Region:Asia
Author(s):Naman Rohilla
Product Code:KROD642
India's Gamification in Education market is segmented into product type, end-users, and region.
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 |
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.
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 |
1.1 India Gamification in Education Market Taxonomy
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
4.1 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
5.1 India Gamification in Education Market Cross-Comparison (no. of employees, company overview, business strategy, USP, recent development, operational parameters, financial parameters and advanced analytics)
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
8.1 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
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.
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.
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.
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.
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 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.
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.
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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