Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 89 percent of employees stated that they would probably be more productive and get better results if their work were more game-like.
Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 59 percent of employees stated that they were awarded points by an app or software at work.
During a global survey carried out in July and August 2021, leaders within the sport industry were asked how gamification would impact traditional/physical sports. Almost three-quarters of respondents stated that gamification would attract younger participants, while **** percent claimed that it would foster an interactive viewership experience of physical sports.
According to a survey carried out in 2023, among selected countries in the Asia-Pacific region, Thailand was the country with the highest share of consumers willing or already participating in games, contests, or challenges through a grocery's loyalty program, with ** percent of respondents stating so. Malaysia followed with a share of ** percent, while Australians were a little less keen in participating with a share of ** percent stating so.
Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 78 percent of employees stated that they would be more inclined to work for a company if that company had gamification during the recruitment process.
In 2019, more than a ***** of employees of Italian companies had an average level of knowledge of gamification strategies applied to business. According to the survey, about ** percent of interviewees claimed to have this specific level of knowledge regarding the selected topic. On the other hand, Italian employees with an advance knowledge of gamification applied to business accounted for ** percent of the total respondents.
Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 33 percent of employees stated that they would like to see more game-like effects in training software.
In 2024, a YourView survey found that loyalty programs offering rewards and discounts were the most appealing gamification technique for shoppers in South Africa, with a share of 34 percent. Mobile apps with gamified features and social media engagement activities followed with 11 percent each.
In 2022, research ************ was the most used emerging research approach in the market research industry worldwide. During the survey, almost ** percent of respondents stated that they used research gamification surveys to conduct market research.
According to a survey conducted in spring 2021, virtual online games used by luxury brands to interact with their customers seemed to be of high relevance for respondents from the United States as well as from China. Around half of the respondents from both countries knew about online games for luxury brand customers.
In July 2024, Duolingo was the most popular language learning app worldwide based on monthly downloads, with around 14.3 million users downloading the app to their mobile devices during the month. Lingutown was the second most popular language learning app in the examined period, with almost two million downloads. Language learning apps focusing on language acquisition for children were also popular, with children-specific app Buddy.ai: Buddy.ai: Fun Learning Games generating 1.63 million downloads worldwide. Language learning apps, which combine learning gamification with language acquisition, have become an increasingly popular method to learn and practice a foreign language for both adults and kids.
As of June 2023, convenience was a major driving force behind app usage for global Boomers. According to a survey of global app users, ** percent of users in the Boomer age group reported using their favorite apps because they were easy to use, while ** percent reported these apps simplified their lives. Having access to fresh and entertaining content was an important usage factor for ** percent of Gen Z users, while community, connection, and gamification was behind app usage for ** percent of users in the same demographic group.
According to a global survey carried out in July and August 2021, over 70 percent of leaders within the sport industry stated that innovating physical sport through gamification/connected technology was the greatest opportunity for physical and traditional sports in the gaming space. Meanwhile, 20.7 percent of respondents believed that video gaming experiences inspired from physical sport should be developed.
The popularity of e-commerce platform Temu has been surging since its debut in the fall of 2022. In May 2025, the app was downloaded about **** million times all over the world, making it more popular than Amazon’s marketplace app. What is Temu? Temu, which is owned by the Chinese online retailer PDD Holdings, has successfully replicated the meteoric growth of its sister app Pinduoduo in overseas markets through effective marketing campaigns. Focusing on providing low-cost products with free and fast shipping, Temu has emerged as a wallet-saving alternative amidst rising inflation. The newcomer has also followed the playbook of Pinduoduo, such as gamification features and personalized purchase recommendations, to make shopping on mobile more fun. Who is using Temu? These strategies work. In the first five months of 2023, Temu generated over *** billion U.S. dollars in gross merchandise volume. It has caught the eye of inflation-weary shoppers in the West, particularly young people in the United States and Mexico. In 2024, Temu was the most downloaded shopping app in the United States.
Douyin, the original Chinese version of TikTok developed by Bytedance, remained as the leader in China’s short-formed video scene. In November 2024, the app boasted to have 766.5 million active users across the country. Its closest rival, Kuaishou experienced a modest rebound in active users, reaching 497 million. Douyin’s popularity Since its debut in 2016, Douyin has stood out from the crowd with its comprehensive feature set, such as editing tools, filters, and effects, as well as its interactive social component. The platform's algorithm and AI technology have also been instrumental in personalizing content and surfacing viral content. Apart from Douyin, Bytedance also owned other beloved short video platforms Xigua Video and Huoshan Video. Kuaishou on the rise Launched in 2011, Kuaishou offers similar features as Douyin, but with an additional live streaming feature. The second most used short video app has become the favorite among rural users. Its gamification features, such as virtual gifts and rewards, have been particularly effective in driving user engagement and spending. In 2023, the company achieved a total revenue of 113 billion yuan.
Most founders of online schools and creators of eLearning courses in Russia implemented gamification in their work as of 2020. Chatbots was the second most commonly used technology, named by ** percent of respondents.
During a survey among internal communications (IC) professionals in Brazil at the end of 2023, approximately ** percent of respondents said they used or planned to use artificial intelligence (AI). Gamification and chatbots followed, mentioned by ** and ** percent of the interviewees, respectively. According to the same study, about **** out of 10 CEOs in Brazil valued internal communications.
Peloton saw the number of subscriptions to its online services increase more than ******* from 2018 to 2024. In 2024, the company boasted over **** million connected fitness subscriptions, up from approximately *** thousand in 2018. Peloton is a fitness and technology company offering exercise equipment such as stationary bikes, treadmills, and indoor rowers. How profitable is Peloton? Peloton’s revenue increased dramatically since 2017. Despite the company’s overall financial growth over the past five years, Peloton’s global revenue peaked in 2021 and has since experienced a year-over-year decline. This is partly a result of the coronavirus (COVID-19) pandemic, which saw the closure of gyms across the world and forced millions of fitness fans to workout at home. How does Peloton compare to other fitness companies? When looking at the leading fitness and sports apps worldwide in January 2024, the Peloton: Fitness & Workouts app ranked ***** in terms of revenue. MyFitnessPal, by contrast, came in first place, with in-app revenues amounting to more than ** million U.S. dollars. MyFitnessPal uses gamification elements to encourage diet and exercise management.
This statistic shows the digitization key trends among companies in Spain during the year 2015, according to the opinion of the Spanish executives. 23.3 percent of respondents considered gamification as one of the fundamental lines in the digitization process for their company.
Education Apps Market Size 2025-2029
The education apps market size is forecast to increase by USD 6.08 billion, at a CAGR of 14.5% between 2024 and 2029.
The market is witnessing significant growth, driven by increasing government initiatives for digital learning and the expanding focus on wearable technology in education. These trends reflect a global shift towards more accessible, flexible, and technology-enhanced educational experiences. However, the market faces challenges related to data security and privacy concerns, as sensitive student information is increasingly being stored and transmitted through these applications.
Companies seeking to capitalize on this market's opportunities must prioritize robust data protection measures and transparent privacy policies to build trust with users and regulatory bodies. By addressing these challenges effectively, organizations can differentiate themselves and thrive in the competitive the market.
What will be the Size of the Education Apps Market during the forecast period?
Explore in-depth regional segment analysis with market size data - historical 2019-2023 and forecasts 2025-2029 - in the full report.
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The market continues to evolve, driven by the integration of various technologies and innovative approaches to teaching and learning. Classroom management tools facilitate efficient organization and monitoring of student progress, while student engagement is enhanced through gamification design and educational games. Behavioral analytics and machine learning algorithms provide valuable insights for personalized feedback and learning paths, enabling teachers to tailor instruction to individual students' needs. Content creation and curation are essential components, with user experience (UX) playing a crucial role in ensuring ease of use and accessibility. Data security and privacy are paramount, as user data is collected and analyzed for progress tracking and compliance regulations.
Blended learning models and automated grading streamline administrative tasks, allowing educators to focus on instruction. Corporate training and professional development applications offer flexibility and affordability, while microlearning modules and monetization strategies cater to diverse learning styles and budgets. Early childhood education, K-12 (game learning) special education, and higher education sectors all benefit from these advancements, with adaptive learning platforms and interactive simulations providing effective solutions for numeracy development, literacy, STEM education, and social-emotional learning (SEL). Remote learning solutions and subscription models offer accessibility and flexibility, making education more accessible to a broader audience. Continuous innovation in educational technology, user interface (UI), and compliance regulations ensures a dynamic and evolving market landscape.Personalized learning paths and assessment tools enable teachers to cater to individual students' needs, fostering a more effective and engaging learning experience.
How is this Education Apps Industry segmented?
The education apps industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.
End-user
High education
Pre K-12
Product
Web-based
Mobile-based
App Type
Learning Management Systems (LMS)
Adaptive Learning Apps
Educational Games
Assessment and Grading
Delivery Mode
SaaS (Software as a Service)
On-Premise
Cloud-Based
Target Audience
Students
Teachers
Parents
Administrators
Geography
North America
US
Canada
Europe
France
Germany
Italy
UK
APAC
China
India
Japan
South America
Brazil
Rest of World (ROW)
By End-user Insights
The high education segment is estimated to witness significant growth during the forecast period.
The market encompasses a wide range of digital solutions for various learning stages, from early childhood to higher education. Multi-platform compatibility ensures accessibility, while behavioral analytics and personalized feedback cater to individual learning needs. Compliance regulations are addressed to ensure secure data and privacy. Professional development apps offer corporate training and certification programs, integrating machine learning algorithms for efficient learning. Blended learning models combine traditional and digital methods, with automated grading and progress tracking. Educational games and interactive simulations engage students, while curriculum alignment and content curation ensure academic rigor. Monetization strategies include freemium models, in-app purchases, and subscription models.
User interface design prioritizes
Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 89 percent of employees stated that they would probably be more productive and get better results if their work were more game-like.