Global E-Learning Gamification Market Report, History and Forecast 2016-2027, Breakdown Data by Companies, Key Regions, Types and Application
SKU ID : QYR-18658368 | Publishing Date : 28-Jun-2021 | No. of pages : 114
Detailed TOC of Global E-Learning Gamification Market Report, History and Forecast 2016-2027, Breakdown Data by Companies, Key Regions, Types and Application
1 Market Overview of E-Learning Gamification1.1 E-Learning Gamification Market Overview
1.1.1 E-Learning Gamification Product Scope
1.1.2 E-Learning Gamification Market Status and Outlook
1.2 Global E-Learning Gamification Market Size Overview by Region 2016 VS 2021VS 2027
1.3 Global E-Learning Gamification Market Size by Region (2016-2027)
1.4 Global E-Learning Gamification Historic Market Size by Region (2016-2021)
1.5 Global E-Learning Gamification Market Size Forecast by Region (2022-2027)
1.6 Key Regions, E-Learning Gamification Market Size (2016-2027)
1.6.1 North America E-Learning Gamification Market Size (2016-2027)
1.6.2 Europe E-Learning Gamification Market Size (2016-2027)
1.6.3 Asia-Pacific E-Learning Gamification Market Size (2016-2027)
1.6.4 Latin America E-Learning Gamification Market Size (2016-2027)
1.6.5 Middle East & Africa E-Learning Gamification Market Size (2016-2027)
2 E-Learning Gamification Market Overview by Type
2.1 Global E-Learning Gamification Market Size by Type: 2016 VS 2021 VS 2027
2.2 Global E-Learning Gamification Historic Market Size by Type (2016-2021)
2.3 Global E-Learning Gamification Forecasted Market Size by Type (2022-2027)
2.4 Cloud Based
2.5 On-Premise
3 E-Learning Gamification Market Overview by Application
3.1 Global E-Learning Gamification Market Size by Application: 2016 VS 2021 VS 2027
3.2 Global E-Learning Gamification Historic Market Size by Application (2016-2021)
3.3 Global E-Learning Gamification Forecasted Market Size by Application (2022-2027)
3.4 K-12 education
3.5 Higher education
4 E-Learning Gamification Competition Analysis by Players
4.1 Global E-Learning Gamification Market Size by Players (2016-2021)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in E-Learning Gamification as of 2020)
4.3 Date of Key Players Enter into E-Learning Gamification Market
4.4 Global Top Players E-Learning Gamification Headquarters and Area Served
4.5 Key Players E-Learning Gamification Product Solution and Service
4.6 Competitive Status
4.6.1 E-Learning Gamification Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles and Key Data
5.1 Badgeville
5.1.1 Badgeville Profile
5.1.2 Badgeville Main Business
5.1.3 Badgeville E-Learning Gamification Products, Services and Solutions
5.1.4 Badgeville E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.1.5 Badgeville Recent Developments
5.2 BI WORLDWIDE
5.2.1 BI WORLDWIDE Profile
5.2.2 BI WORLDWIDE Main Business
5.2.3 BI WORLDWIDE E-Learning Gamification Products, Services and Solutions
5.2.4 BI WORLDWIDE E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.2.5 BI WORLDWIDE Recent Developments
5.3 Classcraft Studios
5.5.1 Classcraft Studios Profile
5.3.2 Classcraft Studios Main Business
5.3.3 Classcraft Studios E-Learning Gamification Products, Services and Solutions
5.3.4 Classcraft Studios E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.3.5 Microsoft Recent Developments
5.4 Microsoft
5.4.1 Microsoft Profile
5.4.2 Microsoft Main Business
5.4.3 Microsoft E-Learning Gamification Products, Services and Solutions
5.4.4 Microsoft E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.4.5 Microsoft Recent Developments
5.5 SAP
5.5.1 SAP Profile
5.5.2 SAP Main Business
5.5.3 SAP E-Learning Gamification Products, Services and Solutions
5.5.4 SAP E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.5.5 SAP Recent Developments
5.6 MPS Interactive Systems
5.6.1 MPS Interactive Systems Profile
5.6.2 MPS Interactive Systems Main Business
5.6.3 MPS Interactive Systems E-Learning Gamification Products, Services and Solutions
5.6.4 MPS Interactive Systems E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.6.5 MPS Interactive Systems Recent Developments
5.7 D2L Corporation
5.7.1 D2L Corporation Profile
5.7.2 D2L Corporation Main Business
5.7.3 D2L Corporation E-Learning Gamification Products, Services and Solutions
5.7.4 D2L Corporation E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.7.5 D2L Corporation Recent Developments
5.8 Top Hat
5.8.1 Top Hat Profile
5.8.2 Top Hat Main Business
5.8.3 Top Hat E-Learning Gamification Products, Services and Solutions
5.8.4 Top Hat E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.8.5 Top Hat Recent Developments
5.9 Cognizant
5.9.1 Cognizant Profile
5.9.2 Cognizant Main Business
5.9.3 Cognizant E-Learning Gamification Products, Services and Solutions
5.9.4 Cognizant E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.9.5 Cognizant Recent Developments
5.10 Recurrence Inc.
5.10.1 Recurrence Inc. Profile
5.10.2 Recurrence Inc. Main Business
5.10.3 Recurrence Inc. E-Learning Gamification Products, Services and Solutions
5.10.4 Recurrence Inc. E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.10.5 Recurrence Inc. Recent Developments
5.11 Fundamentor
5.11.1 Fundamentor Profile
5.11.2 Fundamentor Main Business
5.11.3 Fundamentor E-Learning Gamification Products, Services and Solutions
5.11.4 Fundamentor E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.11.5 Fundamentor Recent Developments
5.12 Gametize
5.12.1 Gametize Profile
5.12.2 Gametize Main Business
5.12.3 Gametize E-Learning Gamification Products, Services and Solutions
5.12.4 Gametize E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.12.5 Gametize Recent Developments
5.13 GradeCraft
5.13.1 GradeCraft Profile
5.13.2 GradeCraft Main Business
5.13.3 GradeCraft E-Learning Gamification Products, Services and Solutions
5.13.4 GradeCraft E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.13.5 GradeCraft Recent Developments
5.14 Kuato Studios
5.14.1 Kuato Studios Profile
5.14.2 Kuato Studios Main Business
5.14.3 Kuato Studios E-Learning Gamification Products, Services and Solutions
5.14.4 Kuato Studios E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.14.5 Kuato Studios Recent Developments
5.15 Kungfu-Math
5.15.1 Kungfu-Math Profile
5.15.2 Kungfu-Math Main Business
5.15.3 Kungfu-Math E-Learning Gamification Products, Services and Solutions
5.15.4 Kungfu-Math E-Learning Gamification Revenue (US$ Million) & (2016-2021)
5.15.5 Kungfu-Math Recent Developments
6 North America
6.1 North America E-Learning Gamification Market Size by Country (2016-2027)
6.2 United States
6.3 Canada
7 Europe
7.1 Europe E-Learning Gamification Market Size by Country (2016-2027)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific E-Learning Gamification Market Size by Region (2016-2027)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America E-Learning Gamification Market Size by Country (2016-2027)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa E-Learning Gamification Market Size by Country (2016-2027)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 E-Learning Gamification Market Dynamics
11.1 E-Learning Gamification Industry Trends
11.2 E-Learning Gamification Market Drivers
11.3 E-Learning Gamification Market Challenges
11.4 E-Learning Gamification Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List
List of Figures, Tables and Charts Available in Global E-Learning Gamification Market Report, History and Forecast 2016-2027, Breakdown Data by Companies, Key Regions, Types and Application
List of TablesTable 1. Global Market E-Learning Gamification Market Size (US$ Million) Comparison by Region 2016 VS 2021 VS 2027
Table 2. Global E-Learning Gamification Market Size by Region (2016-2021) & (US$ Million)
Table 3. Global E-Learning Gamification Market Size Share by Region (2016-2021)
Table 4. Global E-Learning Gamification Forecasted Market Size by Region (2022-2027) & (US$ Million)
Table 5. Global E-Learning Gamification Forecasted Market Size Share by Region (2022-2027)
Table 6. Global E-Learning Gamification Market Size (US$ Million) by Type: 2016 VS 2021 VS 2027
Table 7. Global E-Learning Gamification Market Size by Type (2016-2021) & (US$ Million)
Table 8. Global E-Learning Gamification Revenue Market Share by Type (2016-2021)
Table 9. Global E-Learning Gamification Forecasted Market Size by Type (2022-2027) & (US$ Million)
Table 10. Global E-Learning Gamification Revenue Market Share by Type (2022-2027)
Table 11. Global E-Learning Gamification Market Size (US$ Million) by Application: 2016 VS 2021 VS 2027
Table 12. Global E-Learning Gamification Market Size by Application (2016-2021) & (US$ Million)
Table 13. Global E-Learning Gamification Revenue Market Share by Application (2016-2021)
Table 14. Global E-Learning Gamification Forecasted Market Size by Application (2022-2027) & (US$ Million)
Table 15. Global E-Learning Gamification Revenue Market Share by Application (2022-2027)
Table 16. Global E-Learning Gamification Revenue (US$ Million) by Players (2016-2021)
Table 17. Global E-Learning Gamification Revenue Market Share by Players (2016-2021)
Table 18. Global Top Manufacturers Market Share by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in E-Learning Gamification as of 2020)
Table 19. Date of Key Manufacturers Enter into E-Learning Gamification Market
Table 20. Global E-Learning Gamification Top Players Headquarters and Area Served
Table 21. E-Learning Gamification Product Solution and Service
Table 22. Global E-Learning Gamification Players Market Concentration Ratio (CR5 and HHI)
Table 23. Mergers & Acquisitions, Expansion Plans
Table 24. Badgeville Basic Information List
Table 25. Badgeville Description and Business Overview
Table 26. Badgeville E-Learning Gamification Products, Services and Solutions
Table 27. Revenue (US$ Million) in E-Learning Gamification Business of Badgeville (2016-2021)
Table 28. Badgeville Recent Developments
Table 29. BI WORLDWIDE Basic Information List
Table 30. BI WORLDWIDE Description and Business Overview
Table 31. BI WORLDWIDE E-Learning Gamification Products, Services and Solutions
Table 32. Revenue (US$ Million) in E-Learning Gamification Business of BI WORLDWIDE (2016-2021)
Table 33. BI WORLDWIDE Recent Developments
Table 34. Classcraft Studios Basic Information List
Table 35. Classcraft Studios Description and Business Overview
Table 36. Classcraft Studios E-Learning Gamification Products, Services and Solutions
Table 37. Revenue (US$ Million) in E-Learning Gamification Business of Classcraft Studios (2016-2021)
Table 38. Classcraft Studios Recent Developments
Table 39. Microsoft Basic Information List
Table 40. Microsoft Description and Business Overview
Table 41. Microsoft E-Learning Gamification Products, Services and Solutions
Table 42. Revenue (US$ Million) in E-Learning Gamification Business of Microsoft (2016-2021)
Table 43. Microsoft Recent Developments
Table 44. SAP Basic Information List
Table 45. SAP Description and Business Overview
Table 46. SAP E-Learning Gamification Products, Services and Solutions
Table 47. Revenue (US$ Million) in E-Learning Gamification Business of SAP (2016-2021)
Table 48. SAP Recent Developments
Table 49. MPS Interactive Systems Basic Information List
Table 50. MPS Interactive Systems Description and Business Overview
Table 51. MPS Interactive Systems E-Learning Gamification Products, Services and Solutions
Table 52. Revenue (US$ Million) in E-Learning Gamification Business of MPS Interactive Systems (2016-2021)
Table 53. MPS Interactive Systems Recent Developments
Table 54. D2L Corporation Basic Information List
Table 55. D2L Corporation Description and Business Overview
Table 56. D2L Corporation E-Learning Gamification Products, Services and Solutions
Table 57. Revenue (US$ Million) in E-Learning Gamification Business of D2L Corporation (2016-2021)
Table 58. D2L Corporation Recent Developments
Table 59. Top Hat Basic Information List
Table 60. Top Hat Description and Business Overview
Table 61. Top Hat E-Learning Gamification Products, Services and Solutions
Table 62. Revenue (US$ Million) in E-Learning Gamification Business of Top Hat (2016-2021)
Table 63. Top Hat Recent Developments
Table 64. Cognizant Basic Information List
Table 65. Cognizant Description and Business Overview
Table 66. Cognizant E-Learning Gamification Products, Services and Solutions
Table 67. Revenue (US$ Million) in E-Learning Gamification Business of Cognizant (2016-2021)
Table 68. Cognizant Recent Developments
Table 69. Recurrence Inc. Basic Information List
Table 70. Recurrence Inc. Description and Business Overview
Table 71. Recurrence Inc. E-Learning Gamification Products, Services and Solutions
Table 72. Revenue (US$ Million) in E-Learning Gamification Business of Recurrence Inc. (2016-2021)
Table 73. Recurrence Inc. Recent Developments
Table 74. Fundamentor Basic Information List
Table 75. Fundamentor Description and Business Overview
Table 76. Fundamentor E-Learning Gamification Products, Services and Solutions
Table 77. Revenue (US$ Million) in E-Learning Gamification Business of Fundamentor (2016-2021)
Table 78. Fundamentor Recent Developments
Table 79. Gametize Basic Information List
Table 80. Gametize Description and Business Overview
Table 81. Gametize E-Learning Gamification Products, Services and Solutions
Table 82. Revenue (US$ Million) in E-Learning Gamification Business of Gametize (2016-2021)
Table 83. Gametize Recent Developments
Table 84. GradeCraft Basic Information List
Table 85. GradeCraft Description and Business Overview
Table 86. GradeCraft E-Learning Gamification Products, Services and Solutions
Table 87. Revenue (US$ Million) in E-Learning Gamification Business of GradeCraft (2016-2021)
Table 88. GradeCraft Recent Developments
Table 89. Kuato Studios Basic Information List
Table 90. Kuato Studios Description and Business Overview
Table 91. Kuato Studios E-Learning Gamification Products, Services and Solutions
Table 92. Revenue (US$ Million) in E-Learning Gamification Business of Kuato Studios (2016-2021)
Table 93. Kuato Studios Recent Developments
Table 94. Kungfu-Math Basic Information List
Table 95. Kungfu-Math Description and Business Overview
Table 96. Kungfu-Math E-Learning Gamification Products, Services and Solutions
Table 97. Revenue (US$ Million) in E-Learning Gamification Business of Kungfu-Math (2016-2021)
Table 98. Kungfu-Math Recent Developments
Table 99. North America E-Learning Gamification Market Size by Country (2016-2021) & (US$ Million)
Table 100. North America E-Learning Gamification Market Size by Country (2022-2027) & (US$ Million)
Table 101. Europe E-Learning Gamification Market Size by Country (2016-2021) & (US$ Million)
Table 102. Europe E-Learning Gamification Market Size by Country (2022-2027) & (US$ Million)
Table 103. Asia-Pacific E-Learning Gamification Market Size by Region (2016-2021) & (US$ Million)
Table 104. Asia-Pacific E-Learning Gamification Market Size by Region (2022-2027) & (US$ Million)
Table 105. Asia-Pacific E-Learning Gamification Market Share by Region (2016-2021)
Table 106. Asia-Pacific E-Learning Gamification Market Share by Region (2022-2027)
Table 107. Latin America E-Learning Gamification Market Size by Country (2016-2021) & (US$ Million)
Table 108. Latin America E-Learning Gamification Market Size by Country (2022-2027) & (US$ Million)
Table 109. Middle East & Africa E-Learning Gamification Market Size by Players (2016-2021) & (US$ Million)
Table 110. Middle East & Africa E-Learning Gamification Market Size by Country (2022-2027) & (US$ Million)
Table 111. E-Learning Gamification Market Trends
Table 112. E-Learning Gamification Market Drivers
Table 113. E-Learning Gamification Market Challenges
Table 114. E-Learning Gamification Market Restraints
Table 115. Research Programs/Design for This Report
Table 116. Key Data Information from Secondary Sources
Table 117. Key Data Information from Primary Sources
List of Figures
Figure 1. Global E-Learning Gamification Market Size Year-over-Year 2016-2027 & (US$ Million)
Figure 2. Global E-Learning Gamification Market Size (US$ Million), 2016 VS 2021 VS 2027
Figure 3. Global E-Learning Gamification Market Share by Regions: 2021 VS 2027
Figure 4. Global E-Learning Gamification Forecasted Market Size Share by Region (2022-2027)
Figure 5. North America E-Learning Gamification Market Size (US$ Million) Growth Rate (2016-2027)
Figure 6. Europe E-Learning Gamification Market Size (US$ Million) and Growth Rate (2016-2027)
Figure 7. Asia-Pacific E-Learning Gamification Market Size (US$ Million) and Growth Rate (2016-2027)
Figure 8. Latin America E-Learning Gamification Market Size (US$ Million) and Growth Rate (2016-2027)
Figure 9. Middle East & Africa E-Learning Gamification Market Size (US$ Million) and Growth Rate (2016-2027)
Figure 10. Global E-Learning Gamification Market Size Share by Type in 2021 & 2027
Figure 11. Cloud Based Market Size (US$ Million) YoY Growth (2016-2027)
Figure 12. On-Premise Market Size (US$ Million) YoY Growth (2016-2027)
Figure 13. Global E-Learning Gamification Market Size Share by Application in 2021 & 2027
Figure 14. K-12 education Market Size (US$ Million) YoY Growth (2016-2027)
Figure 15. Higher education Market Size (US$ Million) YoY Growth (2016-2027)
Figure 16. E-Learning Gamification Market Share by Company Type (Tier 1, Tier 2 and Tier 3): 2016 VS 2020
Figure 17. Global Top 5 and Top 10 Players E-Learning Gamification Market Share in 2020
Figure 18. North America E-Learning Gamification Market Share by Country (2016-2027)
Figure 19. United States E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 20. Canada E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 21. Germany E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 22. France E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 23. U.K. E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 24. Italy E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 25. Russia E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 26. Nordic E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 27. Rest of Europe E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 28. Asia-Pacific E-Learning Gamification Market Share by Region (2016-2027)
Figure 29. China E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 30. Japan E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 31. South Korea E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 32. Southeast Asia E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 33. India E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 34. Australia E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 35. Rest of Asia-Pacific E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 36. Latin America E-Learning Gamification Market Share by Country (2016-2027)
Figure 37. Mexico E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 38. Brazil E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 39. Rest of Latin America E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 40. Middle East & Africa E-Learning Gamification Market Share by Country (2016-2027)
Figure 41. Turkey E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 42. Saudi Arabia E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 43. UAE E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 44. Rest of Middle East & Africa E-Learning Gamification Market Size (2016-2027) & (US$ Million)
Figure 45. Bottom-up and Top-down Approaches for This Report
Figure 46. Data Triangulation
Keyplayers in Global E-Learning Gamification Market Report, History and Forecast 2016-2027, Breakdown Data by Companies, Key Regions, Types and Application
BadgevilleBI WORLDWIDE
Classcraft Studios
Microsoft
SAP
MPS Interactive Systems
D2L Corporation
Top Hat
Cognizant
Recurrence Inc.
Fundamentor
Gametize
GradeCraft
Kuato Studios
Kungfu-Math