Global E-Learning Gamification Market Size, Status and Forecast 2022
SKU ID : QYR-19708558 | Publishing Date : 15-Dec-2021 | No. of pages : 123
Detailed TOC of Global E-Learning Gamification Market Size, Status and Forecast 2022
1 Report Overview1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global E-Learning Gamification Market Size Growth Rate by Type: 2016 VS 2021 VS 2027
1.2.2 Cloud Based
1.2.3 On-Premise
1.3 Market by Application
1.3.1 Global E-Learning Gamification Market Share by Application: 2016 VS 2021 VS 2027
1.3.2 K-12 education
1.3.3 Higher education
1.4 Study Objectives
1.5 Years Considered
2 Global Growth Trends
2.1 Global E-Learning Gamification Market Perspective (2016-2027)
2.2 E-Learning Gamification Growth Trends by Regions
2.2.1 E-Learning Gamification Market Size by Regions: 2016 VS 2021 VS 2027
2.2.2 E-Learning Gamification Historic Market Share by Regions (2016-2021)
2.2.3 E-Learning Gamification Forecasted Market Size by Regions (2022-2027)
2.3 E-Learning Gamification Industry Dynamic
2.3.1 E-Learning Gamification Market Trends
2.3.2 E-Learning Gamification Market Drivers
2.3.3 E-Learning Gamification Market Challenges
2.3.4 E-Learning Gamification Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top E-Learning Gamification Players by Revenue
3.1.1 Global Top E-Learning Gamification Players by Revenue (2016-2021)
3.1.2 Global E-Learning Gamification Revenue Market Share by Players (2016-2021)
3.2 Global E-Learning Gamification Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.3 Players Covered: Ranking by E-Learning Gamification Revenue
3.4 Global E-Learning Gamification Market Concentration Ratio
3.4.1 Global E-Learning Gamification Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by E-Learning Gamification Revenue in 2020
3.5 E-Learning Gamification Key Players Head office and Area Served
3.6 Key Players E-Learning Gamification Product Solution and Service
3.7 Date of Enter into E-Learning Gamification Market
3.8 Mergers & Acquisitions, Expansion Plans
4 E-Learning Gamification Breakdown Data by Type
4.1 Global E-Learning Gamification Historic Market Size by Type (2016-2021)
4.2 Global E-Learning Gamification Forecasted Market Size by Type (2022-2027)
5 E-Learning Gamification Breakdown Data by Application
5.1 Global E-Learning Gamification Historic Market Size by Application (2016-2021)
5.2 Global E-Learning Gamification Forecasted Market Size by Application (2022-2027)
6 North America
6.1 North America E-Learning Gamification Market Size (2016-2027)
6.2 North America E-Learning Gamification Market Size by Type
6.2.1 North America E-Learning Gamification Market Size by Type (2016-2021)
6.2.2 North America E-Learning Gamification Market Size by Type (2022-2027)
6.2.3 North America E-Learning Gamification Market Size by Type (2016-2027)
6.3 North America E-Learning Gamification Market Size by Application
6.3.1 North America E-Learning Gamification Market Size by Application (2016-2021)
6.3.2 North America E-Learning Gamification Market Size by Application (2022-2027)
6.3.3 North America E-Learning Gamification Market Size by Application (2016-2027)
6.4 North America E-Learning Gamification Market Size by Country
6.4.1 North America E-Learning Gamification Market Size by Country (2016-2021)
6.4.2 North America E-Learning Gamification Market Size by Country (2022-2027)
6.4.3 United States
6.4.4 Canada
7 Europe
7.1 Europe E-Learning Gamification Market Size (2016-2027)
7.2 Europe E-Learning Gamification Market Size by Type
7.2.1 Europe E-Learning Gamification Market Size by Type (2016-2021)
7.2.2 Europe E-Learning Gamification Market Size by Type (2022-2027)
7.2.3 Europe E-Learning Gamification Market Size by Type (2016-2027)
7.3 Europe E-Learning Gamification Market Size by Application
7.3.1 Europe E-Learning Gamification Market Size by Application (2016-2021)
7.3.2 Europe E-Learning Gamification Market Size by Application (2022-2027)
7.3.3 Europe E-Learning Gamification Market Size by Application (2016-2027)
7.4 Europe E-Learning Gamification Market Size by Country
7.4.1 Europe E-Learning Gamification Market Size by Country (2016-2021)
7.4.2 Europe E-Learning Gamification Market Size by Country (2022-2027)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic
8 Asia-Pacific
8.1 Asia-Pacific E-Learning Gamification Market Size (2016-2027)
8.2 Asia-Pacific E-Learning Gamification Market Size by Type
8.2.1 Asia-Pacific E-Learning Gamification Market Size by Type (2016-2021)
8.2.2 Asia-Pacific E-Learning Gamification Market Size by Type (2022-2027)
8.2.3 Asia-Pacific E-Learning Gamification Market Size by Type (2016-2027)
8.3 Asia-Pacific E-Learning Gamification Market Size by Application
8.3.1 Asia-Pacific E-Learning Gamification Market Size by Application (2016-2021)
8.3.2 Asia-Pacific E-Learning Gamification Market Size by Application (2022-2027)
8.3.3 Asia-Pacific E-Learning Gamification Market Size by Application (2016-2027)
8.4 Asia-Pacific E-Learning Gamification Market Size by Region
8.4.1 Asia-Pacific E-Learning Gamification Market Size by Region (2016-2021)
8.4.2 Asia-Pacific E-Learning Gamification Market Size by Region (2022-2027)
8.4.3 China
8.4.4 Japan
8.4.5 South Korea
8.4.6 Southeast Asia
8.4.7 India
8.4.8 Australia
9 Latin America
9.1 Latin America E-Learning Gamification Market Size (2016-2027)
9.2 Latin America E-Learning Gamification Market Size by Type
9.2.1 Latin America E-Learning Gamification Market Size by Type (2016-2021)
9.2.2 Latin America E-Learning Gamification Market Size by Type (2022-2027)
9.2.3 Latin America E-Learning Gamification Market Size by Type (2016-2027)
9.3 Latin America E-Learning Gamification Market Size by Application
9.3.1 Latin America E-Learning Gamification Market Size by Application (2016-2021)
9.3.2 Latin America E-Learning Gamification Market Size by Application (2022-2027)
9.3.3 Latin America E-Learning Gamification Market Size by Application (2016-2027)
9.4 Latin America E-Learning Gamification Market Size by Country
9.4.1 Latin America E-Learning Gamification Market Size by Country (2016-2021)
9.4.2 Latin America E-Learning Gamification Market Size by Country (2022-2027)
9.4.3 Mexico
9.4.4 Brazil
10 Middle East & Africa
10.1 Middle East & Africa E-Learning Gamification Market Size (2016-2027)
10.2 Middle East & Africa E-Learning Gamification Market Size by Type
10.2.1 Middle East & Africa E-Learning Gamification Market Size by Type (2016-2021)
10.2.2 Middle East & Africa E-Learning Gamification Market Size by Type (2022-2027)
10.2.3 Middle East & Africa E-Learning Gamification Market Size by Type (2016-2027)
10.3 Middle East & Africa E-Learning Gamification Market Size by Application
10.3.1 Middle East & Africa E-Learning Gamification Market Size by Application (2016-2021)
10.3.2 Middle East & Africa E-Learning Gamification Market Size by Application (2022-2027)
10.3.3 Middle East & Africa E-Learning Gamification Market Size by Application (2016-2027)
10.4 Middle East & Africa E-Learning Gamification Market Size by Country
10.4.1 Middle East & Africa E-Learning Gamification Market Size by Country (2016-2021)
10.4.2 Middle East & Africa E-Learning Gamification Market Size by Country (2022-2027)
10.4.3 Turkey
10.4.4 Saudi Arabia
10.4.5 UAE
11 Key Players Profiles
11.1 Badgeville
11.1.1 Badgeville Company Details
11.1.2 Badgeville Business Overview
11.1.3 Badgeville E-Learning Gamification Introduction
11.1.4 Badgeville Revenue in E-Learning Gamification Business (2016-2021)
11.1.5 Badgeville Recent Development
11.2 BI WORLDWIDE
11.2.1 BI WORLDWIDE Company Details
11.2.2 BI WORLDWIDE Business Overview
11.2.3 BI WORLDWIDE E-Learning Gamification Introduction
11.2.4 BI WORLDWIDE Revenue in E-Learning Gamification Business (2016-2021)
11.2.5 BI WORLDWIDE Recent Development
11.3 Classcraft Studios
11.3.1 Classcraft Studios Company Details
11.3.2 Classcraft Studios Business Overview
11.3.3 Classcraft Studios E-Learning Gamification Introduction
11.3.4 Classcraft Studios Revenue in E-Learning Gamification Business (2016-2021)
11.3.5 Classcraft Studios Recent Development
11.4 Microsoft
11.4.1 Microsoft Company Details
11.4.2 Microsoft Business Overview
11.4.3 Microsoft E-Learning Gamification Introduction
11.4.4 Microsoft Revenue in E-Learning Gamification Business (2016-2021)
11.4.5 Microsoft Recent Development
11.5 SAP
11.5.1 SAP Company Details
11.5.2 SAP Business Overview
11.5.3 SAP E-Learning Gamification Introduction
11.5.4 SAP Revenue in E-Learning Gamification Business (2016-2021)
11.5.5 SAP Recent Development
11.6 MPS Interactive Systems
11.6.1 MPS Interactive Systems Company Details
11.6.2 MPS Interactive Systems Business Overview
11.6.3 MPS Interactive Systems E-Learning Gamification Introduction
11.6.4 MPS Interactive Systems Revenue in E-Learning Gamification Business (2016-2021)
11.6.5 MPS Interactive Systems Recent Development
11.7 D2L Corporation
11.7.1 D2L Corporation Company Details
11.7.2 D2L Corporation Business Overview
11.7.3 D2L Corporation E-Learning Gamification Introduction
11.7.4 D2L Corporation Revenue in E-Learning Gamification Business (2016-2021)
11.7.5 D2L Corporation Recent Development
11.8 Top Hat
11.8.1 Top Hat Company Details
11.8.2 Top Hat Business Overview
11.8.3 Top Hat E-Learning Gamification Introduction
11.8.4 Top Hat Revenue in E-Learning Gamification Business (2016-2021)
11.8.5 Top Hat Recent Development
11.9 Cognizant
11.9.1 Cognizant Company Details
11.9.2 Cognizant Business Overview
11.9.3 Cognizant E-Learning Gamification Introduction
11.9.4 Cognizant Revenue in E-Learning Gamification Business (2016-2021)
11.9.5 Cognizant Recent Development
11.10 Recurrence Inc.
11.10.1 Recurrence Inc. Company Details
11.10.2 Recurrence Inc. Business Overview
11.10.3 Recurrence Inc. E-Learning Gamification Introduction
11.10.4 Recurrence Inc. Revenue in E-Learning Gamification Business (2016-2021)
11.10.5 Recurrence Inc. Recent Development
11.11 Fundamentor
11.11.1 Fundamentor Company Details
11.11.2 Fundamentor Business Overview
11.11.3 Fundamentor E-Learning Gamification Introduction
11.11.4 Fundamentor Revenue in E-Learning Gamification Business (2016-2021)
11.11.5 Fundamentor Recent Development
11.12 Gametize
11.12.1 Gametize Company Details
11.12.2 Gametize Business Overview
11.12.3 Gametize E-Learning Gamification Introduction
11.12.4 Gametize Revenue in E-Learning Gamification Business (2016-2021)
11.12.5 Gametize Recent Development
11.13 GradeCraft
11.13.1 GradeCraft Company Details
11.13.2 GradeCraft Business Overview
11.13.3 GradeCraft E-Learning Gamification Introduction
11.13.4 GradeCraft Revenue in E-Learning Gamification Business (2016-2021)
11.13.5 GradeCraft Recent Development
11.14 Kuato Studios
11.14.1 Kuato Studios Company Details
11.14.2 Kuato Studios Business Overview
11.14.3 Kuato Studios E-Learning Gamification Introduction
11.14.4 Kuato Studios Revenue in E-Learning Gamification Business (2016-2021)
11.14.5 Kuato Studios Recent Development
11.15 Kungfu-Math
11.15.1 Kungfu-Math Company Details
11.15.2 Kungfu-Math Business Overview
11.15.3 Kungfu-Math E-Learning Gamification Introduction
11.15.4 Kungfu-Math Revenue in E-Learning Gamification Business (2016-2021)
11.15.5 Kungfu-Math Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
List of Figures, Tables and Charts Available in Global E-Learning Gamification Market Size, Status and Forecast 2022
List of TablesTable 1. Global E-Learning Gamification Market Size Growth Rate by Type (US$ Million):2016 VS 2021 VS 2027
Table 2. Key Players of Cloud Based
Table 3. Key Players of On-Premise
Table 4. Global E-Learning Gamification Market Size Growth by Application (US$ Million): 2016 VS 2021 VS 2027
Table 5. Global E-Learning Gamification Market Size by Regions (US$ Million): 2016 VS 2021 VS 2027
Table 6. Global E-Learning Gamification Market Size by Regions (2016-2021) & (US$ Million)
Table 7. Global E-Learning Gamification Market Share by Regions (2016-2021)
Table 8. Global E-Learning Gamification Forecasted Market Size by Regions (2022-2027) & (US$ Million)
Table 9. Global E-Learning Gamification Market Share by Regions (2022-2027)
Table 10. E-Learning Gamification Market Trends
Table 11. E-Learning Gamification Market Drivers
Table 12. E-Learning Gamification Market Challenges
Table 13. E-Learning Gamification Market Restraints
Table 14. Global E-Learning Gamification Revenue by Players (2016-2021) & (US$ Million)
Table 15. Global E-Learning Gamification Market Share by Players (2016-2021)
Table 16. Global Top E-Learning Gamification Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in E-Learning Gamification as of 2020)
Table 17. Ranking of Global Top E-Learning Gamification Companies by Revenue (US$ Million) in 2020
Table 18. Global 5 Largest Players Market Share by E-Learning Gamification Revenue (CR5 and HHI) & (2016-2021)
Table 19. Key Players Headquarters and Area Served
Table 20. Key Players E-Learning Gamification Product Solution and Service
Table 21. Date of Enter into E-Learning Gamification Market
Table 22. Mergers & Acquisitions, Expansion Plans
Table 23. Global E-Learning Gamification Market Size by Type (2016-2021) (US$ Million)
Table 24. Global E-Learning Gamification Revenue Market Share by Type (2016-2021)
Table 25. Global E-Learning Gamification Forecasted Market Size by Type (2022-2027) (US$ Million)
Table 26. Global E-Learning Gamification Revenue Market Share by Type (2022-2027) & (US$ Million)
Table 27. Global E-Learning Gamification Market Size Share by Application (2016-2021) & (US$ Million)
Table 28. Global E-Learning Gamification Revenue Market Share by Application (2016-2021)
Table 29. Global E-Learning Gamification Forecasted Market Size by Application (2022-2027) (US$ Million)
Table 30. Global E-Learning Gamification Revenue Market Share by Application (2022-2027) & (US$ Million)
Table 31. North America E-Learning Gamification Market Size by Type (2016-2021) (US$ Million)
Table 32. North America E-Learning Gamification Market Size by Type (2022-2027) & (US$ Million)
Table 33. North America E-Learning Gamification Market Size by Application (2016-2021) (US$ Million)
Table 34. North America E-Learning Gamification Market Size by Application (2022-2027) & (US$ Million)
Table 35. North America E-Learning Gamification Market Size by Country (2016-2021) & (US$ Million)
Table 36. North America E-Learning Gamification Market Size by Country (2022-2027) & (US$ Million)
Table 37. Europe E-Learning Gamification Market Size by Type (2016-2021) (US$ Million)
Table 38. Europe E-Learning Gamification Market Size by Type (2022-2027) & (US$ Million)
Table 39. Europe E-Learning Gamification Market Size by Application (2016-2021) (US$ Million)
Table 40. Europe E-Learning Gamification Market Size by Application (2022-2027) & (US$ Million)
Table 41. Europe E-Learning Gamification Market Size by Country (2016-2021) & (US$ Million)
Table 42. Europe E-Learning Gamification Market Size by Country (2022-2027) & (US$ Million)
Table 43. Asia-Pacific E-Learning Gamification Market Size by Type (2016-2021) (US$ Million)
Table 44. Asia-Pacific E-Learning Gamification Market Size by Type (2022-2027) & (US$ Million)
Table 45. Asia-Pacific E-Learning Gamification Market Size by Application (2016-2021) (US$ Million)
Table 46. Asia-Pacific E-Learning Gamification Market Size by Application (2022-2027) & (US$ Million)
Table 47. Asia-Pacific E-Learning Gamification Market Size by Region (2016-2021) & (US$ Million)
Table 48. Asia-Pacific E-Learning Gamification Market Size by Region (2022-2027) & (US$ Million)
Table 49. Latin America E-Learning Gamification Market Size by Type (2016-2021) (US$ Million)
Table 50. Latin America E-Learning Gamification Market Size by Type (2022-2027) & (US$ Million)
Table 51. Latin America E-Learning Gamification Market Size by Application (2016-2021) (US$ Million)
Table 52. Latin America E-Learning Gamification Market Size by Application (2022-2027) & (US$ Million)
Table 53. Latin America E-Learning Gamification Market Size by Country (2016-2021) & (US$ Million)
Table 54. Latin America E-Learning Gamification Market Size by Country (2022-2027) & (US$ Million)
Table 55. Middle East & Africa E-Learning Gamification Market Size by Type (2016-2021) (US$ Million)
Table 56. Middle East & Africa E-Learning Gamification Market Size by Type (2022-2027) & (US$ Million)
Table 57. Middle East & Africa E-Learning Gamification Market Size by Application (2016-2021) (US$ Million)
Table 58. Middle East & Africa E-Learning Gamification Market Size by Application (2022-2027) & (US$ Million)
Table 59. Middle East & Africa E-Learning Gamification Market Size by Country (2016-2021) & (US$ Million)
Table 60. Middle East & Africa E-Learning Gamification Market Size by Country (2022-2027) & (US$ Million)
Table 61. Badgeville Company Details
Table 62. Badgeville Business Overview
Table 63. Badgeville E-Learning Gamification Product
Table 64. Badgeville Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 65. Badgeville Recent Development
Table 66. BI WORLDWIDE Company Details
Table 67. BI WORLDWIDE Business Overview
Table 68. BI WORLDWIDE E-Learning Gamification Product
Table 69. BI WORLDWIDE Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 70. BI WORLDWIDE Recent Development
Table 71. Classcraft Studios Company Details
Table 72. Classcraft Studios Business Overview
Table 73. Classcraft Studios E-Learning Gamification Product
Table 74. Classcraft Studios Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 75. Classcraft Studios Recent Development
Table 76. Microsoft Company Details
Table 77. Microsoft Business Overview
Table 78. Microsoft E-Learning Gamification Product
Table 79. Microsoft Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 80. Microsoft Recent Development
Table 81. SAP Company Details
Table 82. SAP Business Overview
Table 83. SAP E-Learning Gamification Product
Table 84. SAP Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 85. SAP Recent Development
Table 86. MPS Interactive Systems Company Details
Table 87. MPS Interactive Systems Business Overview
Table 88. MPS Interactive Systems E-Learning Gamification Product
Table 89. MPS Interactive Systems Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 90. MPS Interactive Systems Recent Development
Table 91. D2L Corporation Company Details
Table 92. D2L Corporation Business Overview
Table 93. D2L Corporation E-Learning Gamification Product
Table 94. D2L Corporation Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 95. D2L Corporation Recent Development
Table 96. Top Hat Company Details
Table 97. Top Hat Business Overview
Table 98. Top Hat Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 99. Top Hat Recent Development
Table 100. Cognizant Company Details
Table 101. Cognizant Business Overview
Table 102. Cognizant E-Learning Gamification Product
Table 103. Cognizant Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 104. Cognizant Recent Development
Table 105. Recurrence Inc. Company Details
Table 106. Recurrence Inc. Business Overview
Table 107. Recurrence Inc. E-Learning Gamification Product
Table 108. Recurrence Inc. Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 109. Recurrence Inc. Recent Development
Table 110. Fundamentor Company Details
Table 111. Fundamentor Business Overview
Table 112. Fundamentor E-Learning Gamification Product
Table 113. Fundamentor Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 114. Fundamentor Recent Development
Table 115. Gametize Company Details
Table 116. Gametize Business Overview
Table 117. Gametize E-Learning Gamification Product
Table 118. Gametize Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 119. Gametize Recent Development
Table 120. GradeCraft Company Details
Table 121. GradeCraft Business Overview
Table 122. GradeCraft E-Learning Gamification Product
Table 123. GradeCraft Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 124. GradeCraft Recent Development
Table 125. Kuato Studios Company Details
Table 126. Kuato Studios Business Overview
Table 127. Kuato Studios E-Learning Gamification Product
Table 128. Kuato Studios Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 129. Kuato Studios Recent Development
Table 130. Kungfu-Math Company Details
Table 131. Kungfu-Math Business Overview
Table 132. Kungfu-Math E-Learning Gamification Product
Table 133. Kungfu-Math Revenue in E-Learning Gamification Business (2016-2021) & (US$ Million)
Table 134. Kungfu-Math Recent Development
Table 135. Research Programs/Design for This Report
Table 136. Key Data Information from Secondary Sources
Table 137. Key Data Information from Primary Sources
List of Figures
Figure 1. Global E-Learning Gamification Market Share by Type: 2020 VS 2027
Figure 2. Cloud Based Features
Figure 3. On-Premise Features
Figure 4. Global E-Learning Gamification Market Share by Application: 2020 VS 2027
Figure 5. K-12 education Case Studies
Figure 6. Higher education Case Studies
Figure 7. E-Learning Gamification Report Years Considered
Figure 8. Global E-Learning Gamification Market Size (US$ Million), Year-over-Year: 2016-2027
Figure 9. Global E-Learning Gamification Market Size (US$ Million), 2016 VS 2021 VS 2027
Figure 10. Global E-Learning Gamification Market Share by Regions: 2020 VS 2027
Figure 11. Global E-Learning Gamification Market Share by Regions (2022-2027)
Figure 12. Global E-Learning Gamification Market Share by Players in 2020
Figure 13. Global Top E-Learning Gamification Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in E-Learning Gamification as of 2020
Figure 14. The Top 10 and 5 Players Market Share by E-Learning Gamification Revenue in 2020
Figure 15. Global E-Learning Gamification Revenue Market Share by Type (2016-2021)
Figure 16. Global E-Learning Gamification Revenue Market Share by Type (2022-2027)
Figure 17. North America E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 18. North America E-Learning Gamification Market Share by Type (2016-2027)
Figure 19. North America E-Learning Gamification Market Share by Application (2016-2027)
Figure 20. North America E-Learning Gamification Market Share by Country (2016-2027)
Figure 21. United States E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 22. Canada E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 23. Europe E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 24. Europe E-Learning Gamification Market Share by Type (2016-2027)
Figure 25. Europe E-Learning Gamification Market Share by Application (2016-2027)
Figure 26. Europe E-Learning Gamification Market Share by Country (2016-2027)
Figure 27. Germany E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 28. France E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 29. U.K. E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 30. Italy E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 31. Russia E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 32. Nordic E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 33. Asia-Pacific E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 34. Asia-Pacific E-Learning Gamification Market Share by Type (2016-2027)
Figure 35. Asia-Pacific E-Learning Gamification Market Share by Application (2016-2027)
Figure 36. Asia-Pacific E-Learning Gamification Market Share by Region (2016-2027)
Figure 37. China E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 38. Japan E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 39. South Korea E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 40. Southeast Asia E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 41. India E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 42. Australia E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 43. Latin America E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 44. Latin America E-Learning Gamification Market Share by Type (2016-2027)
Figure 45. Latin America E-Learning Gamification Market Share by Application (2016-2027)
Figure 46. Latin America E-Learning Gamification Market Share by Country (2016-2027)
Figure 47. Mexico E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 48. Brazil E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 49. Middle East & Africa E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 50. Middle East & Africa E-Learning Gamification Market Share by Type (2016-2027)
Figure 51. Middle East & Africa E-Learning Gamification Market Share by Application (2016-2027)
Figure 52. Middle East & Africa E-Learning Gamification Market Share by Country (2016-2027)
Figure 53. Turkey E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 54. Saudi Arabia E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 55. UAE E-Learning Gamification Market Size YoY Growth (2016-2027) & (US$ Million)
Figure 56. Badgeville Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 57. BI WORLDWIDE Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 58. Classcraft Studios Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 59. Microsoft Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 60. SAP Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 61. MPS Interactive Systems Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 62. D2L Corporation Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 63. Top Hat Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 64. Cognizant Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 65. Recurrence Inc. Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 66. Fundamentor Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 67. Gametize Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 68. GradeCraft Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 69. Kuato Studios Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 70. Kungfu-Math Revenue Growth Rate in E-Learning Gamification Business (2016-2021)
Figure 71. Bottom-up and Top-down Approaches for This Report
Figure 72. Data Triangulation
Figure 73. Key Executives Interviewed
Keyplayers in Global E-Learning Gamification Market Size, Status and Forecast 2022
BadgevilleBI WORLDWIDE
Classcraft Studios
Microsoft
SAP
MPS Interactive Systems
D2L Corporation
Top Hat
Cognizant
Recurrence Inc.
Fundamentor
Gametize
GradeCraft
Kuato Studios
Kungfu-Math