▶ 調査レポート

学習ゲーミフィケーションの世界市場 2020年

• 英文タイトル:Global Gamification of Learning Market 2020 by Company, Regions, Type and Application, Forecast to 2025

GlobalInfoResearchが調査・発行した産業分析レポートです。学習ゲーミフィケーションの世界市場 2020年 / Global Gamification of Learning Market 2020 by Company, Regions, Type and Application, Forecast to 2025 / GIR201115496資料のイメージです。• レポートコード:GIR201115496
• 出版社/出版日:GlobalInfoResearch / 2020年10月
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• レポート形態:英文、PDF、101ページ
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レポート概要
本書では、学習ゲーミフィケーションの世界市場を調査対象にし、学習ゲーミフィケーションの市場概要、企業情報、企業別売上・市場シェア、地域別市場分析(北米、アメリカ、ヨーロッパ、アジア、日本、中国、南米、中東・アフリカ)、種類別分析(クラウド、オンプレミス)、用途別分析(アカデミック、企業トレーニング)、市場予測(2021年~2025年)情報などを整理しました。
・市場概要
・企業情報:Microsoft、Top Hat、NIIT、MPS Interactive Systems、Fundamentor、Bunchball、Recurrence、Cognizant、D2L Corporation、Classcraft Studios
・企業別売上、市場シェア
・学習ゲーミフィケーションの地域別市場分析
・学習ゲーミフィケーションの北米市場規模2015-2020:アメリカ、カナダ、メキシコ
・学習ゲーミフィケーションのヨーロッパ市場規模2015-2020:ドイツ、イギリス、フランス、ロシアなど
・学習ゲーミフィケーションのアジア市場規模2015-2020:日本、中国、韓国、インド、東南アジアなど
・学習ゲーミフィケーションの南米市場規模2015-2020:ブラジル、アルゼンチンなど
・学習ゲーミフィケーションの中東・アフリカ市場規模2015-2020:サウジアラビア、トルコ、エジプト、南アフリカなど
・学習ゲーミフィケーションの種類別市場規模2015-2020:クラウド、オンプレミス
・学習ゲーミフィケーションの用途別市場規模2015-2020:アカデミック、企業トレーニング
・学習ゲーミフィケーションの世界市場予測2021-2025:地域別、種類別、用途別
・調査の結果・結論

Market Overview
The global Gamification of Learning market size is expected to gain market growth in the forecast period of 2020 to 2025, with a CAGR of xx% in the forecast period of 2020 to 2025 and will expected to reach USD xx million by 2025, from USD xx million in 2019.

The Gamification of Learning market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

Market segmentation
Gamification of Learning market is split by Type and by Application. For the period 2015-2025, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

By Type, Gamification of Learning market has been segmented into:
Cloud
On-premises

By Application, Gamification of Learning has been segmented into:
Academic
Corporate Training

Regions and Countries Level Analysis
Regional analysis is another highly comprehensive part of the research and analysis study of the global Gamification of Learning market presented in the report. This section sheds light on the sales growth of different regional and country-level Gamification of Learning markets. For the historical and forecast period 2015 to 2025, it provides detailed and accurate country-wise volume analysis and region-wise market size analysis of the global Gamification of Learning market.

The report offers in-depth assessment of the growth and other aspects of the Gamification of Learning market in important countries (regions), including:
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Australia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Competitive Landscape and Gamification of Learning Market Share Analysis
Gamification of Learning competitive landscape provides details by vendors, including company overview, company total revenue (financials), market potential, global presence, Gamification of Learning sales and revenue generated, market share, price, production sites and facilities, SWOT analysis, product launch. For the period 2015-2020, this study provides the Gamification of Learning sales, revenue and market share for each player covered in this report.

The major players covered in Gamification of Learning are:
Microsoft
Top Hat
NIIT
MPS Interactive Systems
Fundamentor
Bunchball
Recurrence
Cognizant
D2L Corporation
Classcraft Studios

レポート目次

1 Gamification of Learning Market Overview
1.1 Product Overview and Scope of Gamification of Learning
1.2 Classification of Gamification of Learning by Type
1.2.1 Global Gamification of Learning Revenue by Type: 2015 VS 2019 VS 2025
1.2.2 Global Gamification of Learning Revenue Market Share by Type in 2019
1.2.3 Cloud
1.2.4 On-premises
1.3 Global Gamification of Learning Market by Application
1.3.1 Overview: Global Gamification of Learning Revenue by Application: 2015 VS 2019 VS 2025
1.3.2 Academic
1.3.3 Corporate Training
1.4 Global Gamification of Learning Market by Regions
1.4.1 Global Gamification of Learning Market Size by Regions: 2015 VS 2019 VS 2025
1.4.2 Global Market Size of Gamification of Learning (2015-2025)
1.4.3 North America (USA, Canada and Mexico) Gamification of Learning Status and Prospect (2015-2025)
1.4.4 Europe (Germany, France, UK, Russia and Italy) Gamification of Learning Status and Prospect (2015-2025)
1.4.5 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Gamification of Learning Status and Prospect (2015-2025)
1.4.6 South America (Brazil, Argentina, Colombia) Gamification of Learning Status and Prospect (2015-2025)
1.4.7 Middle East & Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Gamification of Learning Status and Prospect (2015-2025)
2 Company Profiles
2.1 Microsoft
2.1.1 Microsoft Details
2.1.2 Microsoft Major Business and Total Revenue (Financial Highlights) Analysis
2.1.3 Microsoft SWOT Analysis
2.1.4 Microsoft Product and Services
2.1.5 Microsoft Gamification of Learning Revenue, Gross Margin and Market Share (2018-2019)
2.2 Top Hat
2.2.1 Top Hat Details
2.2.2 Top Hat Major Business and Total Revenue (Financial Highlights) Analysis
2.2.3 Top Hat SWOT Analysis
2.2.4 Top Hat Product and Services
2.2.5 Top Hat Gamification of Learning Revenue, Gross Margin and Market Share (2018-2019)
2.3 NIIT
2.3.1 NIIT Details
2.3.2 NIIT Major Business and Total Revenue (Financial Highlights) Analysis
2.3.3 NIIT SWOT Analysis
2.3.4 NIIT Product and Services
2.3.5 NIIT Gamification of Learning Revenue, Gross Margin and Market Share (2018-2019)
2.4 MPS Interactive Systems
2.4.1 MPS Interactive Systems Details
2.4.2 MPS Interactive Systems Major Business and Total Revenue (Financial Highlights) Analysis
2.4.3 MPS Interactive Systems SWOT Analysis
2.4.4 MPS Interactive Systems Product and Services
2.4.5 MPS Interactive Systems Gamification of Learning Revenue, Gross Margin and Market Share (2018-2019)
2.5 Fundamentor
2.5.1 Fundamentor Details
2.5.2 Fundamentor Major Business and Total Revenue (Financial Highlights) Analysis
2.5.3 Fundamentor SWOT Analysis
2.5.4 Fundamentor Product and Services
2.5.5 Fundamentor Gamification of Learning Revenue, Gross Margin and Market Share (2018-2019)
2.6 Bunchball
2.6.1 Bunchball Details
2.6.2 Bunchball Major Business and Total Revenue (Financial Highlights) Analysis
2.6.3 Bunchball SWOT Analysis
2.6.4 Bunchball Product and Services
2.6.5 Bunchball Gamification of Learning Revenue, Gross Margin and Market Share (2018-2019)
2.7 Recurrence
2.7.1 Recurrence Details
2.7.2 Recurrence Major Business and Total Revenue (Financial Highlights) Analysis
2.7.3 Recurrence SWOT Analysis
2.7.4 Recurrence Product and Services
2.7.5 Recurrence Gamification of Learning Revenue, Gross Margin and Market Share (2018-2019)
2.8 Cognizant
2.8.1 Cognizant Details
2.8.2 Cognizant Major Business and Total Revenue (Financial Highlights) Analysis
2.8.3 Cognizant SWOT Analysis
2.8.4 Cognizant Product and Services
2.8.5 Cognizant Gamification of Learning Revenue, Gross Margin and Market Share (2018-2019)
2.9 D2L Corporation
2.9.1 D2L Corporation Details
2.9.2 D2L Corporation Major Business and Total Revenue (Financial Highlights) Analysis
2.9.3 D2L Corporation SWOT Analysis
2.9.4 D2L Corporation Product and Services
2.9.5 D2L Corporation Gamification of Learning Revenue, Gross Margin and Market Share (2018-2019)
2.10 Classcraft Studios
2.10.1 Classcraft Studios Details
2.10.2 Classcraft Studios Major Business and Total Revenue (Financial Highlights) Analysis
2.10.3 Classcraft Studios SWOT Analysis
2.10.4 Classcraft Studios Product and Services
2.10.5 Classcraft Studios Gamification of Learning Revenue, Gross Margin and Market Share (2018-2019)
3 Market Competition, by Players
3.1 Global Gamification of Learning Revenue and Share by Players (2015-2020)
3.2 Market Concentration Rate
3.2.1 Top 5 Gamification of Learning Players Market Share
3.2.2 Top 10 Gamification of Learning Players Market Share
3.3 Market Competition Trend
4 Market Size by Regions
4.1 Global Gamification of Learning Revenue and Market Share by Regions
4.2 North America Gamification of Learning Revenue and Growth Rate (2015-2020)
4.3 Europe Gamification of Learning Revenue and Growth Rate (2015-2020)
4.4 Asia-Pacific Gamification of Learning Revenue and Growth Rate (2015-2020)
4.5 South America Gamification of Learning Revenue and Growth Rate (2015-2020)
4.6 Middle East & Africa Gamification of Learning Revenue and Growth Rate (2015-2020)
5 North America Gamification of Learning Revenue by Countries
5.1 North America Gamification of Learning Revenue by Countries (2015-2020)
5.2 USA Gamification of Learning Revenue and Growth Rate (2015-2020)
5.3 Canada Gamification of Learning Revenue and Growth Rate (2015-2020)
5.4 Mexico Gamification of Learning Revenue and Growth Rate (2015-2020)
6 Europe Gamification of Learning Revenue by Countries
6.1 Europe Gamification of Learning Revenue by Countries (2015-2020)
6.2 Germany Gamification of Learning Revenue and Growth Rate (2015-2020)
6.3 UK Gamification of Learning Revenue and Growth Rate (2015-2020)
6.4 France Gamification of Learning Revenue and Growth Rate (2015-2020)
6.5 Russia Gamification of Learning Revenue and Growth Rate (2015-2020)
6.6 Italy Gamification of Learning Revenue and Growth Rate (2015-2020)
7 Asia-Pacific Gamification of Learning Revenue by Countries
7.1 Asia-Pacific Gamification of Learning Revenue by Countries (2015-2020)
7.2 China Gamification of Learning Revenue and Growth Rate (2015-2020)
7.3 Japan Gamification of Learning Revenue and Growth Rate (2015-2020)
7.4 Korea Gamification of Learning Revenue and Growth Rate (2015-2020)
7.5 India Gamification of Learning Revenue and Growth Rate (2015-2020)
7.6 Southeast Asia Gamification of Learning Revenue and Growth Rate (2015-2020)
8 South America Gamification of Learning Revenue by Countries
8.1 South America Gamification of Learning Revenue by Countries (2015-2020)
8.2 Brazil Gamification of Learning Revenue and Growth Rate (2015-2020)
8.3 Argentina Gamification of Learning Revenue and Growth Rate (2015-2020)
9 Middle East & Africa Revenue Gamification of Learning by Countries
9.1 Middle East & Africa Gamification of Learning Revenue by Countries (2015-2020)
9.2 Saudi Arabia Gamification of Learning Revenue and Growth Rate (2015-2020)
9.3 UAE Gamification of Learning Revenue and Growth Rate (2015-2020)
9.4 Egypt Gamification of Learning Revenue and Growth Rate (2015-2020)
9.5 South Africa Gamification of Learning Revenue and Growth Rate (2015-2020)
10 Market Size Segment by Type
10.1 Global Gamification of Learning Revenue and Market Share by Type (2015-2020)
10.2 Global Gamification of Learning Market Forecast by Type (2019-2024)
10.3 Cloud Revenue Growth Rate (2015-2025)
10.4 On-premises Revenue Growth Rate (2015-2025)
11 Global Gamification of Learning Market Segment by Application
11.1 Global Gamification of Learning Revenue Market Share by Application (2015-2020)
11.2 Gamification of Learning Market Forecast by Application (2019-2024)
11.3 Academic Revenue Growth (2015-2020)
11.4 Corporate Training Revenue Growth (2015-2020)
12 Global Gamification of Learning Market Size Forecast (2021-2025)
12.1 Global Gamification of Learning Market Size Forecast (2021-2025)
12.2 Global Gamification of Learning Market Forecast by Regions (2021-2025)
12.3 North America Gamification of Learning Revenue Market Forecast (2021-2025)
12.4 Europe Gamification of Learning Revenue Market Forecast (2021-2025)
12.5 Asia-Pacific Gamification of Learning Revenue Market Forecast (2021-2025)
12.6 South America Gamification of Learning Revenue Market Forecast (2021-2025)
12.7 Middle East & Africa Gamification of Learning Revenue Market Forecast (2021-2025)
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Data Source
14.3 Disclaimer
14.4 About US

List of Tables
Table 1. Global Gamification of Learning Revenue (USD Million) by Type: 2015 VS 2019 VS 2025
Table 2. Breakdown of Gamification of Learning by Company Type (Tier 1, Tier 2 and Tier 3)
Table 3. Global Gamification of Learning Revenue (USD Million) by Application: 2015 VS 2019 VS 2025
Table 4. Global Market Gamification of Learning Revenue (Million USD) Comparison by Regions 2015-2025
Table 5. Microsoft Corporate Information, Location and Competitors
Table 6. Microsoft Gamification of Learning Major Business
Table 7. Microsoft Gamification of Learning Total Revenue (USD Million) (2017-2018)
Table 8. Microsoft SWOT Analysis
Table 9. Microsoft Gamification of Learning Product and Solutions
Table 10. Microsoft Gamification of Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 11. Top Hat Corporate Information, Location and Competitors
Table 12. Top Hat Gamification of Learning Major Business
Table 13. Top Hat Gamification of Learning Total Revenue (USD Million) (2018-2019)
Table 14. Top Hat SWOT Analysis
Table 15. Top Hat Gamification of Learning Product and Solutions
Table 16. Top Hat Gamification of Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 17. NIIT Corporate Information, Location and Competitors
Table 18. NIIT Gamification of Learning Major Business
Table 19. NIIT Gamification of Learning Total Revenue (USD Million) (2017-2018)
Table 20. NIIT SWOT Analysis
Table 21. NIIT Gamification of Learning Product and Solutions
Table 22. NIIT Gamification of Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 23. MPS Interactive Systems Corporate Information, Location and Competitors
Table 24. MPS Interactive Systems Gamification of Learning Major Business
Table 25. MPS Interactive Systems Gamification of Learning Total Revenue (USD Million) (2017-2018)
Table 26. MPS Interactive Systems SWOT Analysis
Table 27. MPS Interactive Systems Gamification of Learning Product and Solutions
Table 28. MPS Interactive Systems Gamification of Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 29. Fundamentor Corporate Information, Location and Competitors
Table 30. Fundamentor Gamification of Learning Major Business
Table 31. Fundamentor Gamification of Learning Total Revenue (USD Million) (2017-2018)
Table 32. Fundamentor SWOT Analysis
Table 33. Fundamentor Gamification of Learning Product and Solutions
Table 34. Fundamentor Gamification of Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 35. Bunchball Corporate Information, Location and Competitors
Table 36. Bunchball Gamification of Learning Major Business
Table 37. Bunchball Gamification of Learning Total Revenue (USD Million) (2017-2018)
Table 38. Bunchball SWOT Analysis
Table 39. Bunchball Gamification of Learning Product and Solutions
Table 40. Bunchball Gamification of Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 41. Recurrence Corporate Information, Location and Competitors
Table 42. Recurrence Gamification of Learning Major Business
Table 43. Recurrence Gamification of Learning Total Revenue (USD Million) (2017-2018)
Table 44. Recurrence SWOT Analysis
Table 45. Recurrence Gamification of Learning Product and Solutions
Table 46. Recurrence Gamification of Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 47. Cognizant Corporate Information, Location and Competitors
Table 48. Cognizant Gamification of Learning Major Business
Table 49. Cognizant Gamification of Learning Total Revenue (USD Million) (2017-2018)
Table 50. Cognizant SWOT Analysis
Table 51. Cognizant Gamification of Learning Product and Solutions
Table 52. Cognizant Gamification of Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 53. D2L Corporation Corporate Information, Location and Competitors
Table 54. D2L Corporation Gamification of Learning Major Business
Table 55. D2L Corporation Gamification of Learning Total Revenue (USD Million) (2017-2018)
Table 56. D2L Corporation SWOT Analysis
Table 57. D2L Corporation Gamification of Learning Product and Solutions
Table 58. D2L Corporation Gamification of Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 59. Classcraft Studios Corporate Information, Location and Competitors
Table 60. Classcraft Studios Gamification of Learning Major Business
Table 61. Classcraft Studios Gamification of Learning Total Revenue (USD Million) (2017-2018)
Table 62. Classcraft Studios SWOT Analysis
Table 63. Classcraft Studios Gamification of Learning Product and Solutions
Table 64. Classcraft Studios Gamification of Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 65. Global Gamification of Learning Revenue (Million USD) by Players (2015-2020)
Table 66. Global Gamification of Learning Revenue Share by Players (2015-2020)
Table 67. Global Gamification of Learning Revenue (Million USD) by Regions (2015-2020)
Table 68. Global Gamification of Learning Revenue Market Share by Regions (2015-2020)
Table 69. North America Gamification of Learning Revenue by Countries (2015-2020)
Table 70. North America Gamification of Learning Revenue Market Share by Countries (2015-2020)
Table 71. Europe Gamification of Learning Revenue (Million USD) by Countries (2015-2020)
Table 72. Asia-Pacific Gamification of Learning Revenue (Million USD) by Countries (2015-2020)
Table 73. South America Gamification of Learning Revenue by Countries (2015-2020)
Table 74. South America Gamification of Learning Revenue Market Share by Countries (2015-2020)
Table 75. Middle East and Africa Gamification of Learning Revenue (Million USD) by Countries (2015-2020)
Table 76. Middle East and Africa Gamification of Learning Revenue Market Share by Countries (2015-2020)
Table 77. Global Gamification of Learning Revenue (Million USD) by Type (2015-2020)
Table 78. Global Gamification of Learning Revenue Share by Type (2015-2020)
Table 79. Global Gamification of Learning Revenue Forecast by Type (2021-2025)
Table 80. Global Gamification of Learning Revenue by Application (2015-2020)
Table 81. Global Gamification of Learning Revenue Share by Application (2015-2020)
Table 82. Global Gamification of Learning Revenue Forecast by Application (2021-2025)
Table 83. Global Gamification of Learning Revenue (Million USD) Forecast by Regions (2021-2025)
List of Figures
Figure 1. Gamification of Learning Picture
Figure 2. Global Gamification of Learning Revenue Market Share by Type in 2019
Figure 3. Cloud Picture
Figure 4. On-premises Picture
Figure 5. Gamification of Learning Revenue Market Share by Application in 2019
Figure 6. Academic Picture
Figure 7. Corporate Training Picture
Figure 8. Global Gamification of Learning Revenue (USD Million) and Growth Rate (2015-2025)
Figure 9. North America Gamification of Learning Revenue (Million USD) and Growth Rate (2015-2025)
Figure 10. Europe Gamification of Learning Revenue (Million USD) and Growth Rate (2015-2025)
Figure 11. Asia-Pacific Gamification of Learning Revenue (Million USD) and Growth Rate (2015-2025)
Figure 12. South America Gamification of Learning Revenue (Million USD) and Growth Rate (2015-2025)
Figure 13. Middle East and Africa Gamification of Learning Revenue (Million USD) and Growth Rate (2015-2025)
Figure 14. Global Gamification of Learning Revenue (Million USD) and Growth Rate (2015-2025)
Figure 15. Global Gamification of Learning Revenue Share by Players in 2019
Figure 16. Global Top 5 Players Gamification of Learning Revenue Market Share in 2019
Figure 17. Global Top 10 Players Gamification of Learning Revenue Market Share in 2019
Figure 18. Key Players Market Share Trend
Figure 19. Global Gamification of Learning Revenue (Million USD) and Growth Rate (%) (2015-2020)
Figure 20. Global Gamification of Learning Revenue Market Share by Regions (2015-2020)
Figure 21. Global Gamification of Learning Revenue Market Share by Regions in 2018
Figure 22. North America Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 23. Europe Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 24. Asia-Pacific Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 25. South America Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 26. Middle East and Africa Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 27. North America Gamification of Learning Revenue Market Share by Countries (2015-2020)
Figure 28. North America Gamification of Learning Revenue Market Share by Countries in 2019
Figure 29. USA Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 30. Canada Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 31. Mexico Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 32. Europe Gamification of Learning Revenue Market Share by Countries (2015-2020)
Figure 33. Europe Gamification of Learning Revenue Market Share by Countries in 2019
Figure 34. Germany Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 35. UK Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 36. France Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 37. Russia Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 38. Italy Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 39. Asia-Pacific Gamification of Learning Revenue Market Share by Countries (2015-2020)
Figure 40. Asia-Pacific Gamification of Learning Revenue Market Share by Countries in 2019
Figure 41. China Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 42. Japan Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 43. Korea Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 44. India Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 45. Southeast Asia Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 46. South America Gamification of Learning Revenue Market Share by Countries (2015-2020)
Figure 47. South America Gamification of Learning Revenue Market Share by Countries in 2019
Figure 48. Brazil Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 49. Argentina Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 50. Middle East and Africa Gamification of Learning Revenue Market Share by Countries (2015-2020)
Figure 51. Middle East and Africa Gamification of Learning Revenue Market Share by Countries in 2019
Figure 52. Saudi Arabia Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 53. UAE Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 54. Egypt Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 55. South Africa Gamification of Learning Revenue and Growth Rate (2015-2020)
Figure 56. Global Gamification of Learning Revenue Share by Type (2015-2020)
Figure 57. Global Gamification of Learning Revenue Share by Type in 2019
Figure 58. Global Gamification of Learning Market Share Forecast by Type (2021-2025)
Figure 59. Global Cloud Revenue Growth Rate (2015-2020)
Figure 60. Global On-premises Revenue Growth Rate (2015-2020)
Figure 61. Global Gamification of Learning Revenue Share by Application (2015-2020)
Figure 62. Global Gamification of Learning Revenue Share by Application in 2019
Figure 63. Global Gamification of Learning Market Share Forecast by Application (2021-2025)
Figure 64. Global Academic Revenue Growth Rate (2015-2020)
Figure 65. Global Corporate Training Revenue Growth Rate (2015-2020)
Figure 66. Global Gamification of Learning Revenue (Million USD) and Growth Rate Forecast (2021-2025)
Figure 67. Global Gamification of Learning Revenue (Million USD) Forecast by Regions (2021-2025)
Figure 68. Global Gamification of Learning Revenue Market Share Forecast by Regions (2021-2025)
Figure 69. North America Gamification of Learning Revenue Market Forecast (2021-2025)
Figure 70. Europe Gamification of Learning Revenue Market Forecast (2021-2025)
Figure 71. Asia-Pacific Gamification of Learning Revenue Market Forecast (2021-2025)
Figure 72. South America Gamification of Learning Revenue Market Forecast (2021-2025)
Figure 73. Middle East and Africa Gamification of Learning Revenue Market Forecast (2021-2025)
Figure 74. Sales Channel: Direct Channel vs Indirect Channel