Global Higher Education Game-based Learning
Market Report
2025
The Global Higher Education Game-based Learning market size was USD 16.5 billion in 2021 and it is forecasted to reach 81.2 billion by 2029. Higher Education Game-based Learning Industry's Compound Annual Growth Rate will be 16.2%. from 2023 to 2030.
The base year for the calculation is 2024. The historical will be 2021 to 2024. The year 2025 will be estimated one while the forecasted data will be from year 2025 to 2033. When we deliver the report that time we updated report data till the purchase date.
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The Global Higher Education Game-based Learning market size was USD 16.5 billion in 2021 and it is forecasted to reach 81.2 billion by 2029. Higher Education Game-based Learning Industry's Compound Annual Growth Rate will be 16.2%. from 2023 to 2030.
In terms of revenue, Solution was the leading Component with 59.32% share of total Higher Education Game-based Learning market.
North America was the dominated region with 42.44% of total revenue market share in 2021.
2024 | 2025 | 2032 | 2033 | CAGR | |
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Global Higher Education Game-based Learning Market Sales Revenue | 121212 | 121212 | 121212 | 121212 | 16.2% |
Base Year | 2024 |
Historical Data Time Period | 2021-2024 |
Forecast Period | 2025-2033 |
Market Split by Type |
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Market Split by Application |
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Market Split by Component |
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List of Competitors |
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Regional Analysis |
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Country Analysis |
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Higher Education Game-based Learning Market is Segmented as below. Particular segment of your interest can be provided without any additional cost. Download the Sample Pages!
Higher Education Game-based Learning is a teaching strategy that harnesses the influence of games to specify and support learning objectives. A game-based learning atmosphere does this through educational games that include components like engagement, quick rewards, and friendly competition. Game-based learning includes card games, board games, and video games through which students play and can stay motivated to learn.
Rising shifts toward online education and work-from-home conventions have led to an increase in demand for various online game-based learning courses. Additionally, increasing advancements in the gaming sector such as artificial intelligence (AI), augmented reality (AR), and Virtual Reality (VR), and the emergence of 5G are some of the factors which are driving the growth of the market.
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Microsoft and WhiteHat Jr have launched game-based learning for students
On 10th December 2021, Microsoft India and WhiteHat Jr collaborated to give students and teachers across India access to personalized and immersive learning experiences with the popular video game, Minecraft.
UNICEF launched human-connected, game-based learning with Gamoteca
Gamoteca entered into a partnership with UNICEF. As part of the partnership, it has integrated Gamoteca with UNICEF’s e-learning platform, Agora to make game-based learning available to all its staff, partners, and supporters.
Top Companies Market Share in Higher Education Game-based Learning Industry: (In no particular order of Rank)
If any Company(ies) of your interest has/have not been disclosed in the above list then please let us know the same so that we will check the data availability in our database and provide you the confirmation or include it in the final deliverables.
North America held the largest market share in the year 2021 and is expected to dominate during the forecast period. This is attributed to the presence of a large number of players, growing technological advancements, and rapid adoption of new technologies with AI, cloud, and mobile technologies are some of the key factors driving the growth of the market.
The current report Scope analyzes Higher Education 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 Higher Education Game-based Learning Market Report 2025 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 Higher Education Game-based Learning Industry growth. Higher Education Game-based Learning market has been segmented with the help of its Type, Application Component, and others. Higher Education 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 Higher Education Game-based Learning market is typically segmented by Type, which play a significant role in determining the structure and growth potential of the industry. Understanding the market by Type allows businesses to focus on specific product categories that are likely to perform the best in the coming years. By understanding the performance and demand trends of each type, companies can target the most lucrative segments, innovate within specific categories, and develop products or services that align with the needs of their target customers. Analyzing the growth patterns by type helps to pinpoint which segments are most likely to grow at an accelerated pace and which ones might experience slower or stagnant growth.
Type of Higher Education Game-based Learning analyzed in this report are as follows:
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Market segmentation by Application is another crucial element in understanding the dynamics of the Higher Education Game-based Learning industry. Applications refer to the specific uses or end-user industries that drive demand for the Higher Education Game-based Learning products or services. These can vary widely, depending on the nature of the market, ranging from healthcare, manufacturing, and retail to more specialized sectors like aerospace, automotive, and telecommunications. By breaking down the market according to its applications, businesses can gain insight into which industries are adopting Higher Education Game-based Learning-related solutions most effectively, and where new opportunities are emerging.
Moreover, analyzing application trends helps in recognizing which industries are growing faster, where innovations are occurring, and which markets are saturated, allowing businesses to strategically position themselves in the most promising areas of the market. Get in touch with us to receive industry-specific insights tailored to your needs
Some of the key Application of Higher Education Game-based Learning are:
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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.
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.
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Type | Rognitive Ability-Based Game-Based Learning, Language Learning-Related Game-Based Learning, Stem-Based Game-Based Learning |
Application | Educational Institutions, Universities, Training Organizations, Others |
Component | Solution, Services |
List of Competitors | PlayGen, Totem Learning, Designing Digitally, Lumos Labs, McGraw-Hill Education, Triseum, Toolwire, LearningWare, Innovative Dutch, Forio |
This chapter will help you gain GLOBAL Market Analysis of Higher Education Game-based Learning. Further deep in this chapter, you will be able to review Global Higher Education 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
This chapter will help you gain North America Market Analysis of Higher Education Game-based Learning. Further deep in this chapter, you will be able to review North America Higher Education Game-based Learning Market Split by various segments and Country Split.
Chapter 2 North America Market Analysis
This chapter will help you gain Europe Market Analysis of Higher Education Game-based Learning. Further deep in this chapter, you will be able to review Europe Higher Education Game-based Learning Market Split by various segments and Country Split.
Chapter 3 Europe Market Analysis
This chapter will help you gain Asia Pacific Market Analysis of Higher Education Game-based Learning. Further deep in this chapter, you will be able to review Asia Pacific Higher Education Game-based Learning Market Split by various segments and Country Split.
Chapter 4 Asia Pacific Market Analysis
This chapter will help you gain South America Market Analysis of Higher Education Game-based Learning. Further deep in this chapter, you will be able to review South America Higher Education Game-based Learning Market Split by various segments and Country Split.
Chapter 5 South America Market Analysis
This chapter will help you gain Middle East and Africa Market Analysis of Higher Education Game-based Learning. Further deep in this chapter, you will be able to review Middle East and Africa Higher Education Game-based Learning Market Split by various segments and Country Split.
Chapter 6 Middle East and Africa Market Analysis
This chapter provides an in-depth analysis of the market share among key competitors of Higher Education Game-based Learning. The analysis highlights each competitor's position in the market, growth trends, and financial performance, offering insights into competitive dynamics, and emerging players.
Chapter 7 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.
This chapter would comprehensively cover market drivers, trends, restraints, opportunities, and various in-depth analyses like industrial chain, PESTEL, Porter’s Five Forces, and ESG, among others. It would also include product life cycle, technological advancements, and patent insights.
Chapter 8 Qualitative Analysis (Subject to Data Availability)
Segmentation Type Analysis 2019 -2031, will provide market size split by Type. 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 9 Market Split by Type Analysis 2021 - 2033
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 Application Analysis 2021 - 2033
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 Component Analysis 2021 - 2033
This chapter helps you understand the Key Takeaways and Analyst Point of View of the global Higher Education Game-based Learning market
Chapter 12 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.
Chapter 13 Research Methodology and Sources
Why Rognitive Ability-Based Game-Based Learning have a significant impact on Higher Education Game-based Learning market? |
What are the key factors affecting the Rognitive Ability-Based Game-Based Learning and Language Learning-Related Game-Based Learning of Higher Education Game-based Learning Market? |
What is the CAGR/Growth Rate of Educational Institutions during the forecast period? |
By type, which segment accounted for largest share of the global Higher Education Game-based Learning Market? |
Which region is expected to dominate the global Higher Education Game-based Learning Market within the forecast period? |
Segmentation Level Customization |
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