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Education Gamification Global Market by End-User, Growth, Analysis and Outlook to 2019



(Telecom-NewsWire.Net, January 11, 2018 ) Gamification is the process of implementing game mechanics into non-gaming context to engage users and solve problems. Points, badges, a leaderboard, challenges, and rewards are examples of game mechanics. Gamification does not create real games but uses game techniques to engage students toward comprehensive learning.

Publisher's analysts forecast the global education gamification market to grow at a CAGR of 64.34% over the period 2014-2019.

For more information http://www.reportsweb.com/global-education-gamification-market-2015-2019

The report covers the current scenario and the growth prospects of the global education gamification market for the period of 2015-2019. To calculate the market size, the report considers revenue generated from the sales of gamification solutions for the following end-users:
- K-12 schools
- Higher education institutes

Publisher's report, Global Education Gamification Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers Americas, APAC, and EMEA; it also covers the landscape of the market and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key regions
- Americas
- EMEA
- APAC
Key vendors
- Badgeville
- Bunchball
- Gigya
- Kuato Studios
- Lithium Technologies

Request Sample Copy http://www.reportsweb.com/inquiry&RW0001232311/sample

Other prominent vendors

- Big Door
- Captain Up
- Crowd Twist
- Gamify
- IActionable
- Pug Pharm

Market driver
- Increased demand for quality education
- For a full, detailed list, view our report
Market challenge
- Differing regional requirements
- For a full, detailed list, view our report

Make an enquiry: http://www.reportsweb.com/inquiry&RW0001232311/buying

ReportsWeb.com

Rajat Sahni

+1-646-491-9876

sales@reportsweb.com

Source: EmailWire.Com

Source: EmailWire.com

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