▶ 調査レポート

Eラーニングゲーミフィケーションの世界市場 2020年:企業別・地域別・種類別・用途別市場予測

• 英文タイトル:Global E-Learning Gamification Market 2020 by Company, Regions, Type and Application, Forecast to 2025

GlobalInfoResearchが調査・発行した産業分析レポートです。Eラーニングゲーミフィケーションの世界市場 2020年:企業別・地域別・種類別・用途別市場予測 / Global E-Learning Gamification Market 2020 by Company, Regions, Type and Application, Forecast to 2025 / D0804-15844資料のイメージです。• レポートコード:D0804-15844
• 出版社/出版日:GlobalInfoResearch / 2020年7月28日
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• レポート形態:英文、PDF、125ページ
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レポート概要
本調査レポートでは、Eラーニングゲーミフィケーションの世界市場を広く調査・分析し、今後の市場展望をまとめております。Eラーニングゲーミフィケーションの種類別市場規模(クラウドベース、オンプレミス)、用途別市場規模(幼稚園、高等教育)、地域別市場規模(北米、アメリカ、ヨーロッパ、アジア、中国、日本、東南アジア、南米、中東、アフリカなど)、市場動向、企業別販売量と市場シェアなどの情報を掲載しています。
・市場概要
・企業情報(販売量、市場シェア、製品概要、SWOT分析):Badgeville、Top Hat、Microsoft、BI WORLDWIDE、D2L Corporation、Classcraft Studios、Recurrence Inc.、MPS Interactive Systems、SAP、Cognizant、Kungfu-Math、Fundamentor、Kuato Studios、Gametize、GradeCraft
・地域別グローバル市場分析 2015年-2020年
・Eラーニングゲーミフィケーションの北米市場(アメリカ、カナダ、メキシコ)
・Eラーニングゲーミフィケーションのヨーロッパ市場(ドイツ、イギリス、フランス、ロシア、イタリア)
・Eラーニングゲーミフィケーションのアジア市場(中国、日本、韓国、インド、東南アジア、オーストラリア)
・Eラーニングゲーミフィケーションの南米市場(ブラジル、アルゼンチン)
・Eラーニングゲーミフィケーションの中東・アフリカ市場(サウジアラビア、トルコ、エジプト、南アフリカ)
・種類別分析:クラウドベース、オンプレミス
・用途別分析:幼稚園、高等教育
・地域別市場規模予測 2021年-2025年
・調査の結果・結論

Market Overview
The E-Learning Gamification market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

The most likely (base case) scenario is that the global E-Learning Gamification sales will be xx in 2020 from E-Learning Gamification million in 2019, with a change xx% between 2019 and 2020. In addition, based on the latest study, it is to predict that the Covid-19 will be under control in key countries like the United States, Western Europe, East Asia, by the end of Q2 (June), and will resume normal production in Q3 and Q4, the global E-Learning Gamification market size is expected to grow at xx% or more annually for the next five years.

This report also researches and evaluates the impact of Covid-19 outbreak on the E-Learning Gamification industry, involving potential opportunity and challenges, drivers and risks. We present the impact assessment of Covid-19 effects on E-Learning Gamification and market growth forecast based on different scenario (optimistic, pessimistic, very optimistic, most likely etc.).

Market segmentation
E-Learning Gamification market is split by Type and by Application. For the period 2015-2025, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

By Type, E-Learning Gamification market has been segmented into:
Cloud Based
On-Premise

By Application, E-Learning Gamification has been segmented into:
K-12 education
Higher education

Regions and Countries Level Analysis
Regional analysis is another highly comprehensive part of the research and analysis study of the global E-Learning Gamification market presented in the report. This section sheds light on the sales growth of different regional and country-level E-Learning Gamification markets. For the historical and forecast period 2015 to 2025, it provides detailed and accurate country-wise volume analysis and region-wise market size analysis of the global E-Learning Gamification market.

The report offers in-depth assessment of the growth and other aspects of the E-Learning Gamification market in important countries (regions), including:
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Australia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Competitive Landscape and E-Learning Gamification Market Share Analysis
E-Learning Gamification competitive landscape provides details by vendors, including company overview, company total revenue (financials), market potential, global presence, E-Learning Gamification sales and revenue generated, market share, price, production sites and facilities, SWOT analysis, product launch. For the period 2015-2020, this study provides the E-Learning Gamification sales, revenue and market share for each player covered in this report.

The major players covered in E-Learning Gamification are:
Badgeville
Top Hat
Microsoft
BI WORLDWIDE
D2L Corporation
Classcraft Studios
Recurrence Inc.
MPS Interactive Systems
SAP
Cognizant
Kungfu-Math
Fundamentor
Kuato Studios
Gametize
GradeCraft

レポート目次

1 E-Learning Gamification Market Overview
1.1 Product Overview and Scope of E-Learning Gamification
1.2 Classification of E-Learning Gamification by Type
1.2.1 Global E-Learning Gamification Revenue by Type: 2015 VS 2019 VS 2025
1.2.2 Global E-Learning Gamification Revenue Market Share by Type in 2019
1.2.3 Cloud Based
1.2.4 On-Premise
1.3 Global E-Learning Gamification Market by Application
1.3.1 Overview: Global E-Learning Gamification Revenue by Application: 2015 VS 2019 VS 2025
1.3.2 K-12 education
1.3.3 Higher education
1.4 Global E-Learning Gamification Market by Regions
1.4.1 Global E-Learning Gamification Market Size by Regions: 2015 VS 2019 VS 2025
1.4.2 Global Market Size of E-Learning Gamification (2015-2025)
1.4.3 North America (USA, Canada and Mexico) E-Learning Gamification Status and Prospect (2015-2025)
1.4.4 Europe (Germany, France, UK, Russia and Italy) E-Learning Gamification Status and Prospect (2015-2025)
1.4.5 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) E-Learning Gamification Status and Prospect (2015-2025)
1.4.6 South America (Brazil, Argentina, Colombia) E-Learning Gamification Status and Prospect (2015-2025)
1.4.7 Middle East & Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) E-Learning Gamification Status and Prospect (2015-2025)
1.5 COVID-19 Outbreak: E-Learning Gamification Industry Impact
1.5.1 COVID-19 Potential Implications for the E-Learning Gamification
1.5.1.1 Scenario One: Very Optimistic: COVID-19 has No Influence on E-Learning Gamification
1.5.1.2 Scenario Two: Optimistic: COVID-19 Will Be Under Control by the End of April
1.5.1.3 Scenario Three: Gloomy: COVID-19 Will Be Under Control Between Q3 and Q4
1.5.1.4 Scenario Four: Most Likely: COVID-19 Will Be Under Control by the End of Q2
1.5.2 Opportunity Analysis in Covid-19 Crisis
1.5.3 Market Risk and Restraints
1.5.4 Market Driving Force
2 Company Profiles
2.1 Badgeville
2.1.1 Badgeville Details
2.1.2 Badgeville Major Business and Total Revenue (Financial Highlights) Analysis
2.1.3 Badgeville SWOT Analysis
2.1.4 Badgeville Product and Services
2.1.5 Badgeville E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
2.2 Top Hat
2.2.1 Top Hat Details
2.2.2 Top Hat Major Business and Total Revenue (Financial Highlights) Analysis
2.2.3 Top Hat SWOT Analysis
2.2.4 Top Hat Product and Services
2.2.5 Top Hat E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
2.3 Microsoft
2.3.1 Microsoft Details
2.3.2 Microsoft Major Business and Total Revenue (Financial Highlights) Analysis
2.3.3 Microsoft SWOT Analysis
2.3.4 Microsoft Product and Services
2.3.5 Microsoft E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
2.4 BI WORLDWIDE
2.4.1 BI WORLDWIDE Details
2.4.2 BI WORLDWIDE Major Business and Total Revenue (Financial Highlights) Analysis
2.4.3 BI WORLDWIDE SWOT Analysis
2.4.4 BI WORLDWIDE Product and Services
2.4.5 BI WORLDWIDE E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
2.5 D2L Corporation
2.5.1 D2L Corporation Details
2.5.2 D2L Corporation Major Business and Total Revenue (Financial Highlights) Analysis
2.5.3 D2L Corporation SWOT Analysis
2.5.4 D2L Corporation Product and Services
2.5.5 D2L Corporation E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
2.6 Classcraft Studios
2.6.1 Classcraft Studios Details
2.6.2 Classcraft Studios Major Business and Total Revenue (Financial Highlights) Analysis
2.6.3 Classcraft Studios SWOT Analysis
2.6.4 Classcraft Studios Product and Services
2.6.5 Classcraft Studios E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
2.7 Recurrence Inc.
2.7.1 Recurrence Inc. Details
2.7.2 Recurrence Inc. Major Business and Total Revenue (Financial Highlights) Analysis
2.7.3 Recurrence Inc. SWOT Analysis
2.7.4 Recurrence Inc. Product and Services
2.7.5 Recurrence Inc. E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
2.8 MPS Interactive Systems
2.8.1 MPS Interactive Systems Details
2.8.2 MPS Interactive Systems Major Business and Total Revenue (Financial Highlights) Analysis
2.8.3 MPS Interactive Systems SWOT Analysis
2.8.4 MPS Interactive Systems Product and Services
2.8.5 MPS Interactive Systems E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
2.9 SAP
2.9.1 SAP Details
2.9.2 SAP Major Business and Total Revenue (Financial Highlights) Analysis
2.9.3 SAP SWOT Analysis
2.9.4 SAP Product and Services
2.9.5 SAP E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
2.10 Cognizant
2.10.1 Cognizant Details
2.10.2 Cognizant Major Business and Total Revenue (Financial Highlights) Analysis
2.10.3 Cognizant SWOT Analysis
2.10.4 Cognizant Product and Services
2.10.5 Cognizant E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
2.11 Kungfu-Math
2.11.1 Kungfu-Math Details
2.11.2 Kungfu-Math Major Business and Total Revenue (Financial Highlights) Analysis
2.11.3 Kungfu-Math SWOT Analysis
2.11.4 Kungfu-Math Product and Services
2.11.5 Kungfu-Math E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
2.12 Fundamentor
2.12.1 Fundamentor Details
2.12.2 Fundamentor Major Business and Total Revenue (Financial Highlights) Analysis
2.12.3 Fundamentor SWOT Analysis
2.12.4 Fundamentor Product and Services
2.12.5 Fundamentor E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
2.13 Kuato Studios
2.13.1 Kuato Studios Details
2.13.2 Kuato Studios Major Business and Total Revenue (Financial Highlights) Analysis
2.13.3 Kuato Studios SWOT Analysis
2.13.4 Kuato Studios Product and Services
2.13.5 Kuato Studios E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
2.14 Gametize
2.14.1 Gametize Details
2.14.2 Gametize Major Business and Total Revenue (Financial Highlights) Analysis
2.14.3 Gametize SWOT Analysis
2.14.4 Gametize Product and Services
2.14.5 Gametize E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
2.15 GradeCraft
2.15.1 GradeCraft Details
2.15.2 GradeCraft Major Business and Total Revenue (Financial Highlights) Analysis
2.15.3 GradeCraft SWOT Analysis
2.15.4 GradeCraft Product and Services
2.15.5 GradeCraft E-Learning Gamification Revenue, Gross Margin and Market Share (2018-2019)
3 Market Competition, by Players
3.1 Global E-Learning Gamification Revenue and Share by Players (2015-2020)
3.2 Market Concentration Rate
3.2.1 Top 5 E-Learning Gamification Players Market Share
3.2.2 Top 10 E-Learning Gamification Players Market Share
3.3 Market Competition Trend
4 Market Size by Regions
4.1 Global E-Learning Gamification Revenue and Market Share by Regions
4.2 North America E-Learning Gamification Revenue and Growth Rate (2015-2020)
4.3 Europe E-Learning Gamification Revenue and Growth Rate (2015-2020)
4.4 Asia-Pacific E-Learning Gamification Revenue and Growth Rate (2015-2020)
4.5 South America E-Learning Gamification Revenue and Growth Rate (2015-2020)
4.6 Middle East & Africa E-Learning Gamification Revenue and Growth Rate (2015-2020)
5 North America E-Learning Gamification Revenue by Countries
5.1 North America E-Learning Gamification Revenue by Countries (2015-2020)
5.2 USA E-Learning Gamification Revenue and Growth Rate (2015-2020)
5.3 Canada E-Learning Gamification Revenue and Growth Rate (2015-2020)
5.4 Mexico E-Learning Gamification Revenue and Growth Rate (2015-2020)
6 Europe E-Learning Gamification Revenue by Countries
6.1 Europe E-Learning Gamification Revenue by Countries (2015-2020)
6.2 Germany E-Learning Gamification Revenue and Growth Rate (2015-2020)
6.3 UK E-Learning Gamification Revenue and Growth Rate (2015-2020)
6.4 France E-Learning Gamification Revenue and Growth Rate (2015-2020)
6.5 Russia E-Learning Gamification Revenue and Growth Rate (2015-2020)
6.6 Italy E-Learning Gamification Revenue and Growth Rate (2015-2020)
7 Asia-Pacific E-Learning Gamification Revenue by Countries
7.1 Asia-Pacific E-Learning Gamification Revenue by Countries (2015-2020)
7.2 China E-Learning Gamification Revenue and Growth Rate (2015-2020)
7.3 Japan E-Learning Gamification Revenue and Growth Rate (2015-2020)
7.4 Korea E-Learning Gamification Revenue and Growth Rate (2015-2020)
7.5 India E-Learning Gamification Revenue and Growth Rate (2015-2020)
7.6 Southeast Asia E-Learning Gamification Revenue and Growth Rate (2015-2020)
8 South America E-Learning Gamification Revenue by Countries
8.1 South America E-Learning Gamification Revenue by Countries (2015-2020)
8.2 Brazil E-Learning Gamification Revenue and Growth Rate (2015-2020)
8.3 Argentina E-Learning Gamification Revenue and Growth Rate (2015-2020)
9 Middle East & Africa Revenue E-Learning Gamification by Countries
9.1 Middle East & Africa E-Learning Gamification Revenue by Countries (2015-2020)
9.2 Saudi Arabia E-Learning Gamification Revenue and Growth Rate (2015-2020)
9.3 UAE E-Learning Gamification Revenue and Growth Rate (2015-2020)
9.4 Egypt E-Learning Gamification Revenue and Growth Rate (2015-2020)
9.5 South Africa E-Learning Gamification Revenue and Growth Rate (2015-2020)
10 Market Size Segment by Type
10.1 Global E-Learning Gamification Revenue and Market Share by Type (2015-2020)
10.2 Global E-Learning Gamification Market Forecast by Type (2019-2024)
10.3 Cloud Based Revenue Growth Rate (2015-2025)
10.4 On-Premise Revenue Growth Rate (2015-2025)
11 Global E-Learning Gamification Market Segment by Application
11.1 Global E-Learning Gamification Revenue Market Share by Application (2015-2020)
11.2 E-Learning Gamification Market Forecast by Application (2019-2024)
11.3 K-12 education Revenue Growth (2015-2020)
11.4 Higher education Revenue Growth (2015-2020)
12 Global E-Learning Gamification Market Size Forecast (2021-2025)
12.1 Global E-Learning Gamification Market Size Forecast (2021-2025)
12.2 Global E-Learning Gamification Market Forecast by Regions (2021-2025)
12.3 North America E-Learning Gamification Revenue Market Forecast (2021-2025)
12.4 Europe E-Learning Gamification Revenue Market Forecast (2021-2025)
12.5 Asia-Pacific E-Learning Gamification Revenue Market Forecast (2021-2025)
12.6 South America E-Learning Gamification Revenue Market Forecast (2021-2025)
12.7 Middle East & Africa E-Learning Gamification Revenue Market Forecast (2021-2025)
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Data Source
14.3 Disclaimer
14.4 About US

List of Tables
Table 1. Global E-Learning Gamification Revenue (USD Million) by Type: 2015 VS 2019 VS 2025
Table 2. Breakdown of E-Learning Gamification by Company Type (Tier 1, Tier 2 and Tier 3)
Table 3. Global E-Learning Gamification Revenue (USD Million) by Application: 2015 VS 2019 VS 2025
Table 4. Global Market E-Learning Gamification Revenue (Million USD) Comparison by Regions 2015-2025
Table 5. Global E-Learning Gamification Market Size and Growth Estimation in Various Scenarios in 2020
Table 6. Badgeville Corporate Information, Location and Competitors
Table 7. Badgeville E-Learning Gamification Major Business
Table 8. Badgeville E-Learning Gamification Total Revenue (USD Million) (2017-2018)
Table 9. Badgeville SWOT Analysis
Table 10. Badgeville E-Learning Gamification Product and Solutions
Table 11. Badgeville E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 12. Top Hat Corporate Information, Location and Competitors
Table 13. Top Hat E-Learning Gamification Major Business
Table 14. Top Hat E-Learning Gamification Total Revenue (USD Million) (2018-2019)
Table 15. Top Hat SWOT Analysis
Table 16. Top Hat E-Learning Gamification Product and Solutions
Table 17. Top Hat E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 18. Microsoft Corporate Information, Location and Competitors
Table 19. Microsoft E-Learning Gamification Major Business
Table 20. Microsoft E-Learning Gamification Total Revenue (USD Million) (2017-2018)
Table 21. Microsoft SWOT Analysis
Table 22. Microsoft E-Learning Gamification Product and Solutions
Table 23. Microsoft E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 24. BI WORLDWIDE Corporate Information, Location and Competitors
Table 25. BI WORLDWIDE E-Learning Gamification Major Business
Table 26. BI WORLDWIDE E-Learning Gamification Total Revenue (USD Million) (2017-2018)
Table 27. BI WORLDWIDE SWOT Analysis
Table 28. BI WORLDWIDE E-Learning Gamification Product and Solutions
Table 29. BI WORLDWIDE E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 30. D2L Corporation Corporate Information, Location and Competitors
Table 31. D2L Corporation E-Learning Gamification Major Business
Table 32. D2L Corporation E-Learning Gamification Total Revenue (USD Million) (2017-2018)
Table 33. D2L Corporation SWOT Analysis
Table 34. D2L Corporation E-Learning Gamification Product and Solutions
Table 35. D2L Corporation E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 36. Classcraft Studios Corporate Information, Location and Competitors
Table 37. Classcraft Studios E-Learning Gamification Major Business
Table 38. Classcraft Studios E-Learning Gamification Total Revenue (USD Million) (2017-2018)
Table 39. Classcraft Studios SWOT Analysis
Table 40. Classcraft Studios E-Learning Gamification Product and Solutions
Table 41. Classcraft Studios E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 42. Recurrence Inc. Corporate Information, Location and Competitors
Table 43. Recurrence Inc. E-Learning Gamification Major Business
Table 44. Recurrence Inc. E-Learning Gamification Total Revenue (USD Million) (2017-2018)
Table 45. Recurrence Inc. SWOT Analysis
Table 46. Recurrence Inc. E-Learning Gamification Product and Solutions
Table 47. Recurrence Inc. E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 48. MPS Interactive Systems Corporate Information, Location and Competitors
Table 49. MPS Interactive Systems E-Learning Gamification Major Business
Table 50. MPS Interactive Systems E-Learning Gamification Total Revenue (USD Million) (2017-2018)
Table 51. MPS Interactive Systems SWOT Analysis
Table 52. MPS Interactive Systems E-Learning Gamification Product and Solutions
Table 53. MPS Interactive Systems E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 54. SAP Corporate Information, Location and Competitors
Table 55. SAP E-Learning Gamification Major Business
Table 56. SAP E-Learning Gamification Total Revenue (USD Million) (2017-2018)
Table 57. SAP SWOT Analysis
Table 58. SAP E-Learning Gamification Product and Solutions
Table 59. SAP E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 60. Cognizant Corporate Information, Location and Competitors
Table 61. Cognizant E-Learning Gamification Major Business
Table 62. Cognizant E-Learning Gamification Total Revenue (USD Million) (2017-2018)
Table 63. Cognizant SWOT Analysis
Table 64. Cognizant E-Learning Gamification Product and Solutions
Table 65. Cognizant E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 66. Kungfu-Math Corporate Information, Location and Competitors
Table 67. Kungfu-Math E-Learning Gamification Major Business
Table 68. Kungfu-Math E-Learning Gamification Total Revenue (USD Million) (2017-2018)
Table 69. Kungfu-Math SWOT Analysis
Table 70. Kungfu-Math E-Learning Gamification Product and Solutions
Table 71. Kungfu-Math E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 72. Fundamentor Corporate Information, Location and Competitors
Table 73. Fundamentor E-Learning Gamification Major Business
Table 74. Fundamentor E-Learning Gamification Total Revenue (USD Million) (2017-2018)
Table 75. Fundamentor SWOT Analysis
Table 76. Fundamentor E-Learning Gamification Product and Solutions
Table 77. Fundamentor E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 78. Kuato Studios Corporate Information, Location and Competitors
Table 79. Kuato Studios E-Learning Gamification Major Business
Table 80. Kuato Studios E-Learning Gamification Total Revenue (USD Million) (2017-2018)
Table 81. Kuato Studios SWOT Analysis
Table 82. Kuato Studios E-Learning Gamification Product and Solutions
Table 83. Kuato Studios E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 84. Gametize Corporate Information, Location and Competitors
Table 85. Gametize E-Learning Gamification Major Business
Table 86. Gametize E-Learning Gamification Total Revenue (USD Million) (2017-2018)
Table 87. Gametize SWOT Analysis
Table 88. Gametize E-Learning Gamification Product and Solutions
Table 89. Gametize E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 90. GradeCraft Corporate Information, Location and Competitors
Table 91. GradeCraft E-Learning Gamification Major Business
Table 92. GradeCraft E-Learning Gamification Total Revenue (USD Million) (2017-2018)
Table 93. GradeCraft SWOT Analysis
Table 94. GradeCraft E-Learning Gamification Product and Solutions
Table 95. GradeCraft E-Learning Gamification Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 96. Global E-Learning Gamification Revenue (Million USD) by Players (2015-2020)
Table 97. Global E-Learning Gamification Revenue Share by Players (2015-2020)
Table 98. Global E-Learning Gamification Revenue (Million USD) by Regions (2015-2020)
Table 99. Global E-Learning Gamification Revenue Market Share by Regions (2015-2020)
Table 100. North America E-Learning Gamification Revenue by Countries (2015-2020)
Table 101. North America E-Learning Gamification Revenue Market Share by Countries (2015-2020)
Table 102. Europe E-Learning Gamification Revenue (Million USD) by Countries (2015-2020)
Table 103. Asia-Pacific E-Learning Gamification Revenue (Million USD) by Countries (2015-2020)
Table 104. South America E-Learning Gamification Revenue by Countries (2015-2020)
Table 105. South America E-Learning Gamification Revenue Market Share by Countries (2015-2020)
Table 106. Middle East and Africa E-Learning Gamification Revenue (Million USD) by Countries (2015-2020)
Table 107. Middle East and Africa E-Learning Gamification Revenue Market Share by Countries (2015-2020)
Table 108. Global E-Learning Gamification Revenue (Million USD) by Type (2015-2020)
Table 109. Global E-Learning Gamification Revenue Share by Type (2015-2020)
Table 110. Global E-Learning Gamification Revenue Forecast by Type (2021-2025)
Table 111. Global E-Learning Gamification Revenue by Application (2015-2020)
Table 112. Global E-Learning Gamification Revenue Share by Application (2015-2020)
Table 113. Global E-Learning Gamification Revenue Forecast by Application (2021-2025)
Table 114. Global E-Learning Gamification Revenue (Million USD) Forecast by Regions (2021-2025)
List of Figures
Figure 1. E-Learning Gamification Picture
Figure 2. Global E-Learning Gamification Revenue Market Share by Type in 2019
Figure 3. Cloud Based Picture
Figure 4. On-Premise Picture
Figure 5. E-Learning Gamification Revenue Market Share by Application in 2019
Figure 6. K-12 education Picture
Figure 7. Higher education Picture
Figure 8. Global E-Learning Gamification Revenue (USD Million) and Growth Rate (2015-2025)
Figure 9. North America E-Learning Gamification Revenue (Million USD) and Growth Rate (2015-2025)
Figure 10. Europe E-Learning Gamification Revenue (Million USD) and Growth Rate (2015-2025)
Figure 11. Asia-Pacific E-Learning Gamification Revenue (Million USD) and Growth Rate (2015-2025)
Figure 12. South America E-Learning Gamification Revenue (Million USD) and Growth Rate (2015-2025)
Figure 13. Middle East and Africa E-Learning Gamification Revenue (Million USD) and Growth Rate (2015-2025)
Figure 14. Global E-Learning Gamification Revenue (Million USD) and Growth Rate (2015-2025)
Figure 15. Global E-Learning Gamification Revenue Share by Players in 2019
Figure 16. Global Top 5 Players E-Learning Gamification Revenue Market Share in 2019
Figure 17. Global Top 10 Players E-Learning Gamification Revenue Market Share in 2019
Figure 18. Key Players Market Share Trend
Figure 19. Global E-Learning Gamification Revenue (Million USD) and Growth Rate (%) (2015-2020)
Figure 20. Global E-Learning Gamification Revenue Market Share by Regions (2015-2020)
Figure 21. Global E-Learning Gamification Revenue Market Share by Regions in 2018
Figure 22. North America E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 23. Europe E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 24. Asia-Pacific E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 25. South America E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 26. Middle East and Africa E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 27. North America E-Learning Gamification Revenue Market Share by Countries (2015-2020)
Figure 28. North America E-Learning Gamification Revenue Market Share by Countries in 2019
Figure 29. USA E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 30. Canada E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 31. Mexico E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 32. Europe E-Learning Gamification Revenue Market Share by Countries (2015-2020)
Figure 33. Europe E-Learning Gamification Revenue Market Share by Countries in 2019
Figure 34. Germany E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 35. UK E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 36. France E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 37. Russia E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 38. Italy E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 39. Asia-Pacific E-Learning Gamification Revenue Market Share by Countries (2015-2020)
Figure 40. Asia-Pacific E-Learning Gamification Revenue Market Share by Countries in 2019
Figure 41. China E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 42. Japan E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 43. Korea E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 44. India E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 45. Southeast Asia E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 46. South America E-Learning Gamification Revenue Market Share by Countries (2015-2020)
Figure 47. South America E-Learning Gamification Revenue Market Share by Countries in 2019
Figure 48. Brazil E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 49. Argentina E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 50. Middle East and Africa E-Learning Gamification Revenue Market Share by Countries (2015-2020)
Figure 51. Middle East and Africa E-Learning Gamification Revenue Market Share by Countries in 2019
Figure 52. Saudi Arabia E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 53. UAE E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 54. Egypt E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 55. South Africa E-Learning Gamification Revenue and Growth Rate (2015-2020)
Figure 56. Global E-Learning Gamification Revenue Share by Type (2015-2020)
Figure 57. Global E-Learning Gamification Revenue Share by Type in 2019
Figure 58. Global E-Learning Gamification Market Share Forecast by Type (2021-2025)
Figure 59. Global Cloud Based Revenue Growth Rate (2015-2020)
Figure 60. Global On-Premise Revenue Growth Rate (2015-2020)
Figure 61. Global E-Learning Gamification Revenue Share by Application (2015-2020)
Figure 62. Global E-Learning Gamification Revenue Share by Application in 2019
Figure 63. Global E-Learning Gamification Market Share Forecast by Application (2021-2025)
Figure 64. Global K-12 education Revenue Growth Rate (2015-2020)
Figure 65. Global Higher education Revenue Growth Rate (2015-2020)
Figure 66. Global E-Learning Gamification Revenue (Million USD) and Growth Rate Forecast (2021-2025)
Figure 67. Global E-Learning Gamification Revenue (Million USD) Forecast by Regions (2021-2025)
Figure 68. Global E-Learning Gamification Revenue Market Share Forecast by Regions (2021-2025)
Figure 69. North America E-Learning Gamification Revenue Market Forecast (2021-2025)
Figure 70. Europe E-Learning Gamification Revenue Market Forecast (2021-2025)
Figure 71. Asia-Pacific E-Learning Gamification Revenue Market Forecast (2021-2025)
Figure 72. South America E-Learning Gamification Revenue Market Forecast (2021-2025)
Figure 73. Middle East and Africa E-Learning Gamification Revenue Market Forecast (2021-2025)
Figure 74. Sales Channel: Direct Channel vs Indirect Channel