COVID-19 Impact on Global Gamification of Learning Market Size, Status and Forecast 2020-2026

SKU ID :QYR-15612005 | Published Date: 30-Apr-2020 | No. of pages: 96
1 Report Overview 1.1 Study Scope 1.2 Key Market Segments 1.3 Players Covered: Ranking by Gamification of Learning Revenue 1.4 Market Analysis by Type 1.4.1 Global Gamification of Learning Market Size Growth Rate by Type: 2020 VS 2026 1.4.2 Cloud 1.4.3 On-premises 1.5 Market by Application 1.5.1 Global Gamification of Learning Market Share by Application: 2020 VS 2026 1.5.2 Academic 1.5.3 Corporate Training 1.6 Coronavirus Disease 2019 (Covid-19): Gamification of Learning Industry Impact 1.6.1 How the Covid-19 is Affecting the Gamification of Learning Industry 1.6.1.1 Gamification of Learning Business Impact Assessment - Covid-19 1.6.1.2 Supply Chain Challenges 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products 1.6.2 Market Trends and Gamification of Learning Potential Opportunities in the COVID-19 Landscape 1.6.3 Measures / Proposal against Covid-19 1.6.3.1 Government Measures to Combat Covid-19 Impact 1.6.3.2 Proposal for Gamification of Learning Players to Combat Covid-19 Impact 1.7 Study Objectives 1.8 Years Considered 2 Global Growth Trends by Regions 2.1 Gamification of Learning Market Perspective (2015-2026) 2.2 Gamification of Learning Growth Trends by Regions 2.2.1 Gamification of Learning Market Size by Regions: 2015 VS 2020 VS 2026 2.2.2 Gamification of Learning Historic Market Share by Regions (2015-2020) 2.2.3 Gamification of Learning Forecasted Market Size by Regions (2021-2026) 2.3 Industry Trends and Growth Strategy 2.3.1 Market Top Trends 2.3.2 Market Drivers 2.3.3 Market Challenges 2.3.4 Porter’s Five Forces Analysis 2.3.5 Gamification of Learning Market Growth Strategy 2.3.6 Primary Interviews with Key Gamification of Learning Players (Opinion Leaders) 3 Competition Landscape by Key Players 3.1 Global Top Gamification of Learning Players by Market Size 3.1.1 Global Top Gamification of Learning Players by Revenue (2015-2020) 3.1.2 Global Gamification of Learning Revenue Market Share by Players (2015-2020) 3.1.3 Global Gamification of Learning Market Share by Company Type (Tier 1, Tier 2 and Tier 3) 3.2 Global Gamification of Learning Market Concentration Ratio 3.2.1 Global Gamification of Learning Market Concentration Ratio (CR5 and HHI) 3.2.2 Global Top 10 and Top 5 Companies by Gamification of Learning Revenue in 2019 3.3 Gamification of Learning Key Players Head office and Area Served 3.4 Key Players Gamification of Learning Product Solution and Service 3.5 Date of Enter into Gamification of Learning Market 3.6 Mergers & Acquisitions, Expansion Plans 4 Breakdown Data by Type (2015-2026) 4.1 Global Gamification of Learning Historic Market Size by Type (2015-2020) 4.2 Global Gamification of Learning Forecasted Market Size by Type (2021-2026) 5 Gamification of Learning Breakdown Data by Application (2015-2026) 5.1 Global Gamification of Learning Market Size by Application (2015-2020) 5.2 Global Gamification of Learning Forecasted Market Size by Application (2021-2026) 6 North America 6.1 North America Gamification of Learning Market Size (2015-2020) 6.2 Gamification of Learning Key Players in North America (2019-2020) 6.3 North America Gamification of Learning Market Size by Type (2015-2020) 6.4 North America Gamification of Learning Market Size by Application (2015-2020) 7 Europe 7.1 Europe Gamification of Learning Market Size (2015-2020) 7.2 Gamification of Learning Key Players in Europe (2019-2020) 7.3 Europe Gamification of Learning Market Size by Type (2015-2020) 7.4 Europe Gamification of Learning Market Size by Application (2015-2020) 8 China 8.1 China Gamification of Learning Market Size (2015-2020) 8.2 Gamification of Learning Key Players in China (2019-2020) 8.3 China Gamification of Learning Market Size by Type (2015-2020) 8.4 China Gamification of Learning Market Size by Application (2015-2020) 9 Japan 9.1 Japan Gamification of Learning Market Size (2015-2020) 9.2 Gamification of Learning Key Players in Japan (2019-2020) 9.3 Japan Gamification of Learning Market Size by Type (2015-2020) 9.4 Japan Gamification of Learning Market Size by Application (2015-2020) 10 Southeast Asia 10.1 Southeast Asia Gamification of Learning Market Size (2015-2020) 10.2 Gamification of Learning Key Players in Southeast Asia (2019-2020) 10.3 Southeast Asia Gamification of Learning Market Size by Type (2015-2020) 10.4 Southeast Asia Gamification of Learning Market Size by Application (2015-2020) 11 India 11.1 India Gamification of Learning Market Size (2015-2020) 11.2 Gamification of Learning Key Players in India (2019-2020) 11.3 India Gamification of Learning Market Size by Type (2015-2020) 11.4 India Gamification of Learning Market Size by Application (2015-2020) 12 Central & South America 12.1 Central & South America Gamification of Learning Market Size (2015-2020) 12.2 Gamification of Learning Key Players in Central & South America (2019-2020) 12.3 Central & South America Gamification of Learning Market Size by Type (2015-2020) 12.4 Central & South America Gamification of Learning Market Size by Application (2015-2020) 13 Key Players Profiles 13.1 Microsoft 13.1.1 Microsoft Company Details 13.1.2 Microsoft Business Overview and Its Total Revenue 13.1.3 Microsoft Gamification of Learning Introduction 13.1.4 Microsoft Revenue in Gamification of Learning Business (2015-2020)) 13.1.5 Microsoft Recent Development 13.2 MPS Interactive Systems 13.2.1 MPS Interactive Systems Company Details 13.2.2 MPS Interactive Systems Business Overview and Its Total Revenue 13.2.3 MPS Interactive Systems Gamification of Learning Introduction 13.2.4 MPS Interactive Systems Revenue in Gamification of Learning Business (2015-2020) 13.2.5 MPS Interactive Systems Recent Development 13.3 Bunchball 13.3.1 Bunchball Company Details 13.3.2 Bunchball Business Overview and Its Total Revenue 13.3.3 Bunchball Gamification of Learning Introduction 13.3.4 Bunchball Revenue in Gamification of Learning Business (2015-2020) 13.3.5 Bunchball Recent Development 13.4 NIIT 13.4.1 NIIT Company Details 13.4.2 NIIT Business Overview and Its Total Revenue 13.4.3 NIIT Gamification of Learning Introduction 13.4.4 NIIT Revenue in Gamification of Learning Business (2015-2020) 13.4.5 NIIT Recent Development 13.5 D2L Corporation 13.5.1 D2L Corporation Company Details 13.5.2 D2L Corporation Business Overview and Its Total Revenue 13.5.3 D2L Corporation Gamification of Learning Introduction 13.5.4 D2L Corporation Revenue in Gamification of Learning Business (2015-2020) 13.5.5 D2L Corporation Recent Development 13.6 Cognizant 13.6.1 Cognizant Company Details 13.6.2 Cognizant Business Overview and Its Total Revenue 13.6.3 Cognizant Gamification of Learning Introduction 13.6.4 Cognizant Revenue in Gamification of Learning Business (2015-2020) 13.6.5 Cognizant Recent Development 13.7 Fundamentor 13.7.1 Fundamentor Company Details 13.7.2 Fundamentor Business Overview and Its Total Revenue 13.7.3 Fundamentor Gamification of Learning Introduction 13.7.4 Fundamentor Revenue in Gamification of Learning Business (2015-2020) 13.7.5 Fundamentor Recent Development 13.8 Top Hat 13.8.1 Top Hat Company Details 13.8.2 Top Hat Business Overview and Its Total Revenue 13.8.3 Top Hat Gamification of Learning Introduction 13.8.4 Top Hat Revenue in Gamification of Learning Business (2015-2020) 13.8.5 Top Hat Recent Development 13.9 Classcraft Studios 13.9.1 Classcraft Studios Company Details 13.9.2 Classcraft Studios Business Overview and Its Total Revenue 13.9.3 Classcraft Studios Gamification of Learning Introduction 13.9.4 Classcraft Studios Revenue in Gamification of Learning Business (2015-2020) 13.9.5 Classcraft Studios Recent Development 13.10 Recurrence 13.10.1 Recurrence Company Details 13.10.2 Recurrence Business Overview and Its Total Revenue 13.10.3 Recurrence Gamification of Learning Introduction 13.10.4 Recurrence Revenue in Gamification of Learning Business (2015-2020) 13.10.5 Recurrence Recent Development 14 Analyst's Viewpoints/Conclusions 15 Appendix 15.1 Research Methodology 15.1.1 Methodology/Research Approach 15.1.2 Data Source 15.2 Disclaimer 15.3 Author Details
List of Tables Table 1. Gamification of Learning Key Market Segments Table 2. Key Players Covered: Ranking by Gamification of Learning Revenue Table 3. Ranking of Global Top Gamification of Learning Manufacturers by Revenue (US$ Million) in 2019 Table 4. Global Gamification of Learning Market Size Growth Rate by Type (US$ Million): 2020 VS 2026 Table 5. Key Players of Cloud Table 6. Key Players of On-premises Table 7. COVID-19 Impact Global Market: (Four Gamification of Learning Market Size Forecast Scenarios) Table 8. Opportunities and Trends for Gamification of Learning Players in the COVID-19 Landscape Table 9. Present Opportunities in China & Elsewhere Due to the Coronavirus Crisis Table 10. Key Regions/Countries Measures against Covid-19 Impact Table 11. Proposal for Gamification of Learning Players to Combat Covid-19 Impact Table 12. Global Gamification of Learning Market Size Growth by Application (US$ Million): 2020 VS 2026 Table 13. Global Gamification of Learning Market Size by Regions (US$ Million): 2020 VS 2026 Table 14. Global Gamification of Learning Market Size by Regions (2015-2020) (US$ Million) Table 15. Global Gamification of Learning Market Share by Regions (2015-2020) Table 16. Global Gamification of Learning Forecasted Market Size by Regions (2021-2026) (US$ Million) Table 17. Global Gamification of Learning Market Share by Regions (2021-2026) Table 18. Market Top Trends Table 19. Key Drivers: Impact Analysis Table 20. Key Challenges Table 21. Gamification of Learning Market Growth Strategy Table 22. Main Points Interviewed from Key Gamification of Learning Players Table 23. Global Gamification of Learning Revenue by Players (2015-2020) (Million US$) Table 24. Global Gamification of Learning Market Share by Players (2015-2020) Table 25. Global Top Gamification of Learning Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Gamification of Learning as of 2019) Table 26. Global Gamification of Learning by Players Market Concentration Ratio (CR5 and HHI) Table 27. Key Players Headquarters and Area Served Table 28. Key Players Gamification of Learning Product Solution and Service Table 29. Date of Enter into Gamification of Learning Market Table 30. Mergers & Acquisitions, Expansion Plans Table 31. Global Gamification of Learning Market Size by Type (2015-2020) (Million US$) Table 32. Global Gamification of Learning Market Size Share by Type (2015-2020) Table 33. Global Gamification of Learning Revenue Market Share by Type (2021-2026) Table 34. Global Gamification of Learning Market Size Share by Application (2015-2020) Table 35. Global Gamification of Learning Market Size by Application (2015-2020) (Million US$) Table 36. Global Gamification of Learning Market Size Share by Application (2021-2026) Table 37. North America Key Players Gamification of Learning Revenue (2019-2020) (Million US$) Table 38. North America Key Players Gamification of Learning Market Share (2019-2020) Table 39. North America Gamification of Learning Market Size by Type (2015-2020) (Million US$) Table 40. North America Gamification of Learning Market Share by Type (2015-2020) Table 41. North America Gamification of Learning Market Size by Application (2015-2020) (Million US$) Table 42. North America Gamification of Learning Market Share by Application (2015-2020) Table 43. Europe Key Players Gamification of Learning Revenue (2019-2020) (Million US$) Table 44. Europe Key Players Gamification of Learning Market Share (2019-2020) Table 45. Europe Gamification of Learning Market Size by Type (2015-2020) (Million US$) Table 46. Europe Gamification of Learning Market Share by Type (2015-2020) Table 47. Europe Gamification of Learning Market Size by Application (2015-2020) (Million US$) Table 48. Europe Gamification of Learning Market Share by Application (2015-2020) Table 49. China Key Players Gamification of Learning Revenue (2019-2020) (Million US$) Table 50. China Key Players Gamification of Learning Market Share (2019-2020) Table 51. China Gamification of Learning Market Size by Type (2015-2020) (Million US$) Table 52. China Gamification of Learning Market Share by Type (2015-2020) Table 53. China Gamification of Learning Market Size by Application (2015-2020) (Million US$) Table 54. China Gamification of Learning Market Share by Application (2015-2020) Table 55. Japan Key Players Gamification of Learning Revenue (2019-2020) (Million US$) Table 56. Japan Key Players Gamification of Learning Market Share (2019-2020) Table 57. Japan Gamification of Learning Market Size by Type (2015-2020) (Million US$) Table 58. Japan Gamification of Learning Market Share by Type (2015-2020) Table 59. Japan Gamification of Learning Market Size by Application (2015-2020) (Million US$) Table 60. Japan Gamification of Learning Market Share by Application (2015-2020) Table 61. Southeast Asia Key Players Gamification of Learning Revenue (2019-2020) (Million US$) Table 62. Southeast Asia Key Players Gamification of Learning Market Share (2019-2020) Table 63. Southeast Asia Gamification of Learning Market Size by Type (2015-2020) (Million US$) Table 64. Southeast Asia Gamification of Learning Market Share by Type (2015-2020) Table 65. Southeast Asia Gamification of Learning Market Size by Application (2015-2020) (Million US$) Table 66. Southeast Asia Gamification of Learning Market Share by Application (2015-2020) Table 67. India Key Players Gamification of Learning Revenue (2019-2020) (Million US$) Table 68. India Key Players Gamification of Learning Market Share (2019-2020) Table 69. India Gamification of Learning Market Size by Type (2015-2020) (Million US$) Table 70. India Gamification of Learning Market Share by Type (2015-2020) Table 71. India Gamification of Learning Market Size by Application (2015-2020) (Million US$) Table 72. India Gamification of Learning Market Share by Application (2015-2020) Table 73. Central & South America Key Players Gamification of Learning Revenue (2019-2020) (Million US$) Table 74. Central & South America Key Players Gamification of Learning Market Share (2019-2020) Table 75. Central & South America Gamification of Learning Market Size by Type (2015-2020) (Million US$) Table 76. Central & South America Gamification of Learning Market Share by Type (2015-2020) Table 77. Central & South America Gamification of Learning Market Size by Application (2015-2020) (Million US$) Table 78. Central & South America Gamification of Learning Market Share by Application (2015-2020) Table 79. Microsoft Company Details Table 80. Microsoft Business Overview Table 81. Microsoft Product Table 82. Microsoft Revenue in Gamification of Learning Business (2015-2020) (Million US$) Table 83. Microsoft Recent Development Table 84. MPS Interactive Systems Company Details Table 85. MPS Interactive Systems Business Overview Table 86. MPS Interactive Systems Product Table 87. MPS Interactive Systems Revenue in Gamification of Learning Business (2015-2020) (Million US$) Table 88. MPS Interactive Systems Recent Development Table 89. Bunchball Company Details Table 90. Bunchball Business Overview Table 91. Bunchball Product Table 92. Bunchball Revenue in Gamification of Learning Business (2015-2020) (Million US$) Table 93. Bunchball Recent Development Table 94. NIIT Company Details Table 95. NIIT Business Overview Table 96. NIIT Product Table 97. NIIT Revenue in Gamification of Learning Business (2015-2020) (Million US$) Table 98. NIIT Recent Development Table 99. D2L Corporation Company Details Table 100. D2L Corporation Business Overview Table 101. D2L Corporation Product Table 102. D2L Corporation Revenue in Gamification of Learning Business (2015-2020) (Million US$) Table 103. D2L Corporation Recent Development Table 104. Cognizant Company Details Table 105. Cognizant Business Overview Table 106. Cognizant Product Table 107. Cognizant Revenue in Gamification of Learning Business (2015-2020) (Million US$) Table 108. Cognizant Recent Development Table 109. Fundamentor Company Details Table 110. Fundamentor Business Overview Table 111. Fundamentor Product Table 112. Fundamentor Revenue in Gamification of Learning Business (2015-2020) (Million US$) Table 113. Fundamentor Recent Development Table 114. Top Hat Business Overview Table 115. Top Hat Product Table 116. Top Hat Company Details Table 117. Top Hat Revenue in Gamification of Learning Business (2015-2020) (Million US$) Table 118. Top Hat Recent Development Table 119. Classcraft Studios Company Details Table 120. Classcraft Studios Business Overview Table 121. Classcraft Studios Product Table 122. Classcraft Studios Revenue in Gamification of Learning Business (2015-2020) (Million US$) Table 123. Classcraft Studios Recent Development Table 124. Recurrence Company Details Table 125. Recurrence Business Overview Table 126. Recurrence Product Table 127. Recurrence Revenue in Gamification of Learning Business (2015-2020) (Million US$) Table 128. Recurrence Recent Development Table 129. Research Programs/Design for This Report Table 130. Key Data Information from Secondary Sources Table 131. Key Data Information from Primary Sources List of Figures Figure 1. Global Gamification of Learning Market Share by Type: 2020 VS 2026 Figure 2. Cloud Features Figure 3. On-premises Features Figure 4. Global Gamification of Learning Market Share by Application: 2020 VS 2026 Figure 5. Academic Case Studies Figure 6. Corporate Training Case Studies Figure 7. Gamification of Learning Report Years Considered Figure 8. Global Gamification of Learning Market Size YoY Growth 2015-2026 (US$ Million) Figure 9. Global Gamification of Learning Market Share by Regions: 2020 VS 2026 Figure 10. Global Gamification of Learning Market Share by Regions (2021-2026) Figure 11. Porter's Five Forces Analysis Figure 12. Global Gamification of Learning Market Share by Players in 2019 Figure 13. Global Top Gamification of Learning Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Gamification of Learning as of 2019 Figure 14. The Top 10 and 5 Players Market Share by Gamification of Learning Revenue in 2019 Figure 15. North America Gamification of Learning Market Size YoY Growth (2015-2020) (Million US$) Figure 16. Europe Gamification of Learning Market Size YoY Growth (2015-2020) (Million US$) Figure 17. China Gamification of Learning Market Size YoY Growth (2015-2020) (Million US$) Figure 18. Japan Gamification of Learning Market Size YoY Growth (2015-2020) (Million US$) Figure 19. Southeast Asia Gamification of Learning Market Size YoY Growth (2015-2020) (Million US$) Figure 20. India Gamification of Learning Market Size YoY Growth (2015-2020) (Million US$) Figure 21. Central & South America Gamification of Learning Market Size YoY Growth (2015-2020) (Million US$) Figure 22. Microsoft Total Revenue (US$ Million): 2019 Compared with 2018 Figure 23. Microsoft Revenue Growth Rate in Gamification of Learning Business (2015-2020) Figure 24. MPS Interactive Systems Total Revenue (US$ Million): 2019 Compared with 2018 Figure 25. MPS Interactive Systems Revenue Growth Rate in Gamification of Learning Business (2015-2020) Figure 26. Bunchball Total Revenue (US$ Million): 2019 Compared with 2018 Figure 27. Bunchball Revenue Growth Rate in Gamification of Learning Business (2015-2020) Figure 28. NIIT Total Revenue (US$ Million): 2019 Compared with 2018 Figure 29. NIIT Revenue Growth Rate in Gamification of Learning Business (2015-2020) Figure 30. D2L Corporation Total Revenue (US$ Million): 2019 Compared with 2018 Figure 31. D2L Corporation Revenue Growth Rate in Gamification of Learning Business (2015-2020) Figure 32. Cognizant Total Revenue (US$ Million): 2019 Compared with 2018 Figure 33. Cognizant Revenue Growth Rate in Gamification of Learning Business (2015-2020) Figure 34. Fundamentor Total Revenue (US$ Million): 2019 Compared with 2018 Figure 35. Fundamentor Revenue Growth Rate in Gamification of Learning Business (2015-2020) Figure 36. Top Hat Total Revenue (US$ Million): 2019 Compared with 2018 Figure 37. Top Hat Revenue Growth Rate in Gamification of Learning Business (2015-2020) Figure 38. Classcraft Studios Total Revenue (US$ Million): 2019 Compared with 2018 Figure 39. Classcraft Studios Revenue Growth Rate in Gamification of Learning Business (2015-2020) Figure 40. Recurrence Total Revenue (US$ Million): 2019 Compared with 2018 Figure 41. Recurrence Revenue Growth Rate in Gamification of Learning Business (2015-2020) Figure 42. Bottom-up and Top-down Approaches for This Report Figure 43. Data Triangulation Figure 44. Key Executives Interviewed
Microsoft MPS Interactive Systems Bunchball NIIT D2L Corporation Cognizant Fundamentor Top Hat Classcraft Studios Recurrence
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