The "Global Education Gamification Market: Research Report 2015-2019" is a professional and in-depth study on the current state of the Information Technology Industry.
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.
Industrial analysts forecast the global education gamification market to grow at a CAGR of 64.34% over the period 2014-2019.
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
Market report, Global Education Gamification Market 2015-2019, has been prepared based on an in-depth 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.
Download The sample Copy Of This Report: http://www.marketresearchreports.biz/sample/sample/376562
Key regions
Americas
EMEA
APAC
Key vendors
Badgeville
Bunchball
Gigya
Kuato Studios
Lithium Technologies
Other prominent vendors
Big Door
Captain Up
Crowd Twist
Gamify
IActionable
Pug Pharm
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
Key questions answered in this report
What will the market size be in 2019 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors?
Browse More Technology Related Reports: http://www.marketresearchreports.biz/category/96
About us
MarketResearchReports.biz is the most comprehensive collection of market research reports. MarketResearchReports.Biz services are specially designed to save time and money for our clients. We are a one stop solution for all your research needs, our main offerings are syndicated research reports, custom research, subscription access and consulting services. We serve all sizes and types of companies spanning across various industries.
To View The Top Related News: http://www.marketresearchreports.biz/articles
Contact
Mr. Nachiket
90 Sate Street, Suite 700
Albany, NY 12207
Tel: +1-518-621-2074
Website: http://www.marketresearchreports.biz/
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.
Industrial analysts forecast the global education gamification market to grow at a CAGR of 64.34% over the period 2014-2019.
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
Market report, Global Education Gamification Market 2015-2019, has been prepared based on an in-depth 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.
Download The sample Copy Of This Report: http://www.marketresearchreports.biz/sample/sample/376562
Key regions
Americas
EMEA
APAC
Key vendors
Badgeville
Bunchball
Gigya
Kuato Studios
Lithium Technologies
Other prominent vendors
Big Door
Captain Up
Crowd Twist
Gamify
IActionable
Pug Pharm
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
Key questions answered in this report
What will the market size be in 2019 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors?
Browse More Technology Related Reports: http://www.marketresearchreports.biz/category/96
About us
MarketResearchReports.biz is the most comprehensive collection of market research reports. MarketResearchReports.Biz services are specially designed to save time and money for our clients. We are a one stop solution for all your research needs, our main offerings are syndicated research reports, custom research, subscription access and consulting services. We serve all sizes and types of companies spanning across various industries.
To View The Top Related News: http://www.marketresearchreports.biz/articles
Contact
Mr. Nachiket
90 Sate Street, Suite 700
Albany, NY 12207
Tel: +1-518-621-2074
Website: http://www.marketresearchreports.biz/