Global Education Gamification Market: Research Report to grow at a CAGR of 64.34% over the period 2014-2019
ResearchMoz added Latest Research Report titled " Global Education Gamification Market: Research Report 2015-2019 " to it's Large Report database.
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.
Download free Sample PDF report with TOC: http://www.researchmoz.us/enquiry.php?type=S&repid=376562
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.
Read All ICT Market Research Reports @ http://www.researchmoz.us/ict-market-reports-96.html
Table of Content
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
About ResearchMoz
ResearchMoz is the world's fastest growing collection of market research reports worldwide. Our database is composed of current market studies from over 100 featured publishers worldwide. Our market research databases integrate statistics with analysis from global, regional, country and company perspectives. ResearchMoz's service portfolio also includes value-added services such as market research customization, competitive landscaping, and in-depth surveys, delivered by a team of experienced Research Coordinators.
Contact Us:
Mr. Nachiket
Albany NY, United States - 12207
Tel: +1-518-621-2074 / Tel: 866-997-4948 (Us-Canada Toll Free)
Email: sales@researchmoz.us
Follow us on LinkedIn at: http://bit.ly/1TBmnVG
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.
Download free Sample PDF report with TOC: http://www.researchmoz.us/enquiry.php?type=S&repid=376562
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.
Read All ICT Market Research Reports @ http://www.researchmoz.us/ict-market-reports-96.html
Table of Content
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
About ResearchMoz
ResearchMoz is the world's fastest growing collection of market research reports worldwide. Our database is composed of current market studies from over 100 featured publishers worldwide. Our market research databases integrate statistics with analysis from global, regional, country and company perspectives. ResearchMoz's service portfolio also includes value-added services such as market research customization, competitive landscaping, and in-depth surveys, delivered by a team of experienced Research Coordinators.
Contact Us:
Mr. Nachiket
Albany NY, United States - 12207
Tel: +1-518-621-2074 / Tel: 866-997-4948 (Us-Canada Toll Free)
Email: sales@researchmoz.us
Follow us on LinkedIn at: http://bit.ly/1TBmnVG
Global Education Gamification Market: Research Report to grow at a CAGR of 64.34% over the period 2014-2019
Reviewed by Sagar Jagtap
on
23:03
Rating:
No comments: