{
    "version": "1.0",
    "type": "rich",
    "width": 0,
    "height": 0,
    "html": false,
    "provider_name": "ReleaseWire",
    "provider_url": "http:\/\/www.releasewire.com\/",
    "title": "+30% CAGR of Growth to Be Achieved by Gamification in Education Market by 2026: Bunchball, NIIT, MPS Interactive, Microsoft, D2L, Top Hat, Classcraft Studios, Cognizant, BLUErabbit",
    "author_name": "IT Intelligence Markets",
    "author_url": "https:\/\/www.itintelligencemarkets.com\/"
}