CHICAGO, March 1, 2019 /PRNewswire/ -- According to a new market research report "Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023", published by MarketsandMarkets™, the Gamification in Education Market is projected to grow from USD 450 million in 2018 to USD 1,800 million by 2023, at a Compound Annual Growth Rate (CAGR) of 32.0% from 2018 to 2023. The major factors driving the growth of the Gamification in Education Market are the increasing adoption of digital learning and growing cloud adoption among organizations to motivate learners to use web-based gamification solutions.
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Based on offering, the software segment is expected to be the largest segment in the Gamification in Education Market during the forecast period.
The software segment is expected to lead the market during the forecast period, owing to the increasing adoption of technologies such as AR/VR and simulation for gamification in academic and corporate learning. The users of gamification software are acknowledging the results in the form of increased productivity, motivation, autonomy, and competency.
Among end users, the academic segment is projected to lead the Gamification in Education Market during the forecast period.
The academic segment is projected to have a larger market size as compared to the corporate training segment during the forecast period. The growth of this segment can be attributed to growing inclination of schools, colleges, and universities to implement and leverage gamification platforms to offer a flexible, interactive, and innovative learning experience.
The North American region is expected to lead the Gamification in Education Market in 2018.
The North American region is projected to lead the Gamification in Education Market in 2018. The growth of the market in this region is primarily driven by the increasing importance given to the education sector. The presence of a large number of prominent educational institutes and their focus on new and innovative ways of education is also leading to the growth of the Gamification in Education Market in North America. The presence of some of the key players of the market in the region is also expected to drive the growth of the market in the region.
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Key players in Gamification in Education Market such as Bunchball (US), Cognizant (US), Google (US), Microsoft (US), D2L (Canada) and Classcraft Studios (Canada), along with several startups, are offering gamification software and services to cater the requirements of their customers.
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