Global E-Learning Gamification Market Size, Status and Forecast 2022

SKU ID :QYR-19708558 | Published Date: 15-Dec-2021 | No. of pages: 123
1 Report Overview 1.1 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 Tables Table 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
Badgeville BI WORLDWIDE Classcraft Studios Microsoft SAP MPS Interactive Systems D2L Corporation Top Hat Cognizant Recurrence Inc. Fundamentor Gametize GradeCraft Kuato Studios Kungfu-Math
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