Gamification In Education Market
PUBLISHED: 2025 ID: SMRC32226
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Gamification In Education Market

Gamification in Education Market Forecasts to 2032 – Global Analysis By Game Type (Role-Playing Games (RPGs), Simulation Games, Puzzle & Strategy Games and Other Game Types), Offering, Access Mode, Deployment Mode, Application, End User and By Geography

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4.7 (62 reviews)
Published: 2025 ID: SMRC32226

Due to ongoing shifts in global trade and tariffs, the market outlook will be refreshed before delivery, including updated forecasts and quantified impact analysis. Recommendations and Conclusions will also be revised to offer strategic guidance for navigating the evolving international landscape.
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According to Stratistics MRC, the Global Gamification in Education Market is accounted for $2592.04 million in 2025 and is expected to reach $19282.9 million by 2032 growing at a CAGR of 33.2% during the forecast period. Gamification in education refers to the application of game-design elements and principles in non-game learning environments to enhance student engagement, motivation, and participation. It incorporates features such as points, badges, leaderboards, levels, challenges, and rewards to make the learning process more interactive and enjoyable. By integrating these game mechanics into educational activities, teachers can encourage healthy competition, collaboration, and goal-oriented learning. Gamification helps improve knowledge retention, problem-solving skills, and learner satisfaction by transforming traditional instruction into an immersive experience that stimulates curiosity and persistence, ultimately promoting a more active and effective learning environment.

Market Dynamics:

Driver:

Growth of digital learning/E-learning platforms

Institutions and enterprises are integrating game mechanics to improve engagement retention and learner motivation. Platforms support badges leaderboards simulations and storytelling to enhance instructional delivery and learner experience. Integration with LMS systems mobile apps and virtual classrooms expands reach and personalization. Demand for interactive scalable and outcome-driven solutions is rising across K–12 higher education and workforce development. These dynamics are propelling platform deployment across gamified learning ecosystems.

Restraint:

Poor pedagogical integration

Many implementations focus on superficial engagement without aligning game mechanics with learning outcomes or cognitive goals. Educators face challenges in designing meaningful game-based assessments feedback loops and adaptive pathways. Lack of instructional design expertise and curriculum alignment further degrades impact and learner progression. Vendors must offer educator training modular frameworks and evidence-based design to improve integration. These constraints continue to hinder platform maturity across pedagogy-sensitive and outcome-driven education environments.

Opportunity:

Focus on skill-based learning and real-world readiness

Learners pursue interactive simulations role-play and scenario-based modules to build job-relevant skills and decision-making capabilities. Platforms support microlearning adaptive feedback and performance tracking across vocational and professional programs. Integration with credentialing systems career services and employer partnerships enhances value and continuity. Demand for experiential personalized and skill-linked learning is rising across adult learners freelancers and corporate trainees. These trends are fostering growth across skill-focused and gamification-enabled education platforms.

Threat:

Infrastructure and access limitations

Gamified platforms often require stable internet device compatibility and multimedia support which limits reach in low-resource settings. Institutions face challenges in deploying scalable mobile-friendly and bandwidth-efficient solutions across diverse geographies. Lack of digital literacy device access and localized content further restricts engagement and retention. Vendors must offer offline modes multilingual interfaces and inclusive design to improve accessibility. These limitations continue to constrain platform performance across infrastructure-sensitive and equity-focused education segments.

Covid-19 Impact:

The pandemic accelerated digital learning adoption while increasing demand for engaging remote instruction and learner motivation. Lockdowns disrupted classroom routines and increased reliance on gamified platforms to support continuity and emotional engagement. Institutions deployed badges points and challenges to improve participation and reduce dropout across virtual classrooms. Investment in mobile apps cloud infrastructure and interactive content surged across public and private education systems. Public awareness of learner engagement mental health and digital pedagogy increased across policy and consumer circles.

The corporate training segment is expected to be the largest during the forecast period

The corporate training segment is expected to account for the largest market share during the forecast period due to its focus on engagement performance and skill development across enterprise learning programs. Platforms use simulations role-play and gamified assessments to improve retention and job readiness. Integration with HR systems LMS platforms and performance dashboards enhances tracking and ROI. Demand for scalable personalized and outcome-linked training is rising across onboarding compliance and leadership development. Vendors offer modular content analytics engines and mobile delivery to support adoption. These capabilities are boosting segment dominance across corporate gamification platforms.

The smart-phones segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the smart-phones segment is predicted to witness the highest growth rate as gamified platforms expand across mobile-first learning and microlearning formats. Learners access challenges quizzes and simulations via apps and mobile browsers to support anytime anywhere engagement. Platforms support push notifications adaptive feedback and offline access to improve continuity and personalization. Integration with wearable devices AR modules and social features enhances immersion and motivation. Demand for portable inclusive and gamified mobile learning is rising across youth adult learners and corporate trainees. These dynamics are accelerating growth across smartphone-driven gamification platforms and services.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share due to its edtech maturity institutional investment and enterprise adoption across gamified learning. Enterprises and institutions deploy platforms across academic corporate and vocational programs to improve engagement and outcomes. Investment in cloud infrastructure instructional design and mobile apps supports innovation and scalability. Presence of leading vendors research institutions and policy frameworks drives ecosystem depth and adoption. Firms align gamification strategies with workforce development digital transformation and learner retention goals. These factors are propelling North America’s leadership in gamification commercialization and platform deployment.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR as mobile penetration education demand and edtech innovation converge across regional economies. Countries like India China Indonesia and Vietnam scale platforms across K–12 higher education and corporate training. Government-backed programs support digital literacy gamified content and mobile-first education across urban and rural zones. Local providers offer culturally adapted multilingual and inclusive solutions tailored to diverse learner profiles. Demand for scalable engaging and gamified learning infrastructure is rising across formal and informal education systems. These trends are accelerating regional growth across Asia Pacific’s gamification innovation and deployment.

Key players in the market

Some of the key players in Gamification in Education Market include Duolingo Inc., Kahoot! ASA, Skillsoft Corporation, Classcraft Studios Inc., Quizizz Inc., Blooket LLC, Breakout EDU Inc., GooseChase Adventures Inc., Gimkit Inc., Seppo.io Oy, Brainscape Inc., Edmodo LLC, Socrative Inc., PlayPosit Inc. and Cerego Inc.

Key Developments:

In June 2025, Skillsoft announced a strategic partnership with Salesforce to enhance customer support training through AI-powered learning modules. The collaboration integrated Skillsoft’s CAISY agent actions with Salesforce’s Agentforce ecosystem, enabling gamified upskilling and performance tracking.

In December 2024, Kahoot! launched AI-powered personalization features across its learning platform, leveraging data from over 8 billion players. These tools enabled adaptive learning paths, real-time feedback, and tailored quiz experiences for K–12 and corporate users.

Game Types Covered:
• Role-Playing Games (RPGs)
• Simulation Games
• Puzzle & Strategy Games
• Other Game Types

Offerings Covered:
• Software
• Services

Access Modes Covered:
• Desktop
• Tablets
• Smartphones
• VR/AR Devices
• Other Access Modes

Deployment Modes Covered:
• Cloud-Based
• On-Premises

Applications Covered:
• Academic Learning
• K–12
• Higher Education
• Corporate Training
• Other Applications

End Users Covered:
• Students
• Teachers
• Employees
• Corporate L&D Teams
• Other End Users

Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o UK
o Italy
o France
o Spain
o Rest of Europe
• Asia Pacific
o Japan       
o China       
o India       
o Australia 
o New Zealand
o South Korea
o Rest of Asia Pacific   
• South America
o Argentina
o Brazil
o Chile
o Rest of South America
• Middle East & Africa
o Saudi Arabia
o UAE
o Qatar
o South Africa
o Rest of Middle East & Africa

What our report offers:
- Market share assessments for the regional and country-level segments
- Strategic recommendations for the new entrants
- Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements

Free Customization Offerings:
All the customers of this report will be entitled to receive one of the following free customization options:
• Company Profiling
o Comprehensive profiling of additional market players (up to 3)
o SWOT Analysis of key players (up to 3)
• Regional Segmentation
o Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
• Competitive Benchmarking
o Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary         
           
2 Preface          
2.1 Abstract         
2.2 Stake Holders        
2.3 Research Scope        
2.4 Research Methodology       
  2.4.1 Data Mining       
  2.4.2 Data Analysis       
  2.4.3 Data Validation       
  2.4.4 Research Approach       
2.5 Research Sources        
  2.5.1 Primary Research Sources      
  2.5.2 Secondary Research Sources      
  2.5.3 Assumptions       
           
3 Market Trend Analysis        
3.1 Introduction        
3.2 Drivers         
3.3 Restraints        
3.4 Opportunities        
3.5 Threats         
3.6 Application Analysis       
3.7 End User Analysis        
3.8 Emerging Markets        
3.9 Impact of Covid-19        
           
4 Porters Five Force Analysis         
4.1 Bargaining power of suppliers       
4.2 Bargaining power of buyers       
4.3 Threat of substitutes       
4.4 Threat of new entrants       
4.5 Competitive rivalry        
           
5 Global Gamification in Education Market, By Game Type     
5.1 Introduction        
5.2 Role-Playing Games (RPGs)       
5.3 Simulation Games        
5.4 Puzzle & Strategy Games       
5.5 Other Game Types        
           
6 Global Gamification in Education Market, By Offering     
6.1 Introduction        
6.2 Software         
  6.2.1 Standalone Gamification Apps      
  6.2.2 Integrated LMS Modules      
6.3 Services         
  6.3.1 Implementation & Integration      
  6.3.2 Support & Maintenance      
  6.3.3 Consulting       
           
7 Global Gamification in Education Market, By Access Mode     
7.1 Introduction        
7.2 Desktop         
7.3 Tablets         
7.4 Smartphones        
7.5 VR/AR Devices        
7.6 Other Access Modes       
           
8 Global Gamification in Education Market, By Deployment Mode    
8.1 Introduction        
8.2 Cloud-Based        
8.3 On-Premises        
           
9 Global Gamification in Education Market, By Application     
9.1 Introduction        
9.2 Academic Learning        
9.3 K–12         
9.4 Higher Education        
9.5 Corporate Training        
9.6 Other Applications        
           
10 Global Gamification in Education Market, By End User     
10.1 Introduction        
10.2 Students         
10.3 Teachers         
10.4 Employees        
10.5 Corporate L&D Teams       
10.6 Other End Users        
           
11 Global Gamification in Education Market, By Geography     
11.1 Introduction        
11.2 North America        
  11.2.1 US        
  11.2.2 Canada        
  11.2.3 Mexico        
11.3 Europe         
  11.3.1 Germany        
  11.3.2 UK        
  11.3.3 Italy        
  11.3.4 France        
  11.3.5 Spain        
  11.3.6 Rest of Europe       
11.4 Asia Pacific        
  11.4.1 Japan        
  11.4.2 China        
  11.4.3 India        
  11.4.4 Australia        
  11.4.5 New Zealand       
  11.4.6 South Korea       
  11.4.7 Rest of Asia Pacific       
11.5 South America        
  11.5.1 Argentina       
  11.5.2 Brazil        
  11.5.3 Chile        
  11.5.4 Rest of South America      
11.6 Middle East & Africa       
  11.6.1 Saudi Arabia       
  11.6.2 UAE        
  11.6.3 Qatar        
  11.6.4 South Africa       
  11.6.5 Rest of Middle East & Africa      
           
12 Key Developments         
12.1 Agreements, Partnerships, Collaborations and Joint Ventures    
12.2 Acquisitions & Mergers       
12.3 New Product Launch       
12.4 Expansions        
12.5 Other Key Strategies       
           
13 Company Profiling         
13.1 Duolingo Inc.        
13.2 Kahoot! ASA        
13.3 Skillsoft Corporation       
13.4 Classcraft Studios Inc.       
13.5 Quizizz Inc.        
13.6 Blooket LLC        
13.7 Breakout EDU Inc.        
13.8 GooseChase Adventures Inc.       
13.9 Gimkit Inc.        
13.10 Seppo.io Oy        
13.11 Brainscape Inc.        
13.12 Edmodo LLC        
13.13 Socrative Inc.        
13.14 PlayPosit Inc.        
13.15 Cerego Inc.        
           
List of Tables          
1 Global Gamification in Education Market Outlook, By Region (2024-2032) ($MN)   
2 Global Gamification in Education Market Outlook, By Game Type (2024-2032) ($MN)  
3 Global Gamification in Education Market Outlook, By Role-Playing Games (RPGs) (2024-2032) ($MN) 
4 Global Gamification in Education Market Outlook, By Simulation Games (2024-2032) ($MN)  
5 Global Gamification in Education Market Outlook, By Puzzle & Strategy Games (2024-2032) ($MN) 
6 Global Gamification in Education Market Outlook, By Other Game Types (2024-2032) ($MN)  
7 Global Gamification in Education Market Outlook, By Offering (2024-2032) ($MN)   
8 Global Gamification in Education Market Outlook, By Software (2024-2032) ($MN)   
9 Global Gamification in Education Market Outlook, By Standalone Gamification Apps (2024-2032) ($MN) 
10 Global Gamification in Education Market Outlook, By Integrated LMS Modules (2024-2032) ($MN) 
11 Global Gamification in Education Market Outlook, By Services (2024-2032) ($MN)   
12 Global Gamification in Education Market Outlook, By Implementation & Integration (2024-2032) ($MN) 
13 Global Gamification in Education Market Outlook, By Support & Maintenance (2024-2032) ($MN) 
14 Global Gamification in Education Market Outlook, By Consulting (2024-2032) ($MN)  
15 Global Gamification in Education Market Outlook, By Access Mode (2024-2032) ($MN)  
16 Global Gamification in Education Market Outlook, By Desktop (2024-2032) ($MN)   
17 Global Gamification in Education Market Outlook, By Tablets (2024-2032) ($MN)   
18 Global Gamification in Education Market Outlook, By Smartphones (2024-2032) ($MN)  
19 Global Gamification in Education Market Outlook, By VR/AR Devices (2024-2032) ($MN)  
20 Global Gamification in Education Market Outlook, By Other Access Modes (2024-2032) ($MN)  
21 Global Gamification in Education Market Outlook, By Deployment Mode (2024-2032) ($MN)  
22 Global Gamification in Education Market Outlook, By Cloud-Based (2024-2032) ($MN)  
23 Global Gamification in Education Market Outlook, By On-Premises (2024-2032) ($MN)  
24 Global Gamification in Education Market Outlook, By Application (2024-2032) ($MN)  
25 Global Gamification in Education Market Outlook, By Academic Learning (2024-2032) ($MN)  
26 Global Gamification in Education Market Outlook, By K–12 (2024-2032) ($MN)   
27 Global Gamification in Education Market Outlook, By Higher Education (2024-2032) ($MN)  
28 Global Gamification in Education Market Outlook, By Corporate Training (2024-2032) ($MN)  
29 Global Gamification in Education Market Outlook, By Other Applications (2024-2032) ($MN)  
30 Global Gamification in Education Market Outlook, By End User (2024-2032) ($MN)   
31 Global Gamification in Education Market Outlook, By Students (2024-2032) ($MN)   
32 Global Gamification in Education Market Outlook, By Teachers (2024-2032) ($MN)   
33 Global Gamification in Education Market Outlook, By Employees (2024-2032) ($MN)  
34 Global Gamification in Education Market Outlook, By Corporate L&D Teams (2024-2032) ($MN) 
35 Global Gamification in Education Market Outlook, By Other End Users (2024-2032) ($MN)  
           
Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.
 

 

List of Figures

RESEARCH METHODOLOGY


Research Methodology

We at Stratistics opt for an extensive research approach which involves data mining, data validation, and data analysis. The various research sources include in-house repository, secondary research, competitor’s sources, social media research, client internal data, and primary research.

Our team of analysts prefers the most reliable and authenticated data sources in order to perform the comprehensive literature search. With access to most of the authenticated data bases our team highly considers the best mix of information through various sources to obtain extensive and accurate analysis.

Each report takes an average time of a month and a team of 4 industry analysts. The time may vary depending on the scope and data availability of the desired market report. The various parameters used in the market assessment are standardized in order to enhance the data accuracy.

Data Mining

The data is collected from several authenticated, reliable, paid and unpaid sources and is filtered depending on the scope & objective of the research. Our reports repository acts as an added advantage in this procedure. Data gathering from the raw material suppliers, distributors and the manufacturers is performed on a regular basis, this helps in the comprehensive understanding of the products value chain. Apart from the above mentioned sources the data is also collected from the industry consultants to ensure the objective of the study is in the right direction.

Market trends such as technological advancements, regulatory affairs, market dynamics (Drivers, Restraints, Opportunities and Challenges) are obtained from scientific journals, market related national & international associations and organizations.

Data Analysis

From the data that is collected depending on the scope & objective of the research the data is subjected for the analysis. The critical steps that we follow for the data analysis include:

  • Product Lifecycle Analysis
  • Competitor analysis
  • Risk analysis
  • Porters Analysis
  • PESTEL Analysis
  • SWOT Analysis

The data engineering is performed by the core industry experts considering both the Marketing Mix Modeling and the Demand Forecasting. The marketing mix modeling makes use of multiple-regression techniques to predict the optimal mix of marketing variables. Regression factor is based on a number of variables and how they relate to an outcome such as sales or profits.


Data Validation

The data validation is performed by the exhaustive primary research from the expert interviews. This includes telephonic interviews, focus groups, face to face interviews, and questionnaires to validate our research from all aspects. The industry experts we approach come from the leading firms, involved in the supply chain ranging from the suppliers, distributors to the manufacturers and consumers so as to ensure an unbiased analysis.

We are in touch with more than 15,000 industry experts with the right mix of consultants, CEO's, presidents, vice presidents, managers, experts from both supply side and demand side, executives and so on.

The data validation involves the primary research from the industry experts belonging to:

  • Leading Companies
  • Suppliers & Distributors
  • Manufacturers
  • Consumers
  • Industry/Strategic Consultants

Apart from the data validation the primary research also helps in performing the fill gap research, i.e. providing solutions for the unmet needs of the research which helps in enhancing the reports quality.


For more details about research methodology, kindly write to us at info@strategymrc.com

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