教育におけるゲーミフィケーションの世界市場予測(~2023年)...市場調査レポートについてご紹介

【英文タイトル】Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023

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【レポートの概要(一部)】

TABLE OF CONTENTS

1 INTRODUCTION 12
1.1 OBJECTIVES OF THE STUDY 12
1.2 MARKET DEFINITION 12
1.3 MARKET SCOPE 12
1.3.1 MARKET SEGMENTATION 13
1.3.2 REGIONAL SCOPE 13
1.4 YEARS CONSIDERED FOR THE STUDY 14
1.5 STAKEHOLDERS 14
2 RESEARCH METHODOLOGY 15
2.1 RESEARCH DATA 15
2.1.1 BREAKUP OF PRIMARIES 16
2.1.2 KEY INDUSTRY INSIGHTS 17
2.2 MARKET SIZE ESTIMATION 19
2.3 MARKET FORECAST 20
2.4 ASSUMPTIONS FOR THE STUDY 21
3 EXECUTIVE SUMMARY 23
4 PREMIUM INSIGHTS 27
4.1 ATTRACTIVE OPPORTUNITIES IN THE GAMIFICATION IN EDUCATION MARKET 27
4.2 GAMIFICATION IN EDUCATION MARKET, BY OFFERING, 2018–2023 27
4.3 GAMIFICATION IN EDUCATION MARKET, BY DEPLOYMENT MODE, 2018 & 2023 28
4.4 GAMIFICATION IN EDUCATION MARKET, BY END USER, 2018 28
4.5 MARKET INVESTMENT SCENARIO 29
5 MARKET OVERVIEW AND INDUSTRY TRENDS 30
5.1 INTRODUCTION 30
5.2 MARKET DYNAMICS 31
5.2.1 DRIVERS 31
5.2.1.1 Increasing adoption of gamification and digital learning 31
5.2.1.2 Extensive government initiatives for growth of e-Learning and learning management systems 32
5.2.1.3 Rise in cloud adoption among organizations and institutions motivate learners to adopt web-based gamification solutions 32
5.2.1.4 Increasing importance of continuous learning in corporate setups 33
5.2.2 RESTRAINTS 33
5.2.2.1 Low motivation and engagement in the adoption of
gamification solutions 33

5.2.3 OPPORTUNITIES 33
5.2.3.1 Growing use of AR and VR in Gamification 33
5.2.3.2 Collaborative learning culture in corporates is providing opportunities for employees 34
5.2.4 CHALLENGES 34
5.2.4.1 Lack of skilled trainers and instructors 34
5.2.4.2 Lack of improvements in game designs and in establishing data ownership/precise data standards 34
5.3 INDUSTRY TRENDS 35
5.4 GAMIFICATION IN EDUCATION MARKET: VALUE CHAIN ANALYSIS 35
5.5 USE CASES 36
5.5.1 CLASS DOJO: A MANAGEMENT TOOL TO HELP TEACHERS IMPROVE BEHAVIOR IN CLASSROOMS EASIER AND FASTER 36
5.5.2 COURSE HERO: GAMIFICATION EDUCATION PLATFORM FOR PROVIDING MATERIALS 36
5.5.3 RIBBON HERO: ADD-IN GAME TO HELP EDUCATE USERS OF MS OFFICE 2007 AND 2010 36
5.5.4 SOCRATIVE 101: A STUDENT-TEACHER RESPONSE SYSTEM THAT OFFERS EDUCATIONAL EXERCISES AND GAMES 37
5.5.5 ZONDLE: GAME-BASED LEARNING PLATFORM FOR SMALL CHILDREN 37
6 GAMIFICATION IN EDUCATION MARKET, BY OFFERING 38
6.1 INTRODUCTION 39
6.2 SOFTWARE 40
6.2.1 INCREASING ADOPTION OF AR/VR AND SIMULATION WOULD INCREASE
THE DEMAND FOR GAMIFICATION SOFTWARE 40
6.3 SERVICES 41
6.3.1 REQUIREMENT OF HIGHLY CUSTOMIZED SOLUTIONS AND THE NEED TO FOCUS ON CORE OPERATIONS TO DRIVE THE SERVICES SEGMENT 41
7 GAMIFICATION IN EDUCATION MARKET, BY DEPLOYMENT MODE 42
7.1 INTRODUCTION 43
7.2 CLOUD 44
7.2.1 DEMAND FOR CLOUD-BASED GAMIFICATION SOFTWARE EXPECTED TO
BE HIGH IN NORTH AMERICA 44
7.3 ON-PREMISES 44
7.3.1 HIGH COST OF DEPLOYMENT AND MAINTENANCE ACTING AS A BARRIER
FOR THE GROWTH OF ON-PREMISES DEPLOYMENT 44
8 GAMIFICATION IN EDUCATION MARKET, BY END USER 46
8.1 INTRODUCTION 47
8.2 ACADEMIC 48
8.2.1 K-12 49
8.2.1.1 Gamification is adding the confidence and motivation among
the students 49

8.2.2 HIGHER EDUCATION 49
8.2.2.1 Rapid adoption of gamification by the institutes to enhance
the employability and expertise of students 49
8.3 CORPORATE TRAINING 50
8.3.1 SMALL AND MEDIUM-SIZED ENTERPRISES 51
8.3.1.1 Flexible pricing models are increasing the adoption of gamification by SMEs 51
8.3.2 LARGE ENTERPRISES 52
8.3.2.1 Simulation-based case studies are enhancing the critical thinking
of employees 52
9 GAMIFICATION IN EDUCATION MARKET, BY REGION 53
9.1 INTRODUCTION 54
9.2 NORTH AMERICA 55
9.2.1 UNITED STATES 57
9.2.1.1 Increasing partnerships between vendors and institutes are expected to drive the US gamification in education market 57
9.2.2 CANADA 57
9.2.2.1 Implementation of gamification solutions by government agencies is expected to drive the Canadian gamification in education market 57
9.3 EUROPE 59
9.3.1 UK 59
9.3.1.1 Presence of established academic sector is expected to drive the demand for gamification solutions for education in the UK 59
9.3.2 GERMANY 60
9.3.2.1 Growing trend of BYOD supports the adoption of gamification for education in Germany 60
9.3.3 FRANCE 60
9.3.3.1 Increasing investments by MENESR for modernization of education technology is expected to drive the gamification in education
in France 60
9.3.4 REST OF EUROPE 60
9.4 ASIA PACIFIC 63
9.4.1 CHINA 65
9.4.1.1 High penetration of mobile devices in China is expected to drive the adoption of gamification in education 65
9.4.2 JAPAN 65
9.4.2.1 High investments by corporates for learning and development will fuel the adoption of gamification in Japan 65
9.4.3 INDIA 65
9.4.3.1 Digital India initiative is expected to provide wholesome opportunities to gamification vendors 65
9.4.4 REST OF APAC 65
9.5 REST OF THE WORLD 68

10 COMPETITIVE LANDSCAPE 70
10.1 COMPETITIVE LEADERSHIP MAPPING (START-UP/SMES) 70
10.1.1 PROGRESSIVE COMPANIES 70
10.1.2 RESPONSIVE COMPANIES 70
10.1.3 DYNAMIC COMPANIES 70
10.1.4 STARTING BLOCKS 70
11 COMPANY PROFILES 72
(Business Overview, Platforms/Solutions/Services Offered, Recent Developments, SWOT Analysis, and MnM View)*
11.1 MICROSOFT 72
11.2 MPS INTERACTIVE SYSTEMS 74
11.3 BUNCHBALL 76
11.4 NIIT LTD 78
11.5 D2L CORPORATION 80
11.6 COGNIZANT 82
11.7 FUNDAMENTOR 83
11.8 TOP HAT 84
11.9 CLASSCRAFT STUDIOS 86
11.10 RECURRENCE INC 87
* Business Overview, Platforms/Solutions/Services Offered, Recent Developments, SWOT Analysis, and MnM View might not be captured in case of unlisted companies.
11.11 KAHOOT! 88
11.12 GOOGLE 88
11.13 CK-12 88
11.14 KUATO STUDIOS 89
11.15 BLUERABBIT 89
12 APPENDIX 90
12.1 DISCUSSION GUIDE 90
12.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 93
12.3 AVAILABLE CUSTOMIZATIONS 95
12.4 RELATED REPORTS 95
12.5 AUTHOR DETAILS 96


【レポート販売概要】

■ タイトル:教育におけるゲーミフィケーションの世界市場予測(~2023年)
■ 英文:Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023
■ 発行日:2019年3月5日
■ 調査会社:MarketsandMarkets
■ 商品コード:TC 6946
■ 調査対象地域:グローバル
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