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(IT-NEWSWIRE.COM, January 11, 2018 ) 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.
Publisher's analysts forecast the global education gamification market to grow at a CAGR of 64.34% over the period 2014-2019.
For more information http://www.reportsweb.com/global-education-gamification-market-2015-2019
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
Publisher'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 Request Sample Copy http://www.reportsweb.com/inquiry&RW0001232311/sample 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
Make an enquiry: http://www.reportsweb.com/inquiry&RW0001232311/buying
ReportsWeb.com
Rajat Sahni
+1-646-491-9876
sales@reportsweb.com
Source: EmailWire.Com
Source: EmailWire.com
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