Global Game based Learning
Market Report
2024
The game-based learning market was valued at USD 13.85 billion in 2022 and will reach USD 61.60 billion by 2030, registering a CAGR of 20.5% for the forecast period 2023-2030.
The base year for the calculation is 2023 and 2019 to 2023 will be historical period. The year 2024 will be estimated one while the forecasted data will be from year 2025 to 2031. When we deliver the report that time we updated report data till the purchase date.
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The game-based learning market was valued at USD 13.85 billion in 2022 and will reach USD 61.60 billion by 2030, registering a CAGR of 20.5% for the forecast period 2023-2030.
Base Year | 2023 |
Historical Data Time Period | 2019-2023 |
Forecast Period | 2024-2031 |
Global Game based Learning Market Sales Revenue 2030 | $ 43.42 Billion |
Global Game based Learning Market Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 19.59% |
Market Split by Component |
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Market Split by Deployment Model |
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Market Split by Game Type |
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List of Competitors |
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Regional Analysis |
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Country Analysis |
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Key Qualitative Information Covered |
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Game based Learning Market is Segmented as below. Particular segment of your interest can be provided without any additional cost. Download the Sample Pages!
What is game-based learning?
Game-based learning is active learning that includes the game characteristics embedded within its activities. This helps in effective learning and promotes student engagement and motivation to grasp new things. Game-based learning involves several components such as point systems, leaderboards, discussion boards, quizzes, classroom systems, and many more. Moreover, game-based learning promotes critical thinking and problem-solving skills. Game-based learning can be attained with digital or non-digital games and allow students to experience the learning firsthand.
Market Dynamics of the Game-based Learning Market
The driving factor of the game-based learning market:
Advanced technologies such as augmented reality (AR), artificial intelligence (AI), and virtual reality (VR) significantly impact students in the education field. Game-based learning engages and improves problem-solving and helps in the knowledge retention levels of the students. For instance, one of the key players in the game-based learning market, named Hurix Digital and Gamelearn focuses on integrating innovative technologies in their learning modules to make learning more interactive and create personalized experiences for improved student outcomes. Furthermore, advanced digital technologies allow access to videos, textbooks, and online searches while conducting the sessions. This allows for better communication between mentors and students.
The restraining factor of the game-based learning market:
Game-based learning owing to the complexity of the software programs and the high-priced hardware systems is too expensive. Moreover, for the smooth operation of these platforms, educational institutions must have a secure and appropriate setup of Information Technology (IT). Additionally, any type of glitch or technical issue accompanied by internet services is expected to affect the overall sessions of learning. Furthermore, a lack of skilled professionals to handle these arising issues is another factor hindering the market growth of game-based learning.
Impact of the COVID-19 Pandemic on the Game-based Learning Market:
The COVID-19 pandemic positively impacted the game-based learning market. Due to the strict guidelines issued by the government and the forced closure of institutions and companies, there was a lack of growth in all these sectors. Moreover, staying-at home led to an increase in the adoption of game-based learning across the globe. The pandemic transformed the working solutions of education into online working models, which indirectly propelled the growth of the e-learning and game-based learning market. Furthermore, owing to advanced digital technologies and higher investment in e-learning platforms within the education sector have boosted the growth of the game-based learning market.
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In June 2020,
Microsoft recently announced a new category of the educational world for Minecraft players everywhere in the Minecraft Marketplace to support families during school closures. This technology in the educational sector featured various solutions that everyone can play with their kids and family. This included creators like Everbloom, Jigarbov, Lifeboat, Razzleberries, The World Foundry, Blockworks, and Imagiverse.
In May 2021,
Kahoot, a global learning platform company, announced the acquisition of Clever Inc., a privately-held, California-based company that is one of the most widely used digital learning platforms by U.S. K-12 schools. The partnership between two popular platforms in education, with distinct and highly complementary offerings, provided improved learning solutions and offerings to U.S. schools and thereby accelerated the global expansion of Clever’s solutions.
Top Companies Market Share in Game based Learning Industry: (In no particular order of Rank)
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North America is expected to dominate the game-based learning market during the forecast period.
North America is expected to dominate the game-based learning market as it consists of key market players and a huge competitive end-user segment. North American region is recognized to be a highly responsive nation in adopting innovative technological advancements. Additionally, the integration of AI, cloud techniques, and digital technologies into traditional game-based solutions has driven the market growth of this segment. Furthermore, the stringent government regulations imposed on various industries are expected to boost the market growth of the global game-based learning market.
The current report Scope analyzes Game based Learning Market on 5 major region Split (In case you wish to acquire a specific region edition (more granular data) or any country Edition data then please write us on info@cognitivemarketresearch.com
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Global Game based Learning Market Report 2024 Edition talks about crucial market insights with the help of segments and sub-segments analysis. In this section, we reveal an in-depth analysis of the key factors influencing Game based Learning Industry growth. Game based Learning market has been segmented with the help of its Component, Deployment Model Game Type, and others. Game based Learning market analysis helps to understand key industry segments, and their global, regional, and country-level insights. Furthermore, this analysis also provides information pertaining to segments that are going to be most lucrative in the near future and their expected growth rate and future market opportunities. The report also provides detailed insights into factors responsible for the positive or negative growth of each industry segment.
The solution segment accounts for a significant market share during the forecast period.
The increasing standards in the field of education with a contemporary and interactive approach have led to an increased demand for game-based learning technologies. Additionally, the game-based marketing solutions have value-added experiences which engage the students and motivate them to learn things interestingly. Moreover, the introduction of digital and e-learning technologies in educational institutions across the globe has boosted the global game-based learning market.
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The cloud segment is expected to hold the largest market share from the years 2023-2030.
Owing to the rising number of educational institutions and their inclination towards games-based learning technology on cloud platforms has held the largest market share over the forecast period. Cloud platforms bear several advantages like low implementation costs, improved performance, upgraded services, and more flexibility. Furthermore, they provide simpler and more effective data processing methods, large storage, and simultaneous access to projects. Thus, all these factors are likely to enhance the adoption of cloud-based deployment of game-based learning solutions, thereby driving its market growth.
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The AI-based games segment accounts for a significant market share during the forecast period.
AI-based games serve as adaptive learning in the educational sector. AI-based learning creates a new paradigm in the educational sector from a learning perspective. AI-based games aim to deliver education in a better and more secure way. Moreover, it helps in developing critical thinking and problem-solving skills. AI in education analyses enormous data using algorithms and thus provides personalized learning experiences.
Research associate at Cognitive Market Research
Swasti Dharmadhikari, an agile and achievement-focused market researcher with an innate ardor for deciphering the intricacies of the Service & Software sector. Backed by a profound insight into technology trends and consumer dynamics, she has committed herself to meticulously navigating the ever-evolving terrain of digital Services and software solutions.
Swasti an agile and achievement-focused market researcher with an innate ardor for deciphering the intricacies of the Service & Software sector. Backed by a profound insight into technology trends and consumer dynamics, she has committed herself to meticulously navigating the ever-evolving terrain of digital Services and software solutions.
In her current role, Swasti manages research for service and software category, leading initiatives to uncover market opportunities and enhance competitive positioning. Her strong analytical skills and ability to provide clear, impactful findings have been crucial to her team’s success. With an expertise in market research analysis, She is adept at dissecting complex problems, extracting meaningful insights, and translating them into actionable recommendations, Swasti remains an invaluable asset in the dynamic landscape of market research.
Our study will explain complete manufacturing process along with major raw materials required to manufacture end-product. This report helps to make effective decisions determining product position and will assist you to understand opportunities and threats around the globe.
The Global Game based Learning Market is witnessing significant growth in the near future.
In 2023, the Solution segment accounted for noticeable share of global Game based Learning Market and is projected to experience significant growth in the near future.
The On-Premise segment is expected to expand at the significant CAGR retaining position throughout the forecast period.
Some of the key companies LearningWare , Lumos Labs and others are focusing on its strategy building model to strengthen its product portfolio and expand its business in the global market.
Please note, we have not disclose, all the sources consulted/referred during a market study due to confidentiality and paid service concern. However, rest assured that upon purchasing the service or paid report version, we will release the comprehensive list of sources along with the complete report and we also provide the data support where you can intract with the team of analysts who worked on the report.
Disclaimer:
Component | Solution, Services |
Deployment Model | On-Premise, Cloud |
Game Type | Artificial Intelligence (AI) Augmented Reality (AR) Games, AI-Based Games, Location-Based Games, Assessment & Evaluation Games, Knowledge & Skill-Based Games, Language Learning Games, Others |
List of Competitors | LearningWare, BreakAway, Lumos Labs, PlayGen.com, Corporate Internet Games, Games2Train, HealthTap, RallyOn Inc, MAK Technologies, SCVNGR, SimuLearn, Will Interactive |
This chapter will help you gain GLOBAL Market Analysis of Game based Learning. Further deep in this chapter, you will be able to review Global Game based Learning Market Split by various segments and Geographical Split.
Chapter 1 Global Market Analysis
Global Market has been segmented on the basis 5 major regions such as North America, Europe, Asia-Pacific, Middle East & Africa, and Latin America.
You can purchase only the Executive Summary of Global Market (2019 vs 2024 vs 2031)
Global Market Dynamics, Trends, Drivers, Restraints, Opportunities, Only Pointers will be deliverable
Chapter 2 North America Market Analysis
Chapter 3 Europe Market Analysis
Chapter 4 Asia Pacific Market Analysis
Chapter 5 South America Market Analysis
Chapter 6 Middle East and Africa Market Analysis
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Chapter 7 Top 10 Countries Analysis (Only Available with Corporate User License)
Competitor's Market Share and Revenue (Subject to Data Availability for Private Players)
Chapter 8 Competitor Analysis (Subject to Data Availability (Private Players))
(Subject to Data Availability (Private Players))
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Chapter 9 Qualitative Analysis (Subject to Data Availability)
Segmentation Component Analysis 2019 -2031, will provide market size split by Component. This Information is provided at Global Level, Regional Level and Top Countries Level The report with the segmentation perspective mentioned under this chapters will be delivered to you On Demand. So please let us know if you would like to receive this additional data as well. No additional cost will be applicable for the same.
Chapter 10 Market Split by Component Analysis 2019 -2031
The report with the segmentation perspective mentioned under this chapters will be delivered to you On Demand. So please let us know if you would like to receive this additional data as well. No additional cost will be applicable for the same.
Chapter 11 Market Split by Deployment Model Analysis 2019 -2031
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Chapter 12 Market Split by Game Type Analysis 2019 -2031
This chapter helps you understand the Key Takeaways and Analyst Point of View of the global Game based Learning market
Chapter 13 Research Findings
Here the analyst will summarize the content of entire report and will share his view point on the current industry scenario and how the market is expected to perform in the near future. The points shared by the analyst are based on his/her detailed in-depth understanding of the market during the course of this report study. You will be provided exclusive rights to interact with the concerned analyst for unlimited time pre purchase as well as post purchase of the report.
Why Solution have a significant impact on Game based Learning market? |
What are the key factors affecting the Solution and Services of Game based Learning Market? |
What is the CAGR/Growth Rate of On-Premise during the forecast period? |
By type, which segment accounted for largest share of the global Game based Learning Market? |
Which region is expected to dominate the global Game based Learning Market within the forecast period? |
Segmentation Level Customization |
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Region level Data Customization |
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Country level Data Customization |
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Company Level |
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Additional Data Analysis |
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Additional Qualitative Data |
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Additional Quantitative Data |
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