Global Education Gamification Market: Research Report 2015-2019

教育向けゲーミフィケーションソリューションの世界市場

◆タイトル:Global Education Gamification Market: Research Report 2015-2019
◆商品コード:IRTNTR7080
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2015年9月23日
◆ページ数:60
◆資料形式:pdf / 英語
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◆調査対象地域:グローバル
◆産業分野:IT
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【資料の概要】

当調査レポートでは、教育向けゲーミフィケーションソリューションの世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、教育向けゲーミフィケーションソリューションの世界市場規模及び予測、需要先別分析、地域別分析、市場の成長要因、市場の課題、市場動向、競争状況、主要企業(ベンダー)分析などの情報をお届けいたします。

About gamification
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.

Technavio’s analysts forecast the global education gamification market to grow at a CAGR of 64.34% over the period 2014-2019.

[Covered in this report]
The report covers the current scenario and the growth prospects of the global education gamification market for the period of 2015-2019. 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

Technavio’s 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.

[Key regions]
• Americas
• EMEA
• APAC

[Key vendors]
• Badgeville
• Bunchball
• Gigya
• Kuato Studios
• Lithium Technologies

[Other prominent vendors]
• Big Door
• Captain Up
• Crowd Twist
• Gamify
• IActionable
• Pug Pharm

[Market driver]
• Increased demand for quality education
• For a full, detailed list, view our report

[Market challenge]
• Differing regional requirements
• For a full, detailed list, view our report

[Market trend]
• Growing adoption of tablets
• For a full, detailed list, view our report

[Key questions answered in this report]
• What will the market size be in 2019 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

【資料の目次】

PART 01: Executive summary
Highlights

PART 02: Scope of the report
Market overview
Top-vendor offerings

PART 03: Market research methodology
Research methodology
Economic indicators

PART 04: Introduction
Key market highlights

PART 05: Market landscape
Evolution of gamification
Process of gamification
Application areas of gamification

PART 06: Market overview
Cognitive
Emotional
Social
Market size and forecast
Five forces analysis

PART 07: Market segmentation by end-user
Global education gamification market segmentation by end-user
Global education gamification market by K-12 schools
Global education gamification market by higher education institutes

PART 08: Geographical segmentation
Global education gamification market by geography 2015-2019
Global education gamification market in Americas
Global education gamification market in EMEA
Global education gamification market in APAC

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
Competitive scenario
Competitor analysis

PART 15: Key vendor analysis
Badgeville
Bunchball
Gigya
Kuato Studios
Lithium Technologies

PART 16: Other prominent vendorsBig Door

PART 17: Appendix

PART 18: Explore Technavio

[List of Exhibits]

Exhibit 01: Product offerings
Exhibit 02: Process of gamification
Exhibit 03: Global gamification education market 2015-2019 ($ millions)
Exhibit 04: Five forces analysis
Exhibit 05: Segmentation of global education gamification market by end-user 2014
Exhibit 06: Segmentation of global education gamification market by end-user 2019
Exhibit 07: Segmentation of global education gamification market by end-user 2014-2019 ($ millions)
Exhibit 08: Segmentation of global education gamification market by end-user 2014-2019
Exhibit 09: Global education gamification market by K-12 schools ($ millions)
Exhibit 10: Global education gamification market by higher education institutes 2014-2019 ($ millions)
Exhibit 11: Segmentation of global education gamification market by end-user 2014-2019 ($ millions)
Exhibit 12: Segmentation of global education gamification market by end-user 2014-2019
Exhibit 13: Segmentation of global education gamification market by geography 2015
Exhibit 14: Segmentation of global education gamification market by geography 2019
Exhibit 15: Segmentation of global education gamification market by geography 2015-2019 ($ millions)
Exhibit 16: Segmentation of global education gamification market by geography 2015-2019
Exhibit 17: Global education gamification market in Americas 2015-2019 ($ millions)
Exhibit 18: Global education gamification market in EMEA ($ millions)
Exhibit 19: Global education gamification market in APAC ($ millions)
Exhibit 20: Segmentation of global education gamification market by geography 2014-2019 ($ millions)
Exhibit 21: Segmentation of global education gamification market by geography 2014-2019
Exhibit 22: Game-based learning market by educational institutions 2015-2019 ($ millions)
Exhibit 23: Impact of drivers
Exhibit 24: Impact of drivers and challenges
Exhibit 25: Global education tablet revenue ($ billions)
Exhibit 26: Global e-learning market 2015-2019 ($ billions)
Exhibit 27: Badgeville: Product segmentation
Exhibit 28: Gigya: Product portfolio
Exhibit 29: Kuato: Product segmentation
Exhibit 30: Lithium Technologies: Products and services segmentation



【掲載企業】

Badgeville, Bunchball. Gigya, Kuato Studios, Lithium Technologies, Big Door, Captain Up, Crowd Twist, Gamify, IActionable, and Pug Pharm.Badgeville, Bunchball. Gigya, Kuato Studios, Lithium Technologies, Big Door, Captain Up, Crowd Twist, Gamify, IActionable, and Pug Pharm.Badgeville, Bunchball. Gigya, Kuato Studios, Lithium Technologies, Big Door, Captain Up, Crowd Twist, Gamify, IActionable, Pug Pharm.

【資料のキーワード】

ゲーミフィケーション、教育、学習、ゲーム、学校

【調査方法】

一次資料による調査(業界専門家、ベンダー、代理店、顧客等を対象にしたデプスインタビュー調査など)及び二次資料による調査(Technavio独自のプラットフォーム、産業書籍、企業報告書、ニュース記事、アナリストレポート、貿易協会、政府機関発行データなど)

★調査レポート[教育向けゲーミフィケーションソリューションの世界市場] (Global Education Gamification Market: Research Report 2015-2019 / IRTNTR7080)販売に関する免責事項
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