The global game-based learning market revenue was around US$ 19.01 billion in 2022 and is estimated to reach US$ 80.53 billion by 2031, growing at a compound annual growth rate (CAGR) of 17.4% during the forecast period from 2023 to 2031.
Game-based learning is a kind of gameplay that has defined learning results. Game-based learning defines a strategy for teaching, where students research relevant aspects of games in a learning context created by teachers. Students and teachers collaborate to add depth and outlook to the experience of playing the game.
Market Driving Factors
Technological advances such as virtual reality, augmented reality, and artificial intelligence have made education more enjoyable which is estimated to drive the market. As technology progressed, the appeal and excitement of game-based learning only surged with more creativity, visual stimulus, and satisfaction. As a result, the emergence of ever-evolving technology has made learning engaging, interactive, handy, and motivating.
The surge in smartphone penetration and enhanced internet access in nations around the world continues to increase expectations for game-based learning systems. Furthermore, high-end smartphones are now effortlessly available thus resulting in a sharp boost in the number of mobile game-based learning applications. As a result, more smartphone users, enhancements in mobile hardware, and mobile internet infrastructure (5G network deployments) contribute to propelling the market growth.
Difficulties of learning owing to not having a good internet connection create a technical issue for the students. Thus, this factor creates obstacles in the market.
Regional Analysis
North America dominated the market in terms of the largest shares and is maintaining its dominance. This can be primarily attributed to the number of elements such as penetration of the internet, adoption of game-based learning among teenagers, and economic improvement. Additionally, the existence of an increased number of game-based learning vendors across the Canada and U.S. is estimated to create possibilities for the market.
Asia-Pacific is estimated to dominate the market in terms of the growth rate. This is generally due to the broad existence of small and medium-scale organizations, which are shifting toward game-based learning solutions to efficiently handle their education system, especially in developing nations such as South Korea, India, and China, India.
Segmentation Insights
Component Insight
The solution segment is estimated to dominate the market in terms of shares. The rising demand for quality education with a modern and interactive approach has led to a surge in the adoption of game-based learning techniques by different educational institutions. Furthermore, the introduction of e-learning methodologies and tablets in schools around the world drives market growth.
The services segment dominated the market in terms of growth rate and is predicted to maintain its dominance. The use of game-based learning services by end users has increased since they guarantee the effective functioning of platforms and solutions during the learning process. Moreover, the surge in adoption of cloud platforms boosted the demand for game-based learning services.
Deployment Model Insight
The on-premise segment is estimated to dominate the market in terms of revenue. This is because on-premises applications provide several benefits in terms of flexibility, security, and customization.
The cloud segment dominates the market in terms of the growth rate. This is owing to the cloud-based game learning software having less capital expenditure, and fewer maintenance requirements and is highly desired by mid-sized financial institutions.
Prominent Companies
Segmentation Outline
The global game-based learning market segmentation focuses on Component, Deployment Model, Game Type, Industry Vertical, and Region.
By Component
By Deployment Model
By Game Type
By Industry Vertical
By Region
[TABLE OF CONTENTS]
1 INTRODUCTION OF GLOBAL GAME-BASED LEARNING MARKET
1.1 OVERVIEW OF THE MARKET
1.2 SCOPE OF REPORT
1.3 ASSUMPTIONS
2 EXECUTIVE SUMMARY: GAME-BASED LEARNING MARKET
3 RESEARCH METHODOLOGY
3.1 DATA MINING
3.2 VALIDATION
3.3 PRIMARY INTERVIEWS
3.4 LIST OF DATA SOURCES
3.5 ANALYST TOOLS AND MODELS
4 GLOBAL GAME-BASED LEARNING MARKET OUTLOOK
4.1 OVERVIEW
4.2 MARKET DYNAMICS AND TRENDS
4.2.1 DRIVERS
4.2.2 RESTRAINTS
4.2.3 OPPORTUNITIES
4.3 PORTERS FIVE FORCE ANALYSIS
4.4 VALUE CHAIN ANALYSIS
4.5 MARKET GROWTH AND OUTLOOK
4.5.1 PRICE TREND ANALYSIS
4.5.2 OPPORTUNITY SHARE
5 GLOBAL GAME-BASED LEARNING MARKET, BY COMPONENT
5.1 OVERVIEW
5.2 SOLUTION
5.3 SERVICES
6 GLOBAL GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL
6.1 OVERVIEW
6.2 ON-PREMISE
6.3 CLOUD
7 GLOBAL GAME-BASED LEARNING MARKET, BY GAME TYPE
7.1 OVERVIEW
7.2 AR VR GAMES
7.3 AI-BASED GAMES
7.4 LOCATION-BASED GAMES
7.5 ASSESSMENT AND EVALUATION GAMES
7.6 TRAINING, KNOWLEDGE, AND SKILL-BASED GAMES
7.7 LANGUAGE LEARNING GAMES
7.8 OTHERS
8 GLOBAL GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL
8.1 OVERVIEW
8.2 CONSUMER
8.3 EDUCATION
8.4 GOVERNMENT
8.5 ENTERPRISES
9 GLOBAL GAME-BASED LEARNING MARKET, BY GEOGRAPHY
9.1 OVERVIEW
9.2 NORTH AMERICA
9.2.1 NORTH AMERICA MARKET SNAPSHOT
9.2.2 U.S.
9.2.3 CANADA
9.2.4 MEXICO
9.3 EUROPE
9.3.1 EUROPE MARKET SNAPSHOT
9.3.2 WESTERN EUROPE
9.3.2.1 THE UK
9.3.2.2 GERMANY
9.3.2.3 FRANCE
9.3.2.4 ITALY
9.3.2.5 SPAIN
9.3.2.6 REST OF WESTERN EUROPE
9.3.3 EASTERN EUROPE
9.3.3.1 POLAND
9.3.3.2 RUSSIA
9.3.3.3 REST OF EASTERN EUROPE
9.4 ASIA PACIFIC
9.4.1 ASIA PACIFIC MARKET SNAPSHOT
9.4.2 CHINA
9.4.3 JAPAN
9.4.4 INDIA
9.4.5 AUSTRALIA & NEW ZEALAND
9.4.6 ASEAN
9.4.7 REST OF ASIA PACIFIC
9.5 MIDDLE EAST & AFRICA
9.5.1 MIDDLE EAST & AFRICA MARKET SNAPSHOT
9.5.2 UAE
9.5.3 SAUDI ARABIA
9.5.4 SOUTH AFRICA
9.5.5 REST OF MEA
9.6 SOUTH AMERICA
9.6.1 SOUTH AMERICA MARKET SNAPSHOT
9.6.2 BRAZIL
9.6.3 ARGENTINA
9.6.4 REST OF SOUTH AMERICA
10 GLOBAL GAME-BASED LEARNING MARKET COMPETITIVE LANDSCAPE
10.1 OVERVIEW
10.2 COMPANY MARKET RANKING
10.3 KEY DEVELOPMENT STRATEGIES
10.4 COMPETITIVE DASHBOARD
10.5 PRODUCT MAPPING
10.6 TOP PLAYER POSITIONING, 2022
10.7 COMPETITIVE HEATMAP
10.8 TOP WINNING STRATEGIES
11 COMPANY PROFILES
11.1 ALLEN COMMUNICATION LEARNING SERVICES
11.1.1 OVERVIEW
11.1.2 FINANCIAL PERFORMANCE
11.1.3 PRODUCT OUTLOOK
11.1.4 KEY DEVELOPMENTS
11.1.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.2 EI DESIGN PVT LTD
11.2.1 OVERVIEW
11.2.2 FINANCIAL PERFORMANCE
11.2.3 PRODUCT OUTLOOK
11.2.4 KEY DEVELOPMENTS
11.2.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.3 GAMETIZE
11.3.1 OVERVIEW
11.3.2 FINANCIAL PERFORMANCE
11.3.3 PRODUCT OUTLOOK
11.3.4 KEY DEVELOPMENTS
11.3.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.4 LEARNING POOL
11.4.1 OVERVIEW
11.4.2 FINANCIAL PERFORMANCE
11.4.3 PRODUCT OUTLOOK
11.4.4 KEY DEVELOPMENTS
11.4.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.5 ELM LEARNING
11.5.1 OVERVIEW
11.5.2 FINANCIAL PERFORMANCE
11.5.3 PRODUCT OUTLOOK
11.5.4 KEY DEVELOPMENTS
11.5.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.6 THE PERFORMANCE DEVELOPMENT GROUP
11.6.1 OVERVIEW
11.6.2 FINANCIAL PERFORMANCE
11.6.3 PRODUCT OUTLOOK
11.6.4 KEY DEVELOPMENTS
11.6.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.7 DUOLINGO
11.7.1 OVERVIEW
11.7.2 FINANCIAL PERFORMANCE
11.7.3 PRODUCT OUTLOOK
11.7.4 KEY DEVELOPMENTS
11.7.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.8 SCHELL GAMES
11.8.1 OVERVIEW
11.8.2 FINANCIAL PERFORMANCE
11.8.3 PRODUCT OUTLOOK
11.8.4 KEY DEVELOPMENTS
11.8.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.9 G-CUBE
11.9.1 OVERVIEW
11.9.2 FINANCIAL PERFORMANCE
11.9.3 PRODUCT OUTLOOK
11.9.4 KEY DEVELOPMENTS
11.9.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.10 STRATBEANS CONSULTING PVT LTD
11.10.1 OVERVIEW
11.10.2 FINANCIAL PERFORMANCE
11.10.3 PRODUCT OUTLOOK
11.10.4 KEY DEVELOPMENTS
11.10.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.11 TOOLWIRE SPACES LEARNING
11.11.1 OVERVIEW
11.11.2 FINANCIAL PERFORMANCE
11.11.3 PRODUCT OUTLOOK
11.11.4 KEY DEVELOPMENTS
11.11.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.12 CENTRICAL
11.12.1 OVERVIEW
11.12.2 FINANCIAL PERFORMANCE
11.12.3 PRODUCT OUTLOOK
11.12.4 KEY DEVELOPMENTS
11.12.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.13 HURIX DIGITAL
11.13.1 OVERVIEW
11.13.2 FINANCIAL PERFORMANCE
11.13.3 PRODUCT OUTLOOK
11.13.4 KEY DEVELOPMENTS
11.13.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.14 COGNITIVE TOYBOX INC.
11.14.1 OVERVIEW
11.14.2 FINANCIAL PERFORMANCE
11.14.3 PRODUCT OUTLOOK
11.14.4 KEY DEVELOPMENTS
11.14.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.15 FILAMENT GAMES
11.15.1 OVERVIEW
11.15.2 FINANCIAL PERFORMANCE
11.15.3 PRODUCT OUTLOOK
11.15.4 KEY DEVELOPMENTS
11.15.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.16 LEARNBRITE
11.16.1 OVERVIEW
11.16.2 FINANCIAL PERFORMANCE
11.16.3 PRODUCT OUTLOOK
11.16.4 KEY DEVELOPMENTS
11.16.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
11.17 CISCO SYSTEMS INC.
11.17.1 OVERVIEW
11.17.2 FINANCIAL PERFORMANCE
11.17.3 PRODUCT OUTLOOK
11.17.4 KEY DEVELOPMENTS
11.17.5 KEY STRATEGIC MOVES AND DEVELOPMENTS
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