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India Gamification in Education Market Outlook to 2028

Region:Asia

Author(s):Naman Rohilla

Product Code:KROD642

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Published On

July 2024

Total pages

89

About the Report

India Gamification in Education Market Overview

  • The India Gamification in Education Market has seen substantial growth, reflected in the global gamification in education market, valued at USD 1,800 million in 2023. This growth is driven by several factors including increased digital literacy, a growing emphasis on interactive and engaging learning methods, and the integration of advanced technologies like artificial intelligence and virtual reality in educational tools.
  • The major players in the Indian gamification in education market include BYJU'S, Playablo, Toppr, Extramarks Education, and Quizizz. These companies are leading the market by providing innovative and interactive learning solutions that cater to the evolving needs of students and educators.
  • In 2023, BYJU'S announced a strategic partnership with Google to enhance their gamified learning offerings by integrating Google’s AI and machine learning technologies. This collaboration aims to provide personalized and adaptive learning experiences to students, making education more engaging and effective.
  • In 2023, the southern region of India, particularly Karnataka, dominates the gamification in the education market, driven by the presence of a robust IT infrastructure and a high concentration of tech-savvy educational institutions.

India Gamification in Education Market Size

India Gamification in Education Market Segmentation

India's Gamification in Education market is segmented into product type, end-users, and region.

  • By Product Type: The Indian gamification in the education market is segmented by product type into game-based learning platforms, gamified assessments, and content gamification. In 2023, game-based learning platforms dominated the market due to their widespread adoption in schools and colleges for interactive and engaging learning experiences.

India Gamification in Education market by products

  • By End-Users: The market is segmented by end-users into K-12 education, higher education, and corporate training. In 2023, K-12 education is the largest end-user segment because the adoption of gamified learning tools in schools to enhance student engagement and improve learning outcomes has driven this segment's growth.

India Gamification in Education Market by End-Users

  • By Region: The market segmentation by region includes North, South, East, and West. The southern region, particularly Karnataka, dominated the market with a higher market share in 2023. The state's proactive approach to integrating technology into education has set a benchmark, making it a leader in the adoption of gamified learning solutions.

India Gamification in Education Market Competitive Landscape

Company

Establishment Year

Headquarters

BYJU'S

2011

Bangalore, India

Playablo

2015

Bangalore, India

Toppr

2013

Mumbai, India

Extramarks Education

2007

Noida, India

Quizizz

2015

Bangalore, India

  • Toppr: Toppr expanded its reach into rural areas in 2024, partnering with local governments to provide gamified learning solutions to underprivileged students. This initiative brought gamified educational tools to 5,000 rural schools, making quality education more accessible.
  • Extramarks Education: Extramarks Education launched a new gamified learning platform in 2023, which saw rapid adoption in early 2024 with over 3 million new users. The platform integrates AI-driven personalized learning paths, making education more engaging and tailored to individual student needs.

India Gamification in Education Market Analysis

India Gamification in Education Market Growth Drivers:

  • Increased Internet Penetration: The widespread availability of the internet has influenced the gamification in education market. In March 2024, the Telecom Regulatory Authority of India (TRAI) recorded over 900 million internet users, facilitating access to online educational platforms across urban and rural areas. This growth in internet penetration has enabled more students to utilize gamified learning tools, driving market expansion.
  • Rise in Smartphone Usage:With over 800 million smartphone users in India in 2024, the accessibility to gamified educational content has increased manifold. Smartphones serve as a primary medium for students to engage with gamified learning apps, making education more interactive and accessible.
  • Educational Institutions Adopting EdTech Solutions: In 2024, a growing number of schools across India integrated gamified learning tools into their curricula, driven by the need to make learning more engaging and effective. This trend highlights the increasing acceptance and implementation of gamified education solutions in the mainstream education system.

India Gamification in Education Market Challenges:

  • Resistance to Change from Traditional Teaching Methods: Many educational institutions and educators are resistant to moving away from traditional teaching methods. In February 2024, a survey by NCERT revealed that 40,000 educators were hesitant to adopt gamified learning tools due to a lack of familiarity and comfort with digital platforms.
  • Data Privacy and Security Concerns: With the increasing use of digital platforms in education, concerns about data privacy and security have escalated. In early 2024, there were some reported cases of data breaches in educational platforms, raising serious concerns among parents and educators regarding the safety of students’ personal information​

India Gamification in Education Market Government Initiatives:

  • National Education Policy (NEP) 2020 Implementation: The implementation of the National Education Policy (NEP) 2020 emphasizes the integration of technology in education, promoting interactive and engaging learning experiences. The policy aims to bridge the digital divide and make quality education accessible to all students.
  • E-Pathshala Program: The E-Pathshala program, aimed at digitizing educational content, has contributed to the adoption of gamified learning. In 2024, the program distributed over 10 million digital devices to students across India, facilitating access to gamified educational content and enhancing the learning experience.

India Gamification in Education Future Market Outlook

India gamification in education market is expected to grow in the coming years. The market is also likely to shift towards more organized with established players and online platforms expanding their reach.

India Gamification in Education Future Market Trends

  • Increased Adoption of AR and VR in Education: The use of augmented reality (AR) and virtual reality (VR) in education is expected to rise over the next five years. By 2028, it is anticipated that a number of schools in India will incorporate AR and VR technologies into their gamified learning modules, enhancing student engagement and understanding, as the educational sector increasingly embraces these immersive learning tools.
  • Integration of Blockchain for Data Security: By 2028, the integration of blockchain technology to enhance data security in gamified educational platforms is anticipated to grow, as educational institutions increasingly recognize its potential for secure data management and student privacy.

Scope of the Report

By Product Type

Game-Based Learning

Gamified Assessments

Content Gamification

By End-Users

K-12 Education

Higher Education

Corporate Training

By Region

North

South

East

West

Products

Key Target Audience – Organizations and Entities Who Can Benefit by Subscribing This Report:

  • Government and Regulatory Bodies (e.g., Education Departments)
  • Banks and Financial Institutes
  • Investors and Venture Capitalists
  • Corporate training companies/platforms
  • Online learning platforms
  • Educational software developers
  • AI and machine learning companies
  • Virtual and augmented reality companies

Time Period Captured in the Report

  • Historical Period: 2018-2023
  • Base Year: 2023
  • Forecast Period: 2023-2028

Companies

  • BYJU'S
  • Playablo
  • Toppr
  • Extramarks Education
  • Quizizz
  • Educomp Solutions
  • Meritnation
  • Simplilearn
  • Vedantu
  • Unacademy
  • Gradeup
  • Khan Academy
  • Coursera
  • Udacity
  • Google for Education

Table of Contents

1. India Gamification in Education Market Overview

1.1 India Gamification in Education Market Taxonomy

2. India Gamification in Education Market Size (in USD Bn), 2018-2023

3. India Gamification in Education Market Analysis

3.1 India Gamification in Education Market Growth Drivers

3.2 India Gamification in Education Market Challenges and Issues

3.3 India Gamification in Education Market Trends and Development

3.4 India Gamification in Education Market Government Regulation

3.5 India Gamification in Education Market SWOT Analysis

3.6 India Gamification in Education Market Stake Ecosystem

3.7 India Gamification in Education Market Competition Ecosystem

4. India Gamification in Education Market Segmentation, 2023

4.1 India Gamification in Education Market Segmentation by Product Type (in Value %), 2023

4.2 India Gamification in Education Market Segmentation by End-Users (in Value %), 2023

4.3 India Gamification in Education Market Segmentation by Region (in Value %), 2023

5. India Gamification in Education Market Competition Benchmarking

5.1 India Gamification in Education Market Cross-Comparison (no. of employees, company overview, business strategy, USP, recent development, operational parameters, financial parameters and advanced analytics)

6. India Gamification in Education Future Market Size (in USD Bn), 2023-2028

7. India Gamification in Education Future Market Segmentation, 2028

7.1 India Gamification in Education Market Segmentation by Product Type (in Value %), 2028

7.2 India Gamification in Education Market Segmentation by End-Users (in Value %), 2028

7.3 India Gamification in Education Market Segmentation by Region (in Value %), 2028

8. India Gamification in Education Market Analysts’ Recommendations

8.1 India Gamification in Education Market TAM/SAM/SOM Analysis

8.2 India Gamification in Education Market Customer Cohort Analysis

8.3 India Gamification in Education Market Marketing Initiatives

8.4 India Gamification in Education Market White Space Opportunity Analysis

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Research Methodology

Step: 1 Identifying Key Variables:

Ecosystem creation for all the major entities and referring to multiple secondary and proprietary databases to perform desk research around the market to collate industry-level information.

Step: 2 Market Building:

Collating statistics on the India gamification in education market over the years, and analyzing the penetration of marketplaces as well as the ratio of service providers to compute the revenue generated for the market. We will also review service quality statistics to understand revenue generated which can ensure accuracy behind the data points shared. 

Step: 3 Validating and Finalizing:

Building market hypotheses and conducting CATIs with industry experts belonging to different companies to validate statistics and seek operational and financial information from company representatives. 

Step: 4 Research Output:

Our team will approach multiple game software developer companies and understand the nature of product segments and sales, consumer preference and other parameters, which will support us validate statistics derived through the bottom-to-top approach from the game software developer companies.

Frequently Asked Questions

01 How big is the India Gamification in Education Market?

The India Gamification in Education Market has seen substantial growth, reflected in the global gamification in education market, valued at USD 1,800 million in 2023. This growth is driven by several factors including increased digital literacy, a growing emphasis on interactive and engaging learning methods, and the integration of advanced technologies like artificial intelligence and virtual reality in educational tools.

02 Who are the major players in the India Gamification in Education Market?

The major players in the India Gamification in Education market include BYJU'S, Playablo, Toppr, Extramarks Education, and Quizizz. These companies lead the market through continuous innovation and expansion of their gamified learning solutions.

03 What are the growth drivers of the India Gamification in Education Market?

The growth drivers of India's gamification in education market include increased internet penetration, government investment in digital education, the rise in smartphone usage, and the adoption of EdTech solutions by educational institutions to enhance learning experiences.

04 What are the challenges in the India Gamification in Education Market?

Some of the major challenges in India's gamification in education market include high implementation costs, resistance to change from traditional teaching methods, a digital divide between urban and rural areas, and concerns over data privacy and security.

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