Gamification in Education Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Size, Share & Trends, Drivers, Restraints, Opportunities, Manufacturer, Applications, And Segments

  • AMR-1065785
  • May 2021
  • Telecommunications and Wireless
  • 129 Pages
The global Gamification in Education market research report provides complete study and detail analysis of the market. This study includes forecast analysis of the market which is based on global and regional level, whereas the research reports the provides forecast data from 2020-2028 and historic of 2018 and 2019. All the values are based on revenue USD Million. Moreover, the market research report describes various segments of the Gamification in Education market based on its types, applications and end-use industry. The applications of the market are explained in different industry verticals with reference to major countries across the globe. Along with this, the research report also covers all the major players that are operating in the global Gamification in Education market. These major players of the market are further studied and analyzed based on various parameters, such as annual market revenue, annual sales of the company, marketing strategy, historic growth and shipment volumes. Based on all the company’s insights, the market research analyst also suggests business strategy and marketing plans for improving the market position of existing participants of Gamification in Education market.
 
Report Parameters Details of Parameter
Market Size xx Million
Based Year 2020
Forecast Period Covered 2020 – 2028
Units for value Revenue in USD million and CAGR from 2020 to 2028
Covered Segments Component, Types, Applications, End-Users, and more.
Companies Covered Bluerabbit Edu, Bunchball inc., Classcraft Studios Inc., Cognizant, D2L Corporation, Kahoot!, MPS Interactive Systems Limited, NIIT, Paratus Knowledge Ventures Pvt Ltd, Tophatmonocle Corp
Region Covered North America, Europe, Asia Pacific, Latin America, Middle East and Africa

COVID-19 Impact Analysis
The analysis of covid-19 is based on the impact of the current pandemic situation on market scenarios. This includes impact of covid-19 outbreak on overall revenue, market segments as well as regional market. The report also puts light on detailed impact analysis by taking into consideration all the government policies imposed during the pandemic situation, temporary shutdown of manufacturing units, current state of supply chain and distributors, and its future impacts on the growth of overall market. The market study will assist user to understand the global demand and impose strategic business plans to compete with the peers.

Apart from this, the market research report also covers drivers and restraints for the global Gamification in Education market and their impact on the demand and supply during the forecast period. Along with this, the research report also provides Gamification in Education market trends and opportunities that are based on regional and global level. Furthermore, the market research report also provides the major distributors and manufacturers that are operating in all the key region across the world. The researched data provided in the report is widely used by various industry players to strengthen their distribution channel and improve the geographical reach. In addition, the report also covers all the major players of the global Gamification in Education market and its key offerings and solutions. The report also provides recent mergers and acquisitions of these key players.

The data which is provided in the market research report is analyzed and evaluated with the help of various marketing tools, such as SWOT analysis, Poster’s Five Force analysis, PESTEL analysis, value chain analysis, player positioning analysis and market share analysis. Therefore, this analysis tools helps the analyst to evaluate the Gamification in Education market based on various parameters such as capital investments, impact of consumer’s preferences, economies of scale, manufacturing rights and patents, existing distribution channels, switching costs, government regulations and brand loyalty.

Major Key Players for Global Gamification in Education Market:
The Gamification in Education market research report offers the company profile of major key players including progress trends, competitive landscape breakdown, and key in regions development status. Bluerabbit Edu, Bunchball inc., Classcraft Studios Inc., Cognizant, D2L Corporation, Kahoot!, MPS Interactive Systems Limited, NIIT, Paratus Knowledge Ventures Pvt Ltd, Tophatmonocle Corp

Gamification in Education Market Segment Analysis:
by Deployment Mode 
Cloud
On-Premises
Offering
Software
Services
By End User 1
Academic
Corporate Training

Geographic Coverage for Gamification in Education Market:
The market research report on global Gamification in Education market offers complete analysis across various regions across the world. The Gamification in Education market is distributed into various regions such as North America, Europe, Asia Pacific, Latin America and Middle East and Africa. The global leading market share as per the region is evaluated after considering Gamification in Education market revenue, sales, shares, recent developments, innovations and growth rates. This section of regional analysis provides widespread evaluation of the industry from various countries and regions.

North America Gamification in Education Market Value and Forecast
  • US
  • Canada
Europe Gamification in Education Market Value and Forecast
  • UK
  • Germany
  • France
  •  Rest of Europe
Asia Pacific Gamification in Education Market Value and Forecast
  • China
  • Japan
  • India
  • Rest of Asia Pacific
Latin America Gamification in Education Market Value and Forecast
  • Mexico
  • Brazil
  • Rest of Latin America
Middle East and Africa Gamification in Education Market Value and Forecast
  • GCC Countries
  • South Africa
  • Rest of Middle East and Africa


Key highlights of the Gamification in Education market report:
  • The report provides key trends of the global Gamification in Education market
  • The report also covers consumer preferences and current industry growth
  • Key products or solutions offered by the main players in the Gamification in Education industry
  • The report covers all the recent developments of the Gamification in Education market and helps to provide current industry updates
  • The report covers a detailed look over the global Gamification in Education Industry and provides with significant actionable insights
  • The Gamification in Education market estimation from 2020-2028 and historical data for 2018 and 2019
  • The market study also provides data on changing market dynamics, market intelligence, current and future market trends
  • The report also analyses the microeconomic and macroeconomic factors that are affecting the global Gamification in Education market
  • In-depth analysis of the market’s competitive landscape and detailed information about the vendors
  • The report also offers key market drivers, restrains, trends and opportunities with present and future impact on the market
  • Detailed information about the major players or manufacturers of the global Gamification in Education market
  • Comprehensive analysis of the Gamification in Education market segments based on its types, applications and end-use industry
Key Analytical Areas:
The report aims to offer a complete solution to various businesses operating in the Gamification in Education market in making strategic decisions based on credible information and actionable insights. Thereby, the report covers various aspects of your requirements such as industry overview, market dynamics, regional analysis and competitive landscape. The report aims to provide insights to businesses in the Gamification in Education market for numerous purposes such as:

     1. Strategic Decision Making:
With the help of this report, key decision makers can quickly analyze and identify growth opportunities in terms of numerous segments across various geographical regions. Thereby, this report enables organizations to identify and make strategic investments in specific market segments in order to gain maximum return on investment.

      2.  Actionable Insights:
The report offers a deep dive into how companies are leveraging market conditions to make the most in the Gamification in Education market. Thereby, the report offers numerous actionable insights into the best practices and key success factors relevant in the Gamification in Education market. Using the insights included in the report, businesses can make quick decisions to achieve success in business operations.

      3. Competitive Snapshot:
In addition, to detailed information on the companies operating in the Gamification in Education market, the report also includes a competitive snapshot of all the companies covered in the report. Thereby, this offers a visual representation of how all the companies stand comparatively based on their competencies, geographic presence, market hold, years of operations, employee and financial strength, among others.

Manufacturers and Segments

  • Bluerabbit Edu
  • Bunchball inc.
  • Classcraft Studios Inc.
  • Cognizant
  • D2L Corporation
  • Kahoot!
  • MPS Interactive Systems Limited
  • NIIT
  • Paratus Knowledge Ventures Pvt Ltd
  • Tophatmonocle Corp
  • Cloud
  • On-Premises
  • Academic
  • Corporate Training

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1. Preface
     1.1. Report Scope and Description
     1.2. Research Methodology
          1.2.1. Phase I-Secondary Research
          1.2.2. Phase II-Primary Research
          1.2.3. Phase II-Expert Panel Review
          1.2.4. Assumptions
          1.2.5. Approach Adopted

2. Executive Summarysegment Form
     2.1. Global Gamification in Education Market Snapshot
          2.1.1. Global Gamification in Education Market By Deployment Mode ,2019
               2.1.1.1.Cloud
               2.1.1.2.On-Premises
          2.1.2. Global Gamification in Education Market By End User 1,2019
               2.1.2.1.Academic
               2.1.2.2.Corporate Training
          2.1.3. Global Gamification in Education Market By End-use,2019
          2.1.4. Global Gamification in Education Market By Geography,2019

3. Global Gamification in Education Market Dynamics
     3.1. Market Overview
     3.2. Market Inclination Insights Analysis
     3.3. Drivers
     3.4. Challenges
     3.5. Future Prospects
     3.6. Impact Analysis of Drivers and Challenges During the Forecast Period, (2020-2028)

4. Global Gamification in Education Market Size (US$), By Deployment Mode , 2018 – 2028 
     4.1. Overview
          4.1.1. Market Share Analysis By Deployment Mode , 2019 vs.2028
          4.1.2. Attractive Investment Proposition By Deployment Mode , 2020
     4.2. Global Gamification in Education Market Size (US$), By Deployment Mode , 2018 – 2028

5. Global Gamification in Education Market Size (US$), By End User 1, 2018 – 2028 
     5.1. Overview
          5.1.1. Market Share Analysis By End User 1, 2019 vs.2028
          5.1.2. Attractive Investment Proposition By End User 1, 2020
     5.2. Global Gamification in Education Market Size (US$), By End User 1, 2018 – 2028

6. Global Gamification in Education Market Size (US$), By End-use, 2018 – 2028 
     6.1. Overview
          6.1.1. Market Share Analysis By End-use, 2019 vs.2028
          6.1.2. Attractive Investment Proposition By End-use, 2020
     6.2. Global Gamification in Education Market Size (US$), By End-use, 2018 – 2028

7. Global Gamification in Education Market Size (US$), By Geography, 2018 – 2028
     7.1. Overview
          7.1.1. Market Share Analysis by Geography, 2019 vs. 2028
          7.1.2. Attractive Investment Proposition by Geography, 2020
     7.2. North America Gamification in Education Market Analysis, 2018 – 2028 
          7.2.1. North America Gamification in Education Market Size (US$), By Country, 2018 – 2028 
               7.2.1.1. U.S.
               7.2.1.2. Canada
          7.2.2. North America Gamification in Education Market Size (US$), By Deployment Mode , 2018 – 2028
          7.2.3. North America Gamification in Education Market Size (US$), By End User 1, 2018 – 2028
          7.2.4. North America Gamification in Education Market Size (US$), By End-use, 2018 – 2028
     7.3. Europe Gamification in Education Market Analysis, 2018 – 2028 
          7.3.1.  Europe Gamification in Education Market Size (US$), By Country, 2018 – 2028 
               7.3.1.1. U.K.
               7.3.1.2. Germany
               7.3.1.3. France
               7.3.1.4. Rest of Europe
          7.3.2. Europe Gamification in Education Market Size (US$), By Deployment Mode , 2018 – 2028
          7.3.3. Europe Gamification in Education Market Size (US$), By End User 1, 2018 – 2028
          7.3.4. Europe Gamification in Education Market Size (US$), By End-use, 2018 – 2028
     7.4. Asia Pacific Gamification in Education Market Analysis , 2018 – 2028
          7.4.1.  Asia Pacific Gamification in Education Market Size (US$), By Country, 2018 – 2028 
               7.4.1.1. China
               7.4.1.2. Japan
               7.4.1.3. India
               7.4.1.4. Rest of Asia Pacific
          7.4.2. Asia Pacific Gamification in Education Market Size (US$), By Deployment Mode , 2018 – 2028
          7.4.3. Asia Pacific Gamification in Education Market Size (US$), By End User 1, 2018 – 2028
          7.4.4. Asia Pacific Gamification in Education Market Size (US$), By End-use, 2018 – 2028
     7.5. Latin America Gamification in Education Market Analysis, 2018 – 2028 
          7.5.1.  Latin America Gamification in Education Market Size (US$), By Country, 2018 – 2028 
               7.5.1.1. Brazil
               7.5.1.2. Mexico
               7.5.1.3. Rest of Latin America
          7.5.2. Latin America Gamification in Education Market Size (US$), By Deployment Mode , 2018 – 2028
          7.5.3. Latin America Gamification in Education Market Size (US$), By End User 1, 2018 – 2028
          7.5.4. Latin America Gamification in Education Market Size (US$), By End-use, 2018 – 2028
     7.6. Middle East & Africa (MEA) Gamification in Education Market Analysis, 2018 – 2028 
          7.6.1.  MEA Gamification in Education Market Size (US$), By Region, 2018 – 2028 
               7.6.1.1. GCC Countries
               7.6.1.2. South Africa
               7.6.1.3. Rest of MEA
          7.6.2. MEA Gamification in Education Market Size (US$), By Deployment Mode , 2018 – 2028
          7.6.3. MEA Gamification in Education Market Size (US$), By End User 1, 2018 – 2028
          7.6.4. MEA Gamification in Education Market Size (US$), By End-use, 2018 – 2028

8. Company Profiles
     8.1. Competitive Analysis 
     8.2. Market Positioning of Key Vendors 
     8.3. Key Strategies adopted by the Leading Players
     8.4. Key Gamification in Education Providers
        8.4.1 Bluerabbit Edu
                8.4.1.1 Business Description
                8.4.1.2 Bluerabbit Edu Geographic Operations
                8.4.1.3 Bluerabbit Edu Financial Information
                8.4.1.4 Bluerabbit Edu Product Positions/Portfolio
                8.4.1.5 Bluerabbit Edu Key Developments
        8.4.2 Bunchball inc.
                8.4.2.1 Business Description
                8.4.2.2 Bunchball inc. Geographic Operations
                8.4.2.3 Bunchball inc. Financial Information
                8.4.2.4 Bunchball inc. Product Positions/Portfolio
                8.4.2.5 Bunchball inc. Key Developments
        8.4.3 Classcraft Studios Inc.
                8.4.3.1 Business Description
                8.4.3.2 Classcraft Studios Inc. Geographic Operations
                8.4.3.3 Classcraft Studios Inc. Financial Information
                8.4.3.4 Classcraft Studios Inc. Product Positions/Portfolio
                8.4.3.5 Classcraft Studios Inc. Key Developments
        8.4.4 Cognizant
                8.4.4.1 Business Description
                8.4.4.2 Cognizant Geographic Operations
                8.4.4.3 Cognizant Financial Information
                8.4.4.4 Cognizant Product Positions/Portfolio
                8.4.4.5 Cognizant Key Developments
        8.4.5 D2L Corporation
                8.4.5.1 Business Description
                8.4.5.2 D2L Corporation Geographic Operations
                8.4.5.3 D2L Corporation Financial Information
                8.4.5.4 D2L Corporation Product Positions/Portfolio
                8.4.5.5 D2L Corporation Key Developments
        8.4.6 Kahoot!
                8.4.6.1 Business Description
                8.4.6.2 Kahoot! Geographic Operations
                8.4.6.3 Kahoot! Financial Information
                8.4.6.4 Kahoot! Product Positions/Portfolio
                8.4.6.5 Kahoot! Key Developments
        8.4.7 MPS Interactive Systems Limited
                8.4.7.1 Business Description
                8.4.7.2 MPS Interactive Systems Limited Geographic Operations
                8.4.7.3 MPS Interactive Systems Limited Financial Information
                8.4.7.4 MPS Interactive Systems Limited Product Positions/Portfolio
                8.4.7.5 MPS Interactive Systems Limited Key Developments
        8.4.8 NIIT
                8.4.8.1 Business Description
                8.4.8.2 NIIT Geographic Operations
                8.4.8.3 NIIT Financial Information
                8.4.8.4 NIIT Product Positions/Portfolio
                8.4.8.5 NIIT Key Developments
        8.4.9 Paratus Knowledge Ventures Pvt Ltd
                8.4.9.1 Business Description
                8.4.9.2 Paratus Knowledge Ventures Pvt Ltd Geographic Operations
                8.4.9.3 Paratus Knowledge Ventures Pvt Ltd Financial Information
                8.4.9.4 Paratus Knowledge Ventures Pvt Ltd Product Positions/Portfolio
                8.4.9.5 Paratus Knowledge Ventures Pvt Ltd Key Developments
        8.4.10 Tophatmonocle Corp
                8.4.10.1 Business Description
                8.4.10.2 Tophatmonocle Corp Geographic Operations
                8.4.10.3 Tophatmonocle Corp Financial Information
                8.4.10.4 Tophatmonocle Corp Product Positions/Portfolio
                8.4.10.5 Tophatmonocle Corp Key Developments

LIST OF TABLES

TABLE 1 Market Snapshot: Global Gamification in Education Market 
TABLE 2 Impact Indicators 
TABLE 3 Impact Analysis of Drivers and Restraints 
TABLE 4 North America Gamification in Education Market Revenue, By Deployment Mode , 2018 – 2028 (US$ Mn) 
TABLE 5 North America Gamification in Education Market Revenue, By End User 1, 2018 – 2028 (US$ Mn) 
TABLE 6 North America Gamification in Education Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 7 Europe Gamification in Education Market Revenue, By Deployment Mode , 2018 – 2028 (US$ Mn) 
TABLE 8 Europe Gamification in Education Market Revenue, By End User 1, 2018 – 2028 (US$ Mn) 
TABLE 9 Europe Gamification in Education Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 10 Asia Pacific Gamification in Education Market Revenue, By Deployment Mode , 2018 – 2028 (US$ Mn) 
TABLE 11 Asia Pacific Gamification in Education Market Revenue, By End User 1, 2018 – 2028 (US$ Mn) 
TABLE 12 Asia Pacific Gamification in Education Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 13 Latin America Gamification in Education Market Revenue, By Deployment Mode , 2018 – 2028 (US$ Mn) 
TABLE 14 Latin America Gamification in Education Market Revenue, By End User 1, 2018 – 2028 (US$ Mn) 
TABLE 15 Latin America Gamification in Education Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
TABLE 16 MEA Gamification in Education Market Revenue, By Deployment Mode , 2018 – 2028 (US$ Mn) 
TABLE 17 MEA Gamification in Education Market Revenue, By End User 1, 2018 – 2028 (US$ Mn) 
TABLE 18 MEA Gamification in Education Market Revenue, By End-use, 2018 – 2028 (US$ Mn)

LIST OF FIGURES

FIG. 1 Global Gamification in Education: Market Segmentation 
FIG. 2 Global Gamification in Education Market: Research Methodology 
FIG. 3 Top-Down and Bottom-up Approach 
FIG. 4 Global Gamification in Education Market, By Deployment Mode , 2019 (US$ Mn) 
FIG. 5 Global Gamification in Education Market, By End User 1, 2019 (US$ Mn) 
FIG. 6 Global Gamification in Education Market, By End-use, 2019 (US$ Mn) 
FIG. 7 Global Gamification in Education Market, By Geography, 2019 (US$ Mn) 
FIG. 8 Global Gamification in Education Market Revenue and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
FIG. 9 Attractive Investment Proposition 
FIG. 10 Market Positioning of Key Gamification in Education Providers, 2019
FIG. 11 Global Gamification in Education Market Revenue Contribution, By Deployment Mode , 2019 & 2028 (Value %) 
FIG. 12 Global Gamification in Education Market Revenue Contribution, By End User 1, 2019 & 2028 (Value %) 
FIG. 13 Global Gamification in Education Market Revenue Contribution, By End-use, 2019 & 2028 (Value %) 
FIG. 14 North America Gamification in Education Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 15 Europe Gamification in Education Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 16 Asia Pacific Gamification in Education Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 17 Latin America Gamification in Education Market Revenue, 2018 – 2028, (US$ Mn)
FIG. 18 MEA Gamification in Education Market Revenue, 2018 – 2028, (US$ Mn)

Key Takeaways:

1. Market value and estimate of the Gamification in Education market for the period from 2020 to 2028
2. Compounded annual growth rate (CAGR%) for individual segments in various regional markets for a period from 2020 to 2028
3. Value chain analysis
4. Market share study combined with competitive landscape of major players
5. Profiles of major market players covering overall business operations, geographic occurrence, product portfolio, financial status and news coverage 

List of Tables

TABLE  Market Snapshot: Global Gamification in Education Market
TABLE  Impact Pointers
TABLE  Impact Analysis of Drivers and Restraints
TABLE  North America Gamification in Education Market Value, By Segment1, 2018 – 2028
TABLE  North America Gamification in Education Market Value, By Segment2, 2018 – 2028
TABLE  North America Gamification in Education Market Value, By Country, 2018 – 2028
TABLE  Europe Gamification in Education Market Value, By Segment1, 2018 – 2028
TABLE  Europe Gamification in Education Market Value, By Segment2, 2018 – 2028
TABLE  Europe Gamification in Education Market Value, By Country, 2018 – 2028
TABLE  Asia Pacific Gamification in Education Market Value, By Segment1, 2018 – 2028
TABLE  Asia Pacific Gamification in Education Market Value, By Segment2, 2018 – 2028
TABLE  Asia Pacific Gamification in Education Market Value, By Country, 2018 – 2028
TABLE  Latin America Gamification in Education Market Value, By Segment1, 2018 – 2028
TABLE  Latin America Gamification in Education Market Value, By Segment2, 2018 – 2028
TABLE  Latin America Gamification in Education Market Value, By Country, 2018 – 2028
TABLE  MEA Gamification in Education Market Value, By Segment1, 2018 – 2028
TABLE  MEA Gamification in Education Market Value, By Segment2, 2018 – 2028
TABLE  MEA Gamification in Education Market Value, By Country, 2018 – 2028
TABLE  Bluerabbit Edu: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Bunchball inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Classcraft Studios Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Cognizant: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  D2L Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Kahoot!: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  MPS Interactive Systems Limited: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  NIIT: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Paratus Knowledge Ventures Pvt Ltd: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Tophatmonocle Corp: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
 

List of Figures

FIG.  Global Gamification in Education Market: Research Methodology
FIG.  Top-Down and Bottom Up Approach
FIG.  Global Gamification in Education Market, By Segment1, 2019 (US$ Mn)
FIG.  Global Gamification in Education Market, By Segment2, 2019 (US$ Mn)
FIG.  Global Gamification in Education Market, By Geography, 2019 (US$ Mn)
FIG.  Global Gamification in Education Market Value and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
FIG.  Attractive Investment Proposition
FIG.  Market Positioning of Key Gamification in Education Providers, 2016
FIG.  Global Gamification in Education Market Value Share, By Segment1, 2019 & 2028 (% Value)
FIG.  Global On-Premises Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Gamification in Education Market Value Share, By Segment2, 2019 & 2028 (% Value)
FIG.  Global Corporate Training Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Market Value, 2018 – 2028, (US$ Mn)
FIG.  U.S. Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  Canada Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  UK Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  Germany Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  France Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Europe Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  China Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  Japan Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  India Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Asia Pacific Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  Mexico Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  Brazil Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Latin America Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  GCC Countries Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  South Africa Gamification in Education Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of MEA Gamification in Education Market Value, 2018 – 2028, (US$ Mn)