E-Learning Gamification market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global E-Learning Gamification market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028. Segment by Type Cloud Based On-Premise Segment by Application K-12 education Higher education By Company Badgeville BI WORLDWIDE Classcraft Studios Microsoft SAP MPS Interactive Systems D2L Corporation Top Hat Cognizant Recurrence Inc. Fundamentor Gametize GradeCraft Kuato Studios Kungfu-Math By Region North America United States Canada Europe Germany France UK Italy Russia Nordic Countries Rest of Europe Asia-Pacific China Japan South Korea Southeast Asia India Australia Rest of Asia Latin America Mexico Brazil Rest of Latin America Middle East & Africa Turkey Saudi Arabia UAE Rest of MEA
1 Report Business Overview 1.1 Study Scope 1.2 Market Analysis by Type 1.2.1 Global E-Learning Gamification Market Size Growth Rate by Type, 2017 VS 2021 VS 2028 1.2.2 Cloud Based 1.2.3 On-Premise 1.3 Market by Application 1.3.1 Global E-Learning Gamification Market Size Growth Rate by Application, 2017 VS 2021 VS 2028 1.3.2 K-12 education 1.3.3 Higher education 1.4 Study Objectives 1.5 Years Considered 2 Global Growth Trends 2.1 Global E-Learning Gamification Market Perspective (2017-2028) 2.2 E-Learning Gamification Growth Trends by Region 2.2.1 E-Learning Gamification Market Size by Region: 2017 VS 2021 VS 2028 2.2.2 E-Learning Gamification Historic Market Size by Region (2017-2022) 2.2.3 E-Learning Gamification Forecasted Market Size by Region (2023-2028) 2.3 E-Learning Gamification Market Dynamics 2.3.1 E-Learning Gamification Industry Trends 2.3.2 E-Learning Gamification Market Drivers 2.3.3 E-Learning Gamification Market Challenges 2.3.4 E-Learning Gamification Market Restraints 3 Competition Landscape by Key Players 3.1 Global Top E-Learning Gamification Players by Revenue 3.1.1 Global Top E-Learning Gamification Players by Revenue (2017-2022) 3.1.2 Global E-Learning Gamification Revenue Market Share by Players (2017-2022) 3.2 Global E-Learning Gamification Market Share by Company Type (Tier 1, Tier 2, and Tier 3) 3.3 Players Covered: Ranking by E-Learning Gamification Revenue 3.4 Global E-Learning Gamification Market Concentration Ratio 3.4.1 Global E-Learning Gamification Market Concentration Ratio (CR5 and HHI) 3.4.2 Global Top 10 and Top 5 Companies by E-Learning Gamification Revenue in 2021 3.5 E-Learning Gamification Key Players Head office and Area Served 3.6 Key Players E-Learning Gamification Product Solution and Service 3.7 Date of Enter into E-Learning Gamification Market 3.8 Mergers & Acquisitions, Expansion Plans 4 E-Learning Gamification Breakdown Data by Type 4.1 Global E-Learning Gamification Historic Market Size by Type (2017-2022) 4.2 Global E-Learning Gamification Forecasted Market Size by Type (2023-2028) 5 E-Learning Gamification Breakdown Data by Application 5.1 Global E-Learning Gamification Historic Market Size by Application (2017-2022) 5.2 Global E-Learning Gamification Forecasted Market Size by Application (2023-2028) 6 North America 6.1 North America E-Learning Gamification Market Size (2017-2028) 6.2 North America E-Learning Gamification Market Size by Type 6.2.1 North America E-Learning Gamification Market Size by Type (2017-2022) 6.2.2 North America E-Learning Gamification Market Size by Type (2023-2028) 6.2.3 North America E-Learning Gamification Market Share by Type (2017-2028) 6.3 North America E-Learning Gamification Market Size by Application 6.3.1 North America E-Learning Gamification Market Size by Application (2017-2022) 6.3.2 North America E-Learning Gamification Market Size by Application (2023-2028) 6.3.3 North America E-Learning Gamification Market Share by Application (2017-2028) 6.4 North America E-Learning Gamification Market Size by Country 6.4.1 North America E-Learning Gamification Market Size by Country (2017-2022) 6.4.2 North America E-Learning Gamification Market Size by Country (2023-2028) 6.4.3 U.S. 6.4.4 Canada 7 Europe 7.1 Europe E-Learning Gamification Market Size (2017-2028) 7.2 Europe E-Learning Gamification Market Size by Type 7.2.1 Europe E-Learning Gamification Market Size by Type (2017-2022) 7.2.2 Europe E-Learning Gamification Market Size by Type (2023-2028) 7.2.3 Europe E-Learning Gamification Market Share by Type (2017-2028) 7.3 Europe E-Learning Gamification Market Size by Application 7.3.1 Europe E-Learning Gamification Market Size by Application (2017-2022) 7.3.2 Europe E-Learning Gamification Market Size by Application (2023-2028) 7.3.3 Europe E-Learning Gamification Market Share by Application (2017-2028) 7.4 Europe E-Learning Gamification Market Size by Country 7.4.1 Europe E-Learning Gamification Market Size by Country (2017-2022) 7.4.2 Europe E-Learning Gamification Market Size by Country (2023-2028) 7.4.3 Germany 7.4.4 France 7.4.5 U.K. 7.4.6 Italy 7.4.7 Russia 7.4.8 Nordic Countries 8 Asia-Pacific 8.1 Asia-Pacific E-Learning Gamification Market Size (2017-2028) 8.2 Asia-Pacific E-Learning Gamification Market Size by Type 8.2.1 Asia-Pacific E-Learning Gamification Market Size by Type (2017-2022) 8.2.2 Asia-Pacific E-Learning Gamification Market Size by Type (2023-2028) 8.2.3 Asia-Pacific E-Learning Gamification Market Share by Type (2017-2028) 8.3 Asia-Pacific E-Learning Gamification Market Size by Application 8.3.1 Asia-Pacific E-Learning Gamification Market Size by Application (2017-2022) 8.3.2 Asia-Pacific E-Learning Gamification Market Size by Application (2023-2028) 8.3.3 Asia-Pacific E-Learning Gamification Market Share by Application (2017-2028) 8.4 Asia-Pacific E-Learning Gamification Market Size by Region 8.4.1 Asia-Pacific E-Learning Gamification Market Size by Region (2017-2022) 8.4.2 Asia-Pacific E-Learning Gamification Market Size by Region (2023-2028) 8.4.3 China 8.4.4 Japan 8.4.5 South Korea 8.4.6 Southeast Asia 8.4.7 India 8.4.8 Australia 9 Latin America 9.1 Latin America E-Learning Gamification Market Size (2017-2028) 9.2 Latin America E-Learning Gamification Market Size by Type 9.2.1 Latin America E-Learning Gamification Market Size by Type (2017-2022) 9.2.2 Latin America E-Learning Gamification Market Size by Type (2023-2028) 9.2.3 Latin America E-Learning Gamification Market Share by Type (2017-2028) 9.3 Latin America E-Learning Gamification Market Size by Application 9.3.1 Latin America E-Learning Gamification Market Size by Application (2017-2022) 9.3.2 Latin America E-Learning Gamification Market Size by Application (2023-2028) 9.3.3 Latin America E-Learning Gamification Market Share by Application (2017-2028) 9.4 Latin America E-Learning Gamification Market Size by Country 9.4.1 Latin America E-Learning Gamification Market Size by Country (2017-2022) 9.4.2 Latin America E-Learning Gamification Market Size by Country (2023-2028) 9.4.3 Mexico 9.4.4 Brazil 10 Middle East & Africa 10.1 Middle East & Africa E-Learning Gamification Market Size (2017-2028) 10.2 Middle East & Africa E-Learning Gamification Market Size by Type 10.2.1 Middle East & Africa E-Learning Gamification Market Size by Type (2017-2022) 10.2.2 Middle East & Africa E-Learning Gamification Market Size by Type (2023-2028) 10.2.3 Middle East & Africa E-Learning Gamification Market Share by Type (2017-2028) 10.3 Middle East & Africa E-Learning Gamification Market Size by Application 10.3.1 Middle East & Africa E-Learning Gamification Market Size by Application (2017-2022) 10.3.2 Middle East & Africa E-Learning Gamification Market Size by Application (2023-2028) 10.3.3 Middle East & Africa E-Learning Gamification Market Share by Application (2017-2028) 10.4 Middle East & Africa E-Learning Gamification Market Size by Country 10.4.1 Middle East & Africa E-Learning Gamification Market Size by Country (2017-2022) 10.4.2 Middle East & Africa E-Learning Gamification Market Size by Country (2023-2028) 10.4.3 Turkey 10.4.4 Saudi Arabia 10.4.5 UAE 11 Key Players Profiles 11.1 Badgeville 11.1.1 Badgeville Company Details 11.1.2 Badgeville Business Overview 11.1.3 Badgeville E-Learning Gamification Introduction 11.1.4 Badgeville Revenue in E-Learning Gamification Business (2017-2022) 11.1.5 Badgeville Recent Developments 11.2 BI WORLDWIDE 11.2.1 BI WORLDWIDE Company Details 11.2.2 BI WORLDWIDE Business Overview 11.2.3 BI WORLDWIDE E-Learning Gamification Introduction 11.2.4 BI WORLDWIDE Revenue in E-Learning Gamification Business (2017-2022) 11.2.5 BI WORLDWIDE Recent Developments 11.3 Classcraft Studios 11.3.1 Classcraft Studios Company Details 11.3.2 Classcraft Studios Business Overview 11.3.3 Classcraft Studios E-Learning Gamification Introduction 11.3.4 Classcraft Studios Revenue in E-Learning Gamification Business (2017-2022) 11.3.5 Classcraft Studios Recent Developments 11.4 Microsoft 11.4.1 Microsoft Company Details 11.4.2 Microsoft Business Overview 11.4.3 Microsoft E-Learning Gamification Introduction 11.4.4 Microsoft Revenue in E-Learning Gamification Business (2017-2022) 11.4.5 Microsoft Recent Developments 11.5 SAP 11.5.1 SAP Company Details 11.5.2 SAP Business Overview 11.5.3 SAP E-Learning Gamification Introduction 11.5.4 SAP Revenue in E-Learning Gamification Business (2017-2022) 11.5.5 SAP Recent Developments 11.6 MPS Interactive Systems 11.6.1 MPS Interactive Systems Company Details 11.6.2 MPS Interactive Systems Business Overview 11.6.3 MPS Interactive Systems E-Learning Gamification Introduction 11.6.4 MPS Interactive Systems Revenue in E-Learning Gamification Business (2017-2022) 11.6.5 MPS Interactive Systems Recent Developments 11.7 D2L Corporation 11.7.1 D2L Corporation Company Details 11.7.2 D2L Corporation Business Overview 11.7.3 D2L Corporation E-Learning Gamification Introduction 11.7.4 D2L Corporation Revenue in E-Learning Gamification Business (2017-2022) 11.7.5 D2L Corporation Recent Developments 11.8 Top Hat 11.8.1 Top Hat Company Details 11.8.2 Top Hat Business Overview 11.8.3 Top Hat E-Learning Gamification Introduction 11.8.4 Top Hat Revenue in E-Learning Gamification Business (2017-2022) 11.8.5 Top Hat Recent Developments 11.9 Cognizant 11.9.1 Cognizant Company Details 11.9.2 Cognizant Business Overview 11.9.3 Cognizant E-Learning Gamification Introduction 11.9.4 Cognizant Revenue in E-Learning Gamification Business (2017-2022) 11.9.5 Cognizant Recent Developments 11.10 Recurrence Inc. 11.10.1 Recurrence Inc. Company Details 11.10.2 Recurrence Inc. Business Overview 11.10.3 Recurrence Inc. E-Learning Gamification Introduction 11.10.4 Recurrence Inc. Revenue in E-Learning Gamification Business (2017-2022) 11.10.5 Recurrence Inc. Recent Developments 11.11 Fundamentor 11.11.1 Fundamentor Company Details 11.11.2 Fundamentor Business Overview 11.11.3 Fundamentor E-Learning Gamification Introduction 11.11.4 Fundamentor Revenue in E-Learning Gamification Business (2017-2022) 11.11.5 Fundamentor Recent Developments 11.12 Gametize 11.12.1 Gametize Company Details 11.12.2 Gametize Business Overview 11.12.3 Gametize E-Learning Gamification Introduction 11.12.4 Gametize Revenue in E-Learning Gamification Business (2017-2022) 11.12.5 Gametize Recent Developments 11.13 GradeCraft 11.13.1 GradeCraft Company Details 11.13.2 GradeCraft Business Overview 11.13.3 GradeCraft E-Learning Gamification Introduction 11.13.4 GradeCraft Revenue in E-Learning Gamification Business (2017-2022) 11.13.5 GradeCraft Recent Developments 11.14 Kuato Studios 11.14.1 Kuato Studios Company Details 11.14.2 Kuato Studios Business Overview 11.14.3 Kuato Studios E-Learning Gamification Introduction 11.14.4 Kuato Studios Revenue in E-Learning Gamification Business (2017-2022) 11.14.5 Kuato Studios Recent Developments 11.15 Kungfu-Math 11.15.1 Kungfu-Math Company Details 11.15.2 Kungfu-Math Business Overview 11.15.3 Kungfu-Math E-Learning Gamification Introduction 11.15.4 Kungfu-Math Revenue in E-Learning Gamification Business (2017-2022) 11.15.5 Kungfu-Math Recent Developments 12 Analyst's Viewpoints/Conclusions 13 Appendix 13.1 Research Methodology 13.1.1 Methodology/Research Approach 13.1.2 Data Source 13.2 Author Details 13.3 Disclaimer
List of Tables Table 1. Global E-Learning Gamification Market Size Growth Rate by Type (US$ Million), 2017 VS 2021 VS 2028 Table 2. Key Players of Cloud Based Table 3. Key Players of On-Premise Table 4. Global E-Learning Gamification Market Size Growth Rate by Application (US$ Million), 2017 VS 2021 VS 2028 Table 5. Global E-Learning Gamification Market Size by Region (US$ Million): 2017 VS 2021 VS 2028 Table 6. Global E-Learning Gamification Market Size by Region (2017-2022) & (US$ Million) Table 7. Global E-Learning Gamification Market Share by Region (2017-2022) Table 8. Global E-Learning Gamification Forecasted Market Size by Region (2023-2028) & (US$ Million) Table 9. Global E-Learning Gamification Market Share by Region (2023-2028) Table 10. E-Learning Gamification Market Trends Table 11. E-Learning Gamification Market Drivers Table 12. E-Learning Gamification Market Challenges Table 13. E-Learning Gamification Market Restraints Table 14. Global E-Learning Gamification Revenue by Players (2017-2022) & (US$ Million) Table 15. Global E-Learning Gamification Revenue Share by Players (2017-2022) Table 16. Global Top E-Learning Gamification by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in E-Learning Gamification as of 2021) Table 17. Ranking of Global Top E-Learning Gamification Companies by Revenue (US$ Million) in 2021 Table 18. Global 5 Largest Players Market Share by E-Learning Gamification Revenue (CR5 and HHI) & (2017-2022) Table 19. Key Players Headquarters and Area Served Table 20. Key Players E-Learning Gamification Product Solution and Service Table 21. Date of Enter into E-Learning Gamification Market Table 22. Mergers & Acquisitions, Expansion Plans Table 23. Global E-Learning Gamification Market Size by Type (2017-2022) & (US$ Million) Table 24. Global E-Learning Gamification Revenue Market Share by Type (2017-2022) Table 25. Global E-Learning Gamification Forecasted Market Size by Type (2023-2028) & (US$ Million) Table 26. Global E-Learning Gamification Revenue Market Share by Type (2023-2028) Table 27. Global E-Learning Gamification Market Size by Application (2017-2022) & (US$ Million) Table 28. Global E-Learning Gamification Revenue Share by Application (2017-2022) Table 29. Global E-Learning Gamification Forecasted Market Size by Application (2023-2028) & (US$ Million) Table 30. Global E-Learning Gamification Revenue Share by Application (2023-2028) Table 31. North America E-Learning Gamification Market Size by Type (2017-2022) & (US$ Million) Table 32. North America E-Learning Gamification Market Size by Type (2023-2028) & (US$ Million) Table 33. North America E-Learning Gamification Market Size by Application (2017-2022) & (US$ Million) Table 34. North America E-Learning Gamification Market Size by Application (2023-2028) & (US$ Million) Table 35. North America E-Learning Gamification Market Size by Country (2017-2022) & (US$ Million) Table 36. North America E-Learning Gamification Market Size by Country (2023-2028) & (US$ Million) Table 37. Europe E-Learning Gamification Market Size by Type (2017-2022) & (US$ Million) Table 38. Europe E-Learning Gamification Market Size by Type (2023-2028) & (US$ Million) Table 39. Europe E-Learning Gamification Market Size by Application (2017-2022) & (US$ Million) Table 40. Europe E-Learning Gamification Market Size by Application (2023-2028) & (US$ Million) Table 41. Europe E-Learning Gamification Market Size by Country (2017-2022) & (US$ Million) Table 42. Europe E-Learning Gamification Market Size by Country (2023-2028) & (US$ Million) Table 43. Asia Pacific E-Learning Gamification Market Size by Type (2017-2022) & (US$ Million) Table 44. Asia Pacific E-Learning Gamification Market Size by Type (2023-2028) & (US$ Million) Table 45. Asia Pacific E-Learning Gamification Market Size by Application (2017-2022) & (US$ Million) Table 46. Asia Pacific E-Learning Gamification Market Size by Application (2023-2028) & (US$ Million) Table 47. Asia Pacific E-Learning Gamification Market Size by Region (2017-2022) & (US$ Million) Table 48. Asia Pacific E-Learning Gamification Market Size by Region (2023-2028) & (US$ Million) Table 49. Latin America E-Learning Gamification Market Size by Type (2017-2022) & (US$ Million) Table 50. Latin America E-Learning Gamification Market Size by Type (2023-2028) & (US$ Million) Table 51. Latin America E-Learning Gamification Market Size by Application (2017-2022) & (US$ Million) Table 52. Latin America E-Learning Gamification Market Size by Application (2023-2028) & (US$ Million) Table 53. Latin America E-Learning Gamification Market Size by Country (2017-2022) & (US$ Million) Table 54. Latin America E-Learning Gamification Market Size by Country (2023-2028) & (US$ Million) Table 55. Middle East and Africa E-Learning Gamification Market Size by Type (2017-2022) & (US$ Million) Table 56. Middle East and Africa E-Learning Gamification Market Size by Type (2023-2028) & (US$ Million) Table 57. Middle East and Africa E-Learning Gamification Market Size by Application (2017-2022) & (US$ Million) Table 58. Middle East and Africa E-Learning Gamification Market Size by Application (2023-2028) & (US$ Million) Table 59. Middle East and Africa E-Learning Gamification Market Size by Country (2017-2022) & (US$ Million) Table 60. Middle East and Africa E-Learning Gamification Market Size by Country (2023-2028) & (US$ Million) Table 61. Badgeville Company Details Table 62. Badgeville Business Overview Table 63. Badgeville E-Learning Gamification Product Table 64. Badgeville Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 65. Badgeville Recent Developments Table 66. BI WORLDWIDE Company Details Table 67. BI WORLDWIDE Business Overview Table 68. BI WORLDWIDE E-Learning Gamification Product Table 69. BI WORLDWIDE Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 70. BI WORLDWIDE Recent Developments Table 71. Classcraft Studios Company Details Table 72. Classcraft Studios Business Overview Table 73. Classcraft Studios E-Learning Gamification Product Table 74. Classcraft Studios Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 75. Classcraft Studios Recent Developments Table 76. Microsoft Company Details Table 77. Microsoft Business Overview Table 78. Microsoft E-Learning Gamification Product Table 79. Microsoft Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 80. Microsoft Recent Developments Table 81. SAP Company Details Table 82. SAP Business Overview Table 83. SAP E-Learning Gamification Product Table 84. SAP Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 85. SAP Recent Developments Table 86. MPS Interactive Systems Company Details Table 87. MPS Interactive Systems Business Overview Table 88. MPS Interactive Systems E-Learning Gamification Product Table 89. MPS Interactive Systems Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 90. MPS Interactive Systems Recent Developments Table 91. D2L Corporation Company Details Table 92. D2L Corporation Business Overview Table 93. D2L Corporation E-Learning Gamification Product Table 94. D2L Corporation Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 95. D2L Corporation Recent Developments Table 96. Top Hat Company Details Table 97. Top Hat Business Overview Table 98. Top Hat E-Learning Gamification Product Table 99. Top Hat Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 100. Top Hat Recent Developments Table 101. Cognizant Company Details Table 102. Cognizant Business Overview Table 103. Cognizant E-Learning Gamification Product Table 104. Cognizant Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 105. Cognizant Recent Developments Table 106. Recurrence Inc. Company Details Table 107. Recurrence Inc. Business Overview Table 108. Recurrence Inc. E-Learning Gamification Product Table 109. Recurrence Inc. Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 110. Recurrence Inc. Recent Developments Table 111. Fundamentor Company Details Table 112. Fundamentor Business Overview Table 113. Fundamentor E-Learning Gamification Product Table 114. Fundamentor Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 115. Fundamentor Recent Developments Table 116. Gametize Company Details Table 117. Gametize Business Overview Table 118. Gametize E-Learning Gamification Product Table 119. Gametize Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 120. Gametize Recent Developments Table 121. GradeCraft Company Details Table 122. GradeCraft Business Overview Table 123. GradeCraft E-Learning Gamification Product Table 124. GradeCraft Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 125. GradeCraft Recent Developments Table 126. Kuato Studios Company Details Table 127. Kuato Studios Business Overview Table 128. Kuato Studios E-Learning Gamification Product Table 129. Kuato Studios Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 130. Kuato Studios Recent Developments Table 131. Kungfu-Math Company Details Table 132. Kungfu-Math Business Overview Table 133. Kungfu-Math E-Learning Gamification Product Table 134. Kungfu-Math Revenue in E-Learning Gamification Business (2017-2022) & (US$ Million) Table 135. Kungfu-Math Recent Developments Table 136. Research Programs/Design for This Report Table 137. Key Data Information from Secondary Sources Table 138. Key Data Information from Primary Sources List of Figures Figure 1. Global E-Learning Gamification Market Share by Type: 2021 VS 2028 Figure 2. Cloud Based Features Figure 3. On-Premise Features Figure 4. Global E-Learning Gamification Market Share by Application: 2021 VS 2028 Figure 5. K-12 education Case Studies Figure 6. Higher education Case Studies Figure 7. E-Learning Gamification Report Years Considered Figure 8. Global E-Learning Gamification Market Size (US$ Million), Year-over-Year: 2017-2028 Figure 9. Global E-Learning Gamification Market Size, (US$ Million), 2017 VS 2021 VS 2028 Figure 10. Global E-Learning Gamification Market Share by Region: 2021 VS 2028 Figure 11. Global E-Learning Gamification Market Share by Players in 2021 Figure 12. Global Top E-Learning Gamification Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in E-Learning Gamification as of 2021) Figure 13. The Top 10 and 5 Players Market Share by E-Learning Gamification Revenue in 2021 Figure 14. North America E-Learning Gamification Market Size YoY (2017-2028) & (US$ Million) Figure 15. North America E-Learning Gamification Market Size Market Share by Type (2017-2028) Figure 16. North America E-Learning Gamification Market Size Market Share by Application (2017-2028) Figure 17. North America E-Learning Gamification Market Size Share by Country (2017-2028) Figure 18. United States E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 19. Canada E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 20. Europe E-Learning Gamification Market Size YoY (2017-2028) & (US$ Million) Figure 21. Europe E-Learning Gamification Market Size Market Share by Type (2017-2028) Figure 22. Europe E-Learning Gamification Market Size Market Share by Application (2017-2028) Figure 23. Europe E-Learning Gamification Market Size Share by Country (2017-2028) Figure 24. Germany E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 25. France E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 26. U.K. E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 27. Italy E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 28. Russia E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 29. Nordic Countries E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 30. Asia-Pacific E-Learning Gamification Market Size YoY (2017-2028) & (US$ Million) Figure 31. Asia Pacific E-Learning Gamification Market Size Market Share by Type (2017-2028) Figure 32. Asia Pacific E-Learning Gamification Market Size Market Share by Application (2017-2028) Figure 33. Asia Pacific E-Learning Gamification Market Size Share by Region (2017-2028) Figure 34. China E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 35. Japan E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 36. South Korea E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 37. Southeast Asia E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 38. India E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 39. Australia E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) List of Figures Figure 40. Latin America E-Learning Gamification Market Size YoY (2017-2028) & (US$ Million) Figure 41. Latin America E-Learning Gamification Market Size Market Share by Type (2017-2028) Figure 42. Latin America E-Learning Gamification Market Size Market Share by Application (2017-2028) Figure 43. Latin America E-Learning Gamification Market Size Share by Country (2017-2028) Figure 44. Mexico E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 45. Brazil E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 46. Middle East & Africa E-Learning Gamification Market Size YoY (2017-2028) & (US$ Million) Figure 47. Middle East and Africa E-Learning Gamification Market Size Market Share by Type (2017-2028) Figure 48. Middle East and Africa E-Learning Gamification Market Size Market Share by Application (2017-2028) Figure 49. Middle East and Africa E-Learning Gamification Market Size Share by Country (2017-2028) Figure 50. Turkey E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 51. Saudi Arabia E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 52. UAE E-Learning Gamification Market Size YoY Growth (2017-2028) & (US$ Million) Figure 53. Badgeville Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 54. BI WORLDWIDE Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 55. Classcraft Studios Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 56. Microsoft Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 57. SAP Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 58. MPS Interactive Systems Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 59. D2L Corporation Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 60. Top Hat Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 61. Cognizant Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 62. Recurrence Inc. Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 63. Fundamentor Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 64. Gametize Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 65. GradeCraft Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 66. Kuato Studios Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 67. Kungfu-Math Revenue Growth Rate in E-Learning Gamification Business (2017-2022) Figure 68. Bottom-up and Top-down Approaches for This Report Figure 69. Data Triangulation Figure 70. Key Executives Interviewed