Miami (USA) | Companies worldwide are increasingly convinced of the added value of using gamification in eLearning scenarios and are using it more and more in corporate learning. Numerous market research companies have documented this trend. This is also the case with the US analyst QYREPORTS. In its recently published forecast “Global E-Learning Gamification Market Research Report 2020-2027”, QYREPORTS assumes an average annual growth rate of 8%. Others are even more optimistic about the future growth of the market segment. For example, the U.S.-based analyst Research N Reports currently confirms that the market is growing at an annual rate of 15 %, while the Indian market researcher MarketsandMarkets expects annual growth of 32 %. MarketsandMarkets expects the eLearning gamification market to generate annual revenues of USD 1.8 billion by the end of 2023. The higher growth estimate for the global market by MarketsandMarkets in India is no coincidence, as the Asia-Pacific region is expected to experience the most dynamic market growth.
But what are the common elements of gamification in eLearning learning scenarios? – For example, the possibility of acquiring badges or advancing through learning level by level. This is intended to motivate learners to learn in the long term. And, of course, spend as much time as possible on it.
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