Fuelled by the Growing Trend of Digital Learning, Global Gamification in Education Market to Reach USD 1,800 million by 2023


Gamification is the process of integrating game mechanics or elements of gameplay into non-gaming scenarios such as business processes, marketing campaigns, education, etc. When implemented in education, gamification can bring about many positive changes in the traditional approach to learning. Gamification often employs rewards, points, badges, and challenges, in order to engage and motivate the learner.

So, gamification basically uses game techniques to motivate students, but it does not create real games. Gamification in education refers to the incorporation of fun elements in learning to engage students in a better learning experience, besides bringing about positive behavioral changes. By providing a better learning environment, gamification can ensure superior learning outcomes.

It is true that the gamification in education market is still at a nascent stage. But considering the potentials of gamification, it will play a key role in revamping the conventional learning approach. It has already become a part of the modern education system.

The global gamification in education market is projected to display robust growth over the coming years. The market is expected to grow from USD 450 million in 2018 to USD 1,800 million by the end of 2023, registering a CAGR of 32% during 2018 to 2023. The growing trend of digital learning, coupled with the increasing adoption of web-based gamification solutions, are going to drive the global gamification in education market.  

Educational institutes are gradually adopting gamification to deliver an effective learning process. In the coming years, the adoption of gamification is likely to increase significantly, owing to the superior benefits offered by gamification, as compared to conventional learning methods. Gamification also helps in making education or learning accessible to students with disability.  

However, factors like lack of skilled instructors or trainers may inhibit the growth of the market to some extent. In 2014, education gamification for higher education institution held the largest market share in the global market. But in the coming years, the education gamification for K12 schools is anticipated to be the fastest growing segment.

Region-wise, the North American market is leading the global gamification in education market. The dominance of this region in the global market can be explained by the presence of several important educational institutes and the initiatives taken by them to enhance the learning process to make education more interactive. In fact, the US played a pioneering role in implementing gamification across different sectors. However, the region that is going to register the highest CAGR in the gamification in education market in the coming years is the Asia-Pacific region.   

The global gamification in education market is quite competitive in nature. The major players that are playing a dominant role in the market include Bunchball, Microsoft Corporation, Salesforce.com, MPS Interactive, Top Hat, Tata Interactive Systems, Gameffective, Institute of Play, D2L, Classcraft Studios, Cognizant, Kahoot, Kuato Studios, and Smart Game Systems, among others.

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