Education Gamification Market- Uncovers Potential Demands in the Market
Digital gaming has become an archetypical part of modern education system. The introduction of advanced technologies, such as data mining technique has increased the market penetration of education gamification in recent years. The education gamification engages students in a reliable learning experience. The future potential of the global education gamification market will largely depend on the quality of products that attract students towards rich and real narratives, which can intrigue students to explore their curiosity.
What are the factors
impacting the growth of this market?
The increasing popularity of education gamification has led to the entry of
several non-gaming platform based companies in this market. For instance,
Pearson (a leading education textbook publisher) has started developing
education gamification. Recently, many blue chip companies, such as SAP and
Microsoft have also entered in the global education gamification market. Till
now, the education gamification is mostly used in higher education, and
therefore a significant potential lies in this market for K12 schools. The
education gamification in K12 schools facilitates knowledge retention, higher
teaching efficiency, and improved performance of students. Curious? Need more details? The request a sample of the “Education Gamification Market” report.
How is the market
growing, geographically?
North America accounted for the largest market share in the global education gamification market during 2014. The high
penetration of advanced learning technology in education system across U.S. and
Canada is fueling the growth of the global education gamification market in
this region. Europe accounted for the second largest market share in the global
education gamification market during 2014. The increased penetration of
education gamification in higher education institute within Europe is driving
the growth of the Europe education gamification market. Asia-Pacific is
expected to be the fastest growing market of education gamification during the
forecast period, which is mostly driven by the increasing market penetration of
education gamification in K12 schools.The higher education institution segment of education gamification in the Asia-Pacific education gamification market is also expected to witness significant growth during the forecast period. Country wise, the U.S., the U.K., China, India, Canada, Japan, Germany, Italy, France and Brazil are expected to hold a major share in the global education gamification market during the forecast period.
Some of the competitors in the global education gamification market are Badgeville Inc., Lithium Technologies Inc., Gigya Inc., Bunchball Inc., and Kuato Studio.
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