27
FIGURE 10 SOFTWARE SEGMENT IS EXPECTED TO LEAD THE GAMIFICATION IN EDUCATION MARKET DURING THE FORECAST PERIOD 27
FIGURE 11 CLOUD DEPLOYMENT IS EXPECTED TO LEAD THE GAMIFICATION IN EDUCATION MARKET DURING THE FORECAST PERIOD 28
FIGURE 12 HIGHER EDUCATION IN ACADEMIC SEGMENT IS EXPECTED TO LEAD THE GAMIFICATION IN EDUCATION MARKET IN 2018 28
FIGURE 13 GAMIFICATION IN EDUCATION MARKET: MARKET INVESTMENT SCENARIO 29
FIGURE 14 GAMIFICATION IN EDUCATION: DRIVERS, RESTRAINTS, OPPORTUNITIES,
AND CHALLENGES 31
FIGURE 15 VALUE CHAIN ANALYSIS 35
FIGURE 16 SERVICES SEGMENT IS EXPECTED TO GROW AT A HIGHER CAGR AS COMPARED TO SOFTWARE SEGMENT DURING THE FORECAST PERIOD 39
FIGURE 17 CLOUD SEGMENT IS EXPECTED TO GROW AT A HIGHER CAGR AS COMPARED TO ON-PREMISES SEGMENT DURING THE FORECAST PERIOD 43
FIGURE 18 CORPORATE TRAINING SEGMENT IS EXPECTED TO GROW AT A HIGHER CAGR AS COMPARED TO ACADEMIC SEGMENT DURING THE FORECAST PERIOD 47
FIGURE 19 ASIA PACIFIC GAMIFICATION IN EDUCATION MARKET IS EXPECTED GROW AT
THE HIGHEST CAGR DURING THE FORECAST PERIOD 54
FIGURE 20 NORTH AMERICA: MARKET SNAPSHOT 56
FIGURE 21 ASIA PACIFIC: MARKET SNAPSHOT 64
FIGURE 22 GAMIFICATION IN EDUCATION MARKET, COMPETITIVE LEADERSHIP MAPPING, STARTUP COMPANIES, 2019 71
FIGURE 23 MICROSOFT: COMPANY SNAPSHOT 72
FIGURE 24 NIIT TECHNOLOGIES: COMPANY SNAPSHOT 78
FIGURE 25 COGNIZANT: COMPANY SNAPSHOT 82


★調査レポート[教育におけるゲーミフィケーションの世界市場予測(~2023年)] ( Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023 / TC 6946) 販売に関する免責事項
[教育におけるゲーミフィケーションの世界市場予測(~2023年)] ( Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023 / TC 6946) についてEメールでお問い合わせ


◆H&Iグローバルリサーチ株式会社のお客様(例)◆