Education Hardware Market In Global
This report contains market size and forecasts of Education Hardware in Global, including the fol ... Read More
This report contains market size and forecasts of Education Gamification in Global, including the following market information:
Global Education Gamification Market Revenue, 2017-2022, 2023-2028, ($ millions)
Global top five companies in 2021 (%)
The global Education Gamification market was valued at million in 2021 and is projected to reach US$ million by 2028, at a CAGR of % during the forecast period.
The U.S. Market is Estimated at $ Million in 2021, While China is Forecast to Reach $ Million by 2028.
Augmented Reality (AR) Types Segment to Reach $ Million by 2028, with a % CAGR in next six years.
The global key manufacturers of Education Gamification include Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize and GradeCraft, etc. In 2021, the global top five players have a share approximately % in terms of revenue.
MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Education Gamification companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Education Gamification Market, by Type, 2017-2022, 2023-2028 ($ millions)
Global Education Gamification Market Segment Percentages, by Type, 2021 (%)
Augmented Reality (AR) Types
Virtual Reality (VR) Types
Other
Global Education Gamification Market, by Application, 2017-2022, 2023-2028 ($ millions)
Global Education Gamification Market Segment Percentages, by Application, 2021 (%)
K-12 Education
Higher Education
Global Education Gamification Market, By Region and Country, 2017-2022, 2023-2028 ($ Millions)
Global Education Gamification Market Segment Percentages, By Region and Country, 2021 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Education Gamification revenues in global market, 2017-2022 (estimated), ($ millions)
Key companies Education Gamification revenues share in global market, 2021 (%)
Further, the report presents profiles of competitors in the market, key players include:
Badgeville
Bunchball
Classcraft Studios
GoGo Labs
6waves
Recurrence
Fundamentor
Gametize
GradeCraft
Kuato Studios
Kungfu-Math
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