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The global education gamification market is anticipated to grow rapidly and will post a CAGR of more than 68% during the forecast period. The growing improvements in game development engines will drive the growth of the gamification market size during the forecast period. The purpose of the game engine is to develop games, which are developed using advanced technologies that target mobile, online, and desktop platforms. Also, since game engines provide a built-in functionality, developers can spend more time building the game and improving the nuances. Also, they also provide core functionalities such as the sound, animation, artificial intelligence, networking, and scripting. Furthermore, with the evolving game design engines, the vendors in the education gamification market obtains advanced tools to incorporate more functionalities and graphics into both serious and simulation games. For instance, the Unity 3D and Unreal Development Kit engines are used to for building games with better quality in features. Moreover, the increasing technological development in the gaming sector will encourage the small and medium-sized education gamification companies to enter the education market.
The rising use of augmented reality (AR) and virtual reality (VR) in the education gamification sector will drive the growth prospects for the global education gamification market during the forecast period. VR and AR applications are used to provide interactive and immersive experiences using digital platforms. Also, the education gamification in VR and AR will increase with the growing adoption of products like the Google Cardboard or Oculus Rift. Furthermore, they can enhance education by improving kinesthetic experiences, which can increase motivation, retention rates, and engagement in students.
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Market research methodology
PART 04: Introduction
PART 05: Market landscape
PART 06: Market segmentation by end-user
PART 07: Geographical segmentation
PART 08: Market drivers
PART 09: Impact of drivers
PART 10: Market challenges
PART 11: Impact of drivers and challenges
PART 12: Market trends
PART 13: Vendor landscape
PART 14: Key vendor analysis
PART 15: Appendix
PART 16: Explore Technavio
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