세계의 학습용 게이미피케이션 시장 보고서(2025년)
Gamification In Learning Global Market Report 2025
상품코드 : 1760118
리서치사 : The Business Research Company
발행일 : On Demand Report
페이지 정보 : 영문 175 Pages
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한글목차

학습용 게이미피케이션 시장 규모는 향후 수년간 비약적인 성장이 전망됩니다. 2029년에는 CAGR 25.8%로 성장할 전망이며, 68억 8,000만 달러로 성장이 예측됩니다. 예측 기간의 성장 예측은 AI 통합 증가, 기업 교육 확대, 원격 학습 대두, 학습자 동기 부여 증가, 몰입형 기술 채택 증가 등에 기인하고 있습니다. 이 기간 예상되는 주요 동향으로는 모바일 학습 기술 진보, 데이터 분석 통합, 기술 주도의 개인화된 학습 경험, 가상현실 및 증강현실 개발, 클라우드 기반 학습 플랫폼의 진보 등이 있습니다.

e러닝의 채용 확대가 향후 학습용 게이미피케이션 시장의 확대를 견인할 것으로 예측됩니다. e-러닝이란 디지털 플랫폼을 통해 교육 콘텐츠와 지도를 제공하여 인터넷을 통한 원격학습이나 자신의 페이스로 학습할 수 있도록 하는 것을 말합니다. e-러닝의 인기는 학습자가 언제 어디서나 코스에 접근할 수 있는 유연성에 의해 높아지고 있으며, 일정과 장소가 다른 개인도 교육을 받기 쉽게 되어 있습니다. 게이미피케이션은 보상, 과제, 피드백과 같은 게임적 요소를 도입함으로써 e-러닝을 강화하고, 인게이지먼트, 모티베이션, 참가 의욕, 학습 성과를 높입니다. 예를 들어 2024년 1월 벨기에에 본부를 둔 유럽위원회 보고서에 따르면 2023년 유럽연합(EU) 16세에서 74세 사이의 인터넷 사용자의 30%가 지난 3개월 동안 온라인 코스를 수강하거나 디지털 교재를 이용했으며 2022년 28%에서 2% 증가한 것으로 나타났습니다. 따라서 이러닝의 증가는 학습에서 게이미피케이션 시장의 성장을 촉진할 것으로 예상됩니다.

학습용 게이미피케이션 시장의 주된 기업은 AI 모델의 개발과 배치를 효율화하기 위해서, AI 플랫폼 등의 고급 기술 솔루션의 개발에 주력하고 있습니다. AI 플랫폼은 AI 애플리케이션과 모델의 개발, 전개, 관리에 필요한 툴과 리소스를 제공하는 소프트웨어 환경입니다. 예를 들면, 미국을 거점으로 하는 소프트웨어 회사 EON Reality는 2024년 11월, 인공지능 및 게이미피케이션을 통합해, 모든 연령의 학습자에게 개인화된 매력적인 학습 경험을 제공하는 AI 플랫폼 'Adaptive Gamified Learning Paths'를 발표했습니다. 이 플랫폼은 AI 알고리즘을 사용해 각 학습자의 퍼포먼스, 기호, 인게이지먼트를 평가하고 개별 요구에 맞게 콘텐츠를 조정합니다. 교재는 실시간으로 동적으로 조정되며 포인트, 배지, 리더보드, 과제 등 게임메카닉스를 접목해 학습효과를 높입니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향 및 전략

제4장 시장-금리, 인플레이션, 지정학, 무역전쟁 및 관세, 코로나 시기 및 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석 및 전략 분석 프레임워크

제6장 시장 세분화

제7장 지역별 및 국가별 분석

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도 및 기업 프로파일

제31장 기타 주요 기업 및 혁신 기업

제32장 세계 시장 경쟁 벤치마킹 및 대시보드

제33장 주요 인수합병(M&A)

제34장 최근 시장 동향

제35장 시장의 잠재력이 높은 국가, 부문 및 전략

제36장 부록

AJY
영문 목차

영문목차

Gamification in learning refers to the incorporation of game design elements, such as points, levels, challenges, rewards, and competition, into educational environments to boost learner engagement, motivation, and participation. It transforms traditional learning experiences into more dynamic and enjoyable activities, encouraging learners to take an active role in their education. By tapping into the natural human inclination for achievement and play, gamification promotes deeper understanding, enhances knowledge retention, and supports goal-oriented behavior.

Key institutions utilizing gamification in learning include vocational training centers, K-12 schools, higher education institutions, and online learning platforms. Vocational training centers offer practical, skills-based education focused on specific trades or professions. Gamification is applied in various corporate training settings, such as employee onboarding, sales training, technical skills development, leadership and management training, as well as nutrition, fitness, medical certification, and mental health programs. It is also used for consumer engagement and marketing, including community-building initiatives, brand loyalty programs, product knowledge training, and customer feedback and education.

The gamification in learning market research report is one of a series of new reports from The Business Research Company that provides gamification in learning market statistics, including gamification in learning industry global market size, regional shares, competitors with a gamification in learning market share, detailed gamification in learning market segments, market trends and opportunities, and any further data you may need to thrive in the gamification in learning industry. This gamification in learning market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The gamification in learning market size has grown exponentially in recent years. It will grow from $2.18 billion in 2024 to $2.75 billion in 2025 at a compound annual growth rate (CAGR) of 26.2%. The growth during the historic period can be attributed to factors such as increased learner engagement, the growing adoption of mobile technology, heightened psychological awareness, rising investments in edtech, and the growing trend of personalized learning.

The gamification in learning market size is expected to see exponential growth in the next few years. It will grow to $6.88 billion in 2029 at a compound annual growth rate (CAGR) of 25.8%. The projected growth in the forecast period can be attributed to the increasing integration of AI, the expansion of corporate training, the rise of remote learning, growing learner motivation, and the increasing adoption of immersive technologies. Key trends expected during this period include advancements in mobile learning technologies, the integration of data analytics, technology-driven personalized learning experiences, developments in virtual and augmented reality, and advancements in cloud-based learning platforms.

The growing adoption of e-learning is expected to drive the expansion of the gamification in learning market in the future. E-learning refers to the delivery of educational content and instruction through digital platforms, enabling remote and self-paced learning via the internet. The popularity of e-learning is rising due to its flexibility, allowing learners to access courses at any time and from anywhere, making education more accessible to individuals with varying schedules and locations. Gamification enhances e-learning by introducing game-like elements, such as rewards, challenges, and feedback, which increase engagement, motivation, participation, and learning outcomes. For example, in January 2024, a report from the European Commission, a Belgium-based governing body, revealed that in 2023, 30% of internet users in the European Union aged 16 to 74 had taken an online course or used digital learning materials in the past three months, marking a 2% increase from 28% in 2022. Therefore, the rise in e-learning is expected to drive the growth of the gamification in learning market.

Key players in the gamification in learning market are focusing on developing advanced technological solutions, such as AI platforms, to streamline the development and deployment of AI models. AI platforms are software environments that provide the tools and resources necessary to develop, deploy, and manage AI applications and models. For example, in November 2024, EON Reality, a U.S.-based software company, introduced Adaptive Gamified Learning Paths, an AI platform that integrates artificial intelligence with gamification to provide personalized and engaging learning experiences for learners of all ages. This platform uses AI algorithms to assess each learner's performance, preferences, and engagement, tailoring content to individual needs. It dynamically adjusts educational materials in real-time, incorporating game mechanics such as points, badges, leaderboards, and challenges to enhance the learning journey.

In July 2023, Naseej, a Saudi Arabia-based technology company, acquired a majority stake in Appsinnovate for an undisclosed amount. This acquisition strengthens Naseej's ability to offer interactive and engaging learning experiences to its higher education and enterprise clients. Appsinnovate, an Egypt-based provider of gamification in learning, will enable Naseej to expand its portfolio of gamified educational solutions.

Major players in the gamification in learning market are Microsoft Corporation, Cognizant Technology Solutions Corporation, Duolingo Inc., MPS Interactive Systems Ltd., EI Technologies, ELB Learning (formerly known as eLearning Brothers), Ambition Software, Allen Communication Learning Services, CommLab India Pvt. Ltd., Keeves Technologies Pvt. Ltd., SweetRush Inc., Learning Pool Ltd., VK Creative Learning Solutions, Bunchball Inc., International Business Machines Corporation, eWyse Technologies, QuoDeck Technologies Pvt. Ltd., GameApp Studios, Indusgeeks Solutions Pvt. Ltd., Edurigo Technologies Pvt. Ltd.

North America was the largest region in the gamification in learning market in 2024. The regions covered in gamification in learning report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the gamification in learning market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The gamification in learning market consists of revenues earned by entities by providing services such as learning management system integration, interactive assessments and quizzes, progress tracking and analytics. The market value includes the value of related goods sold by the service provider or included within the service offering. The gamification in learning market also includes sales of educational games, gamified mobile apps, simulation-based learning tools and interactive ebooks. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Gamification In Learning Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on gamification in learning market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

Where is the largest and fastest growing market for gamification in learning ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The gamification in learning market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

Scope

Table of Contents

1. Executive Summary

2. Gamification In Learning Market Characteristics

3. Gamification In Learning Market Trends And Strategies

4. Gamification In Learning Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Gamification In Learning Growth Analysis And Strategic Analysis Framework

6. Gamification In Learning Market Segmentation

7. Gamification In Learning Market Regional And Country Analysis

8. Asia-Pacific Gamification In Learning Market

9. China Gamification In Learning Market

10. India Gamification In Learning Market

11. Japan Gamification In Learning Market

12. Australia Gamification In Learning Market

13. Indonesia Gamification In Learning Market

14. South Korea Gamification In Learning Market

15. Western Europe Gamification In Learning Market

16. UK Gamification In Learning Market

17. Germany Gamification In Learning Market

18. France Gamification In Learning Market

19. Italy Gamification In Learning Market

20. Spain Gamification In Learning Market

21. Eastern Europe Gamification In Learning Market

22. Russia Gamification In Learning Market

23. North America Gamification In Learning Market

24. USA Gamification In Learning Market

25. Canada Gamification In Learning Market

26. South America Gamification In Learning Market

27. Brazil Gamification In Learning Market

28. Middle East Gamification In Learning Market

29. Africa Gamification In Learning Market

30. Gamification In Learning Market Competitive Landscape And Company Profiles

31. Gamification In Learning Market Other Major And Innovative Companies

32. Global Gamification In Learning Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Gamification In Learning Market

34. Recent Developments In The Gamification In Learning Market

35. Gamification In Learning Market High Potential Countries, Segments and Strategies

36. Appendix

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