Global Digital Badges Market Size Study, by Type (Virtual Badges, Real Badges) by Application (Military, Entertainment Games, Education, Others) by Regional Forecasts 2017-2025

  • Product Code:
    RP-ID-10013293
  • Published Date:
    21 Oct 2022
  • Region:
    Global
  • Pages:
    180
  • Category:
    ICT & Telecom
  • Publisher:
    Pub-ID-14

Impact Analysis on the Growth of Market

Inflation and Looming Recession to Haunt Businesses:

In 2022 & 2023, market players expected to sail in rough waters; might incur losses due to huge gap in currency translation followed by contracting revenues, shrinking profit margins & cost pressure on logistics and supply chain. Further, U.S. economy is expected to grow merely by 3% in 2022.

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The Research Report is Updated with 2022 Base Year, 2023 Estimated year and Forecast till 2035 with Market Insights.


With the dip in global production, the GDP has contracted in 2020 and impacted the market across the world. Upon placing a Sample Request, you will receive an updated report with 2022 as base year, 2023 as estimated year and forecast to 2035. This will have market drivers, recovery rate in the market, insights and competitive analysis.



Market Overview:

Translate Report

Global Digital Badges Market valued approximately USD xx billion in 2016 is anticipated to grow with a healthy growth rate of more than 29.3% over the forecast period 2017-2025. Increased emphasis on gamification, the concept of experimental learning through the elements of games and gamification is gaining traction in the market. This led to an increase in incorporation of elements of gamification in the curriculum of many educational institutions, especially the ones catering to the K-12 sector. Certain games mechanics such as points, badges, and other virtual reward systems are involved in the gamification of classes and content. The advent of e-learning and online learning is another factor that has kickstarted the concept of gamification. Such technologies enable parents and students to compare the learning processes with peers and conduct self-assessment of their performance in the classroom
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Type:
 Virtual Badges
 Real Badges
By Application:

 Military
 Entertainment Game
 Education
 Other

By Regions:
 North America
o U.S.
o Canada
 Europe
o UK
o Germany
 Asia Pacific
o China
o India
o Japan
 Latin America
o Brazil
o Mexico
 Rest of the World

Furthermore, years considered for the study are as follows:

Historical year - 2015
Base year - 2016
Forecast period - 2017 to 2025

Some of the key manufacturers involved in the market are Youtopia, Badge craft, Pearson Education, Make waves, Basno. Acquisitions and effective mergers are some of the strategies adopted by the key manufacturers. New product launches and continuous technological innovations are the key strategies adopted by the major players.

Target Audience of the Global Digital Badges Market in Market Study:

 Key Consulting Companies & Advisors
 Large, medium-sized, and small enterprises
 Venture capitalists
 Value-Added Resellers (VARs)
 Third-party knowledge providers
 Investment bankers
 Investors


Geography Analysis:


The report further discusses the market opportunity, compound annual growth rate (CAGR) growth rate, competition, new technology innovations, market players analysis, government guidelines, export and import (EXIM) analysis, historical revenues, future forecasts etc. in the following regions and/or countries:

  • North America (U.S. & Canada) Market Size, Y-O-Y Growth, Market Players Analysis & Opportunity Outlook
  • Latin America (Brazil, Mexico, Argentina, Rest of Latin America) Market Size, Y-O-Y Growth & Market Players Analysis & Opportunity Outlook
  • Europe (U.K., Germany, France, Italy, Spain, Hungary, Belgium, Netherlands & Luxembourg, NORDIC(Finland, Sweden, Norway, Denmark), Ireland, Switzerland, Austria, Poland, Turkey, Russia, Rest of Europe), Poland, Turkey, Russia, Rest of Europe) Market Size, Y-O-Y Growth Market Players Analys  & Opportunity Outlook
  • Asia-Pacific (China, India, Japan, South Korea, Singapore, Indonesia, Malaysia, Australia, New Zealand, Rest of Asia-Pacific) Market Size, Y-O-Y Growth & Market Players Analysis & Opportunity Outlook
  • Middle East and Africa  (Israel, GCC (Saudi Arabia, UAE, Bahrain, Kuwait, Qatar, Oman), North Africa, South Africa, Rest of Middle East and Africa) Market Size, Y-O-Y Growth Market Players Analysis & Opportunity Outlook

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Open Badge Factory
Pearson Education
Youtopia
BadgeCraft
Forallsystems
Makewaves
Basno
Mozilla
Concentric Sky
IMS Global Learning Consortium
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