Dublin, Nov. 11, 2015 (GLOBE NEWSWIRE) -- Research and Markets ( http://www.researchandmarkets.com/research/4n..._education ) has announced the addition of the "Global Education Gamification Market: Research Report 2015-2019" report to their offering. The report forecasts the global education gamification market to grow at a CAGR of 64.34% over the period 2014-2019.
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.
The 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.
In recent years, there has been an increase in demand for tablets in the academic sector because of the benefits associated with them. Tablets are overtaking notebooks and desktop PCs as they are available in the market in a wide variety. Based on technology, learning on tablets has become more effective for institutions than learning on mobile devices because their large screen size offers a better learning area. According to the report, cognitive skills enable students to think effectively, process information quickly, and plan and prioritize accordingly. The development of well-rounded cognitive skills help students to learn quickly and efficiently, and gamification plays a major role in the process. Further, the report states that challenge faced by institutions is their inability to ensure that students do not get distracted by excess gaming during their academic tenure. Given the fun element involved in gaming, there is a high probability that students might limit their interest and efforts primarily toward educational games.
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
Key vendors
- Badgeville
- Bunchball
- Gigya
- Kuato Studios
- Lithium Technologies
Other prominent vendors
- Big Door
- Captain Up
- Crowd Twist
- Gamify
- IActionable
- Pug Pharm
Key Topics Covered: Part 01: Executive summary Part 02: Scope of the report Part 03: Market research methodology Part 04: Introduction Part 05: Market landscape Part 06: Market overview Part 07: Market segmentation by end-user Part 08: Geographical segmentation Part 09: Market drivers Part 10: Impact of drivers Part 11: Market challenges Part 12: Impact of drivers and challenges Part 13: Market trends Part 14: Vendor landscape Part 15: Key vendor analysis Part 16: Other prominent vendors Part 17: Appendix For more information visit http://www.researchandmarkets.com/research/4n..._education
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