Gamification in Education Market to Witness a Pronounce Growth During 2023: ReportsnReports

The report titled “Gamification in Education Market” sheds a concentrated focus on the Gamification in Education industry in terms of market driver, opportunities, restraints of global segmentation. Further data on the reports also includes demographic conditions, over-turning changing business cycles and analyzing country-to-market.

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The gamification in education market is expected 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% during the forecast period of 2018–2023. This report spread across 96 Pages, Profiling 10 Companies and Supported with 40 Tables and 25 figures are now available in this research.


Top Key Players Profiled in the Gamification in Education Market:

  • Bunchball (US)
  • NIIT (India)
  • MPS Interactive (India)
  • Microsoft (US)
  • D2L (Canada)
  • Top Hat (Canada)
  • Classcraft Studios (Canada)
  • Recurrence (US)
  • Fundamentor (India)
  • Cognizant (US)
  • BLUErabbit (Mexico)
  • Google (Grasshopper) (US)
  • Kahoot (Norway)
  • CK-12 (US)
  • Kuato Studios (US)


The services segment is expected to register the higher CAGR among offerings during the forecast period. The growth of this segment can be attributed to the rapid increase in demand for support services, as more institutions are looking for personalized products, leading to a rising need for consulting and support services.


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The Asia Pacific (APAC) region is projected to have the highest CAGR among all the regions covered, during the forecast period. This growth is primarily driven by the increase in spending on technologies such as cloud and digital learning, growth in the adoption of mobile devices, and entrance of startups with innovative software in the region.

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