Analysis of 

Classcraft



Market Analysis

Classcraft has established a prominent position in the gamification education technology market.  It was founded in 2013 and has been riding the wave of technology advancements in the educational atmosphere.  Classcraft can be purchased by a district, school, or individual teacher with pricing plans set up accordingly.  There is even a free plan option that allows teachers to use some of the many features.  More on pricing information can be found here.  

Classcraft's unique design allows it to differentiate itself from competitors, but it is currently limited in its global reach.  As seen later on this page, the majority of Classcraft users reside in the United States, with Canada coming up second.  

Market Size

There are many market drivers for gamification in education: student engagement, technology integration, positive learning experiences, etc.  The market size for global gamification in education was valued at USD 1.8 billion in 2023.  It is expected to reach USD 10.3 billion by 2030, almost 10 times what it was last year.  

Buyers

Classcraft's primary buyers are understandably educators in K-12 education.  The product was designed for K-12 education and is not relevant to other markets.  As mentioned above, the buyer is either the teacher, school, or school district.

Global Interest

According to searches of craftclass.com, the core audience for Classcraft is the United States at 69% and Canada at a little over 8%.  The next highest nation is Malaysia at 3% which suggests that Classcraft is fairly limited in its global reach.

Competitors

Gamification in education is a broad market with a wide variety of technologies.  Because of the niche design of Classcraft, comparing it to other technologies in education gamification doesn't paint an accurate picture.  Classcraft has more of a classroom management aspect to it that differentiates it from most other gamification technologies.  Some of the competitors that offer more of a classroom management aspect to their product can be viewed below the image to the left.


Despite these competitors occupying a similar market, Classcraft is still unique and offers a product that the others do not.  More about Classcraft's unique design can be found near the bottom of this page.


Projected gamification in education market size (above).

Top countries that contribute web traffic to Classcraft.com (above).

Strengths

Broad design: Classcraft can be used in any elementary or secondary setting.  Much of the gamified learning experience doesn't rely on a particular curriculum as it uses templates for games and stories that teachers can easily use to incorporate their own content.

Differentiated: What Classcraft offers is an experience that is quite different than what its competitors offer.  This peculiarity allows Classcraft to be somewhat protected from being crushed by competitors in the gamification of education market.

Growing Market: The market for this type of technology is on the rise.  Also, with certain technology devices becoming more common in the classroom (eg. iPads), the accessibility and usability is improving.


Weakness

Market presence: As seen above in the web traffic throughout the world, Classcraft has not established much of a presence outside of North America.  Classcraft has made their product available in many languages, but this has not improved their reach.

Team information: It was hard to find information regarding the Classcraft team.  The LinkedIn page for Classcraft says the company size is 11-50 employees with only 10 people having listed Classcraft as their workplace.  Of those 10, many do not have sufficient experience in education technology.

Necessary infrastructure: For Classcraft to be fully functional within the classroom, students need access to technology.  While this is true for all educational technology, Classcraft requires each individual student to have reliable access to their own device.  This could partly explain why Classcraft does not have much of a presence in developing countries.