Gamification in Education Market Outlook from 2021 to 2031

The global gamification in education market is expected to reach USD 1,030.0 million in 2021. Demand for the market is projected to rise at an astronomical CAGR of 30.0% from 2021 to 2031. Further, the gamification in education market analysis projects the market to surge to USD 13,225.2 million by the end of the year 2031.

Global Gamification in Education Industry Assessment

Attributes Key Insights
Historical Size, 2020 USD 797.2 million
Estimated Size, 2021 USD 1,030.0 million
Projected Size, 2031 USD 13,225.2 million
Value-based CAGR (2021 to 2031) 30.0%

Gamification in education refers to adding game elements and principles to learning settings to boost student engagement, motivation, and overall learning results. This method taps into human natural desire for competition, achievement, and rewards, transforming the learning experience into something more interactive and fun.

The importance of combining gamification in education is quite effective with its ability to turn learning into games and quizzes. The integration of gaming features like points, leaderboards and challenges can help teachers in providing an environment where students can engage and interact. This is crucial for students who usually find regular teaching methods boring or uninteresting.

Gamification has an influence on creating a feeling of accomplishment and growth. When students move up levels or get rewards, they feel a real sense of success, which can make them more confident and eager to keep learning. This works well to help students master subjects, as the step-by-step challenges in gamified learning allow students to build up their abilities and knowledge.

Gamification also pushes students to work together and interact. Many gamified education tools include team activities or contests, which can improve communication skills, create a sense of belonging, and make it easier for students to learn from each other.

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What is Driving Demand for Gamification in Education?

Gamification has been largely used in the education and learning sector for many years. This technology is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments.

This technology is becoming increasingly used in educational settings for a number of reasons it ‘makes the hard stuff more fun’, that helps students get motivated and make them more engaged with the subject matter.

Gamification in learning involves using game-based elements such as point scoring, peer competition, team work, score tables to drive engagement, help students adapt new information and test their knowledge. It can apply to school-based subjects, and is also used widely in self-teaching apps and courses, showing that the effects of gamification does not depend on age of students.

Thus, the rise in adoption of Gamification technology in education is drive the market growth.

Growing Number of Mobile Learning Applications would Propel the Market Growth

The education sector has witnessed a drastic change due to new advanced technologies including smartphones and mobile learning applications. The rise in number of mobile learning applications, the growing technological advancements, and the ease of internet access help in providing a personalized learning experience for learners of all types.

Gamification, incorporating gaming elements into non-gaming contexts, is not the new innovation but still in hot demand, while the popularity of mobile learning is inevitable given the technological shift toward untethered devices such as smartphones and tablets.

Using mobile applications and advanced communication tools help students develop their skills by means of using the digital environment. Mobile learning applications is gaining pop

ularity as it is accepted to be an effective technique of delivering lessons and acquiring knowledge as its main strengths are anytime and anyplace. The rise in adoption of mobile learning applications is expected to drive the market growth.

Sudip Saha
Sudip Saha

Principal Consultant

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USA Demand Outlook for Gamification in Education

The entire education industry in the USA is growing extremely rapidly, and the predictions concerning market growth are encouragingly positive. The country have access to an entire spectrum of tech-through the smartphones, through their desktop computer, or other interactive devices. Due to the advanced digital literacy in the country, organizations are continuously adopting and deploying eLearning for their employees.

More than 60 percent high school students in the USA leverage only smartphones to search for study and training material. The increasing adoption of cloud-based authoring tools and learning platforms in USA, along with presence of existing technological infrastructures available in the country make it easier for organizations to leverage the tools and network speeds they have on hand to deliver eLearning modules.

China Demand Outlook for Gamification in Education

There are currently around 1.367 billion people living in China today, of which only 100 million users are actually participating in eLearning opportunities. That means only eight percent of China’s population has access to and participates in eLearning. Still, with 700 million Internet users, the room for growth is huge.

Comparing the numbers for population versus eLearning participants identifies a gap which could be easily closed using prepackaged eLearning, better workforce training, and even the freedom for social networking as part of the learning process. Hence, Chinese government are focusing are investing more on eLearning solutions which would drive the market growth in coming years.

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Who are the Key Gamification in Education Vendors?

Some of the leading vendors offering gamification in education products include  

  • Microsoft
  • MPS Interactive Systems
  • Bunchball
  • NIIT Ltd
  • D2L Corporation
  • Cognizant
  • Fundamentor
  • Top Hat
  • Classcraft Studios
  • Recurrence Inc
  • and among others.

These vendors have adopted various key strategies, to increase their customer base locally and globally. The vendors are focusing on product innovation and strategic partnerships with the regional vendors to collaborate for offering advanced data connotation tools to effectively design AI/ML based models.

The report is a compilation of first-hand information, qualitative and quantitative assessment by industry analysts, inputs from industry experts and industry participants across the value chain. The report provides in-depth analysis of parent market trends, macro-economic indicators and governing factors along with market attractiveness as per segments.

The report also maps the qualitative impact of various market factors on market segments and geographies.

Key Segments

By Solution:

  • Gamification Software
    • Cloud-Based
    • On-Premises
  • Services
    • Professional Services
      • Consulting Services
      • Support and Maintenance Services
    • Managed Services

By End User:

  • K-12
  • Corporate Training
  • Universities

By Region:

  • North America
    • USA
    • Canada
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Europe
    • UK
    • France
    • Germany
    • Italy
    • Spain
    • BENELUX
    • Russia
    • Rest of Europe
  • East Asia
    • China
    • Japan
    • South Korea
  • South Asia & Pacific
    • India
    • Thailand
    • Indonesia
    • Malaysia
    • Australia & New Zealand
    • Rest of South Asia & Pacific
  • Middle East & Africa
    • GCC Countries
    • Turkey
    • South Africa
    • Rest of Middle East and Africa
Table of Content
  • 1. Executive Summary
  • 2. Industry Introduction, including Taxonomy and Market Definition
  • 3. Market Trends and Success Factors, including Macro-economic Factors, Market Dynamics, and Recent Industry Developments
  • 4. Global Market Demand Analysis and Forecast, including Historical Analysis and Future Projections
  • 5. Pricing Analysis
  • 6. Global Market Analysis and Forecast
    • 6.1. Solution
    • 6.2. End User
  • 7. Global Market Analysis and Forecast, By Solution
    • 7.1. Gamification Software
    • 7.2. Services
  • 8. Global Market Analysis and Forecast, By End User
    • 8.1. K-12
    • 8.2. Corporate Training
    • 8.3. Universities
  • 9. Global Market Analysis and Forecast, By Region
    • 9.1. North America
    • 9.2. Latin America
    • 9.3. Europe
    • 9.4. South Asia & Pacific
    • 9.5. East Asia
    • 9.6. Middle East & Africa
  • 10. North America Sales Analysis and Forecast, by Key Segments and Countries
  • 11. Latin America Sales Analysis and Forecast, by Key Segments and Countries
  • 12. Europe Sales Analysis and Forecast, by Key Segments and Countries
  • 13. South Asia & Pacific Sales Analysis and Forecast, by Key Segments and Countries
  • 14. East Asia Sales Analysis and Forecast, by Key Segments and Countries
  • 15. Middle East & Africa Sales Analysis and Forecast, by Key Segments and Countries
  • 16. Sales Forecast by Solution and End User for 30 Countries
  • 17. Competition Outlook, including Market Structure Analysis, Company Share Analysis by Key Players, and Competition Dashboard
  • 18. Company Profile
    • 18.1. Microsoft
    • 18.2. MPS Interactive Systems
    • 18.3. Bunchball
    • 18.4. NIIT Ltd
    • 18.5. D2L Corporation
    • 18.6. Cognizant
    • 18.7. Fundamentor
    • 18.8. Top Hat
    • 18.9. Classcraft Studios
    • 18.10. Recurrence Inc
    • 18.11. and among others.

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