Global Education Gamification Market: Research Report 2015-2019 Report Description 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. Global Education Gamification Market to grow at a CAGR of 64.34% over the period 20142019. Covered in this report 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 View more details @ http://www.bigmarketresearch.com/global-education-gamificationresearch-report-2015-2019-market Report Description Global Education Gamification Market 2015-2019, has been prepared based on an indepth 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 Other prominent vendors • Big Door • Captain Up • Crowd Twist Report Description 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 Market trend • Growing adoption of tablets • For a full, detailed list, view our report Enquire About Report @ http://www.bigmarketresearch.com/report-enquiry/331278 Table Of Contents PART01: Executive summary PART02: Scope of the report PART03: Market research methodology PART04: Introduction PART05: Market landscape PART06: Market overview PART07: Market segmentation by end-user PART08: Geographical segmentation PART09: Market drivers PART10: Impact of drivers PART11: Market challenges PART12: Impact of drivers and challenges PART13: Market trends PART14: Vendor landscape PART15: Key vendor analysis PART16: Other prominent vendorsBig Door PART17: Appendix PART18: Explore Technavio FOR MORE DETAILS Visit us at : www.bigmarketresearch.com Stay With Us: TELEPHONE: + 1-800-910-6452 EMAIL: help@bigmarketresearch.com 5933 NE Win Sivers Drive, #205, Portland, OR 97220 United States
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. Global Education Gamification Market to grow at a CAGR of 64.34% over the period 2014-2019. View more details @ http://www.bigmarketresearch.com/global-education-gamification-research-report-2015-2019-market
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