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Game-Based Learning Market with COVID-19 Impact, by Component (Solution and Services), Game Type, Deployment Mode (On-premises and Cloud), End User (Education, Governments, Consumers, and Enterprises) and Region - Global Forecast to 2026

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    Report

  • 203 Pages
  • January 2022
  • Region: Global
  • Markets and Markets
  • ID: 5530645

Assessment and Evaluation Games Segment to Account for the Largest Market Share by 2026

The game-based learning market size is expected to grow from USD 11.0 billion in 2021 to USD 29.7 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 21.9% during the forecast period. Game-based learning market is rapidly gaining acceptance worldwide by schools, colleges, institutions, corporates. It helps to engage learners, motivate them are provide feedbacks.


The service segment is expected to grow at a higher rate during the forecast period

Service providers offer continuous support and maintenance sessions to users, as and when needed, to resolve business complexities. They also support organizations by helping them gain the expertise required for operating the newly adopted solution. With support and maintenance services, users get a thorough idea about systematic procedures related to the deployed solution. Service vendors provide online, as well as onsite support and maintenance, to users so that they can use the deployed solution in a better way. Support services are crucial, as they directly deal with customer issues, which, in turn, impacts customer satisfaction.

The AR VR Games segment is expected to grow at a higher rate. 3D animation is an automated real-time deep learning technique. Companies such as Walmart, Agco, Bosch, and Boeing are currently using AR for corporate training. Only gamification or eLearning does not create engagement. AR is a feature that aids with the actual training. AR fits perfectly into scenario-based training, it talks to employee, interacts with clients, and understands the social surrounding. The Apple ARKit used by AR and VR developers has already yielded some amazing results. Apple’s ARKit 3 is an AR developer friendly software to create amazing AR-based content with relative ease. KFC has designed and employee training program with VR simulator.

Among enterprises, the consumer good and retail segment is expected to grow at the highest rate during the forecast period The intense competition in Fast-Moving Consumer Goods (FMCG), eCommerce, and retail has led to the growth of the consumer goods and retails vertical of the game-based learning market. There is a growing demand for new, enhanced, and customized products from consumers for better customer experience. The retailers function in a complex marketplace driven by technological developments, increasing competition, brand distinction, price pressure, dynamic regulatory environment, and changing customer demand. Retailers have become more customer-centric Retailers need to forge customer relations by offering advanced and more superior services, a distinguished variety of goods, along with more pleasing purchase experiences, through diverse channels. This has increased the workload of employees as they have to keep themselves updated with every new product that customer demands. This vertical is expected to grow at the highest growth rate during the forecast period and major companies are adopting game-based learning solution. For instance, Coca-Cola had used a videogame to train hundreds of distributors and provide innovative, effective, and different training.

North America to dominate the game-based learning market in 2022

The North American region has been a predominately receptive market toward the adoption of game-based learning solution. There has been an expansive usage of the internet to connect with various channel partners and clients among enterprises. The high adoption of customer-based solution and enterprise-based solution are driving the game-based learning market in North America. Moreover, in this region, countries such as the US and Canada are adopting game-based learning solution to enrich their marketing activities. Furthermore, the rising demand for game-based learning solution among enterprises due to its low implementation cost has helped the game-based learning market to grow at a significant pace. The game-based learning market in North America is contributing a large portion of revenue as compared to the other regions.

In the process of determining and verifying the market size for several segments and subsegments gathered through secondary research, extensive primary interviews were conducted with the key people.

The breakup of the profiles of the primary participants is as follows:

  • By Company Type: Tier I: 32%, Tier II: 35%, and Tier III: 33%
  • By Designation: C-Level: 27%, D-Level: 37%, and Others:36%
  • By Region: North America: 42%, Europe: 23%, APAC: 19%, Row: 16%

The report profiles the following key vendors:

Kahoot (Norway) Frontier Developments (UK), Minecraft (Sweden), Spin Master (Canada), Bublar Group (Sweden), BreakAway games (US), Gamelearn (Spain), Recurrence (US), Schell Games (US), Stratbeans (India), Tangible Play (US), Simulearn (US), Playgen (UK), Raptivity (US), Banzai Labs (US), Cognitive Toybox (US), Fundamentor (India), Idnusgeeks (India), Kuato Studios (UK), Monkimun (US), Smart Lumies (US), G-Cube (India), Hornbill FX (India), Infinite Dreams (Poland), Layup (Sri Lanka), MLevel (US), Quodeck (India), Threatgen (US), Gametize (Singapore), Sweetrush (US), Kidoz, (US) and VR Education Holdings (Ireland).

Research Coverage

The game-based learning market is segmented by component, game type, development mode, end-user, and region. By component, the game-based learning market has been sub-segmented into solution and services. By game type, the market has been sub-segmented into AR VR games; AI-based games; location-based games; assessment and evaluation games; training, knowledge, and skill-based games; language learning games; and others, which include role-based games and childhood learning games. By deployment mode the market has been segmented into cloud and on-premises. By end user the market is segmented into consumer, education, government, enterprises. Enterprises is sub segmented into BFSI, manufacturing, healthcare and lifesciences, IT and telecom, consumer goods and retail, others. Others include energy and utilities, media and entertainment, transport and logistics. By region the market is segmented into North America, Europe, APAC, MEA and Latin America.

Key Benefits of Buying the Report

The report will help the market leaders/new entrants in the game-based learning market with information on the closest approximations of the revenue numbers for the overall game-based learning market and the subsegments. The report will help stakeholders understand the competitive landscape and gain more insights to better position their businesses and to plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the market and provides them with information on key market drivers, restraints, challenges, and opportunities."

Table of Contents

1 Introduction
1.1 Introduction to COVID-19
1.2 COVID-19 Health Assessment
Figure 1 COVID-19: Global Propagation
Figure 2 COVID-19 Propagation: Select Countries
1.3 COVID-19 Economic Assessment
Figure 3 Revised Gross Domestic Product Forecasts for Select G20 Countries in 2020
1.3.1 COVID-19 Economic Impact - Scenario Assessment
Figure 4 Criteria Impacting the Global Economy
Figure 5 Scenarios in Terms of Recovery of the Global Economy
1.4 Objectives of the Study
1.5 Market Definition
1.5.1 Inclusions and Exclusions
1.6 Market Scope
1.6.1 Market Segmentation
1.6.2 Regions Covered
1.6.3 Years Considered for the Study
1.7 Currency Considered
Table 1 United States Dollar Exchange Rate, 2018-2020
1.8 Stakeholders

2 Research Methodology
2.1 Research Data
Figure 6 Game-Based Learning Market: Research Design
2.1.1 Secondary Data
2.1.2 Primary Data
2.1.2.1 Breakup of Primary Profiles
Figure 7 Breakup of Primary Interviews: by Company Type, Designation, and Region
Table 2 Primary Respondents: Enterprise Performance Management Market
2.1.2.2 Key Industry Insights
2.2 Market Breakup and Data Triangulation
Figure 8 Data Triangulation
2.3 Market Size Estimation
Figure 9 Game-Based Learning Market: Top-Down and Bottom-Up Approaches
Figure 10 Market Size Estimation Methodology - Approach 1 (Supply-Side): Revenue of Game-Based Learning from Vendors
Figure 11 Market Size Estimation Methodology: Bottom-Up Approach (Supply-Side): Collective Revenue of Game-Based Learning Vendors
Figure 12 Market Size Estimation Methodology - (Supply-Side): Illustration of Vendor Revenue Estimation
Figure 13 Market Size Estimation Methodology - (Supply Side): CAGR Projections from the Supply Side
Figure 14 Market Size Estimation Methodology - Approach 2 (Demand-Side): Revenue Generated from Game-Based Learning Solution and Services
2.4 Market Forecast
Table 3 Factor Analysis
2.5 Assumptions for the Study
2.6 Limitations of the Study

3 Executive Summary
Figure 15 Game-Based Learning Market: Global Snapshot, 2020-2026
Figure 16 Top-Growing Segments in the Market
Figure 17 Cloud Segment to Account for a Larger Market Size by 2026
Figure 18 Assessment and Evaluation Games Segment to Account for the Largest Market Size by 2026
Figure 19 Solution Segment to Account for a Larger Market Size by 2026
Figure 20 End-users in the Market, 2020-2026 (USD Million)
Figure 21 Enterprises in the Market, 2020-2026 (USD Million)
Figure 22 North America to Account for the Largest Market Size by 2026

4 Premium Insights
4.1 Attractive Growth Opportunities in the Game-Based Learning Market
Figure 23 Need for Increased Learner Engagement Driving the Market Growth
4.2 Market, by Component (2021 Vs. 2026)
Figure 24 Solution Segment to Account for a Larger Market Share by 2026
4.3 Market, by Game Type (2021 Vs. 2026)
Figure 25 Assessment and Evaluation Games Segment to Account for the Largest Market Share by 2026
4.4 Market, by Deployment Mode (2021 Vs. 2026)
Figure 26 Cloud Segment to Account for a Larger Market Share by 2026
4.5 Market, by End-user (2021 Vs. 2026)
Figure 27 Enterprises Segment to Account for the Largest Market Share by 2026
4.6 Market, by Enterprise (2021 Vs. 2026)
Figure 28 Healthcare and Lifesciences Segment to Account for the Largest Market Share by 2026
4.7 Game-Based Learning Market Investment Scenario
Figure 29 Europe to Emerge as the Best Market for Investments in the Next Five Years

5 Market Overview and Industry Trends
5.1 Introduction
5.2 Market Dynamics
Figure 30 Drivers, Restraints, Opportunities, and Challenges
5.2.1 Drivers
5.2.1.1 Ownership of Young Learners and User Engagement in Learning
5.2.1.2 Growing Demand for Training, Presentation, and Meetings Among Corporates and Education Institutes
5.2.1.3 Ease of Learning, Problem-Solving, Time-Saving, and Cost-Effective
5.2.1.4 Demand for Immediate Feedback on Performance
5.2.2 Restraints
5.2.2.1 Need for High Security and Cybersecurity from Game-Based Learning
5.2.3 Opportunities
5.2.3.1 Increased Demand for Ar, Vr, and Ai for Learning
5.2.3.2 Building an Emotional Connection in Learning and Subject Matter
5.2.4 Challenges
5.2.4.1 Game-Based Learning Modules with Existing Lms
5.2.4.2 Game Design with Learning Objectives
5.2.4.3 Cultural Barriers with Parents and Faculties
5.2.4.4 Availability of It Infrastructure in Schools and Colleges, Problems in Access Internet, and Lack of Financial Support
5.3 Case Study Analysis
5.3.1 Use Case 1: Automobile
5.3.2 Use Case 2: Education
5.3.3 Use Case 3: Healthcare
5.4 Ecosystem
Figure 31 Game-Based Learning Market: Ecosystem
5.5 Supply Chain Analysis
Figure 32 Market: Value Chain Analysis
Table 4 Market: Value Chain
5.6 Pricing Analysis
Table 5 Pricing Analysis: Market
5.7 Patent Analysis
Figure 33 Number of Patents Documents Published
Figure 34 Top Five Patent Owners (Global)
Table 6 Top Ten Patent Owners
5.8 Technological Analysis
5.8.1 Cloud Computing
5.8.2 Artificial Intelligence and Machine Learning
5.8.3 Augmented Reality and Virtual Reality
5.9 Porter's Five Forces Analysis
Figure 35 Market: Porter's Five Forces Analysis
Table 7 Game-Based Learning Market: Porter's Five Forces Analysis
5.9.1 Threat of New Entrants
5.9.2 Threat of Substitutes
5.9.3 Bargaining Power of Suppliers
5.9.4 Bargaining Power of Buyers
5.9.5 Intensity of Competitive Rivalry
5.10 COVID-19 Driven Market Dynamics
5.10.1 Drivers and Opportunities
5.10.2 Restraints and Challenges
5.11 Regulations
5.11.1 North America
5.11.2 Europe
5.11.3 Asia-Pacific
5.11.4 Middle East and South Africa
5.11.5 Latin America
5.12 Trends/Disruptions Impacting Buyers
Figure 36 Market: Trends/Disruptions Impacting Buyers

6 Game-Based Learning Market, by Component
6.1 Introduction
Figure 37 Services Segment to Grow at a Higher CAGR During the Forecast Period
6.1.1 Components: Market Drivers
6.1.2 Components: COVID-19 Impact
Table 8 Market Size, by Component, 2020-2026 (USD Million)
Table 9 Components: Market Size, by Region, 2020-2026 (USD Million)
6.2 Solution
Table 10 Solution: Market Size, by Region, 2020-2026 (USD Million)
6.3 Services
Table 11 Services: Market Size, by Region, 2020-2026 (USD Million)

7 Game-Based Learning Market, by Game Type
7.1 Introduction
Figure 38 Ar Vr Games Segment to Grow at the Highest CAGR During the Forecast Period
7.1.1 Game Types: Market Drivers
7.1.2 Game Types: COVID-19 Impact
Table 12 Market Size, by Game Type, 2020-2026 (USD Million)
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 Other Game Types

8 Game-Based Learning Market, by Deployment Mode
8.1 Introduction
Figure 39 Cloud Segment to Grow at a Higher CAGR During the Forecast Period
8.1.1 Deployment Modes: Market Drivers
8.1.2 Deployment Modes: COVID-19 Impact
Table 13 Market Size, by Deployment Mode, 2020-2026 (USD Million)
8.2 On-Premises
Table 14 On-Premises: Market Size, by Region, 2020-2026 (USD Million)
8.3 Cloud
Table 15 Cloud: Market Size, by Region, 2020-2026 (USD Million)

9 Game-Based Learning Market, by End-user
9.1 Introduction
Figure 40 Education Segment to Hold the Largest Market Share During the Forecast Period
9.1.1 End-users: Market Drivers
9.1.2 End-users: COVID-19 Impact
Table 16 Market Size, by End-user, 2020-2026 (USD Million)
9.2 Consumers
Table 17 Consumers: Market Size, by Region, 2020-2026 (USD Million)
9.3 Education
Table 18 Education: Market Size, by Region, 2020-2026 (USD Million)
9.4 Governments
Table 19 Governments: Market Size, by Region, 2020-2026 (USD Million)
9.5 Enterprises
Figure 41 Healthcare and Life Sciences Segment to Hold the Largest Market Share During the Forecast Period
Table 20 Enterprises: Game-Based Learning Market Size, by Region, 2020-2026 (USD Million)
Table 21 Market Size, by Enterprise, 2020-2026 (USD Million)
9.6 Banking, Financial Services, and Insurance
Table 22 Banking, Financial Services, and Insurance: Market Size, by Region, 2020-2026 (USD Million)
9.7 Manufacturing
Table 23 Manufacturing: Market Size, by Region, 2020-2026 (USD Million)
9.8 Healthcare and Life Sciences
Table 24 Healthcare and Life Sciences: Market Size, by Region, 2020-2026 (USD Million)
9.9 It and Telecommunications
Table 25 It and Telecommunications: Market Size, by Region, 2020-2026 (USD Million)
9.10 Consumer Goods and Retail
Table 26 Consumer Goods and Retail: Market Size, by Region, 2020-2026 (USD Million)
9.11 Other Enterprises
Table 27 Other Enterprises: Market Size, by Region, 2020-2026 (USD Million)

10 Game-Based Learning Market, by Region
10.1 Introduction
Figure 42 North America to Account for the Largest Market Size During the Forecast Period
Table 28 Market Size, by Region, 2020-2026 (USD Million)
10.2 North America
10.2.1 North America: Market Drivers
10.2.2 North America: COVID-19 Impact
Figure 43 North America: Market Snapshot
Table 29 North America: Game-Based Learning Market Size, by Component, 2020-2026 (USD Million)
Table 30 North America: Solution Market Size, by Country, 2020-2026 (USD Million)
Table 31 North America: Services Market Size, by Country, 2020-2026 (USD Million)
Table 32 North America: Market Size, by Deployment Mode, 2020-2026 (USD Million)
Table 33 North America: On-Premises Market Size, by Country, 2020-2026 (USD Million)
Table 34 North America: Cloud Market Size, by Country, 2020-2026 (USD Million)
Table 35 North America: Market Size, by End-user, 2020-2026 (USD Million)
Table 36 North America: Market Size, by Enterprise, 2020-2026 (USD Million)
Table 37 North America: Market Size, by Country, 2020-2026 (USD Million)
10.2.3 United States
Table 38 United States: Game-Based Learning Market Size, by Component, 2020-2026 (USD Million)
Table 39 United States: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.2.4 Canada
Table 40 Canada: Market Size, by Component, 2020-2026 (USD Million)
Table 41 Canada: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.3 Europe
10.3.1 Europe: Market Drivers
10.3.2 Europe: COVID-19 Impact
Table 42 Europe: Game-Based Learning Market Size, by Component, 2020-2026 (USD Million)
Table 43 Europe: Solution Market Size, by Country, 2020-2026 (USD Million)
Table 44 Europe: Services Market Size, by Country, 2020-2026 (USD Million)
Table 45 Europe: Market Size, by Deployment Mode, 2020-2026 (USD Million)
Table 46 Europe: On-Premises Market Size, by Country, 2020-2026 (USD Million)
Table 47 Europe: Cloud Market Size, by Country, 2020-2026 (USD Million)
Table 48 Europe: Market Size, by End-user, 2020-2026 (USD Million)
Table 49 Europe: Market Size, by Enterprise, 2020-2026 (USD Million)
Table 50 Europe: Market Size, by Country, 2020-2026 (USD Million)
10.3.3 United Kingdom
Table 51 United Kingdom: Game-Based Learning Market Size, by Component, 2020-2026 (USD Million)
Table 52 United Kingdom: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.3.4 Germany
Table 53 Germany: Market Size, by Component, 2020-2026 (USD Million)
Table 54 Germany: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.3.5 France
Table 55 France: Market Size, by Component, 2020-2026 (USD Million)
Table 56 France: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.3.6 Rest of Europe
Table 57 Rest of Europe: Market Size, by Component, 2020-2026 (USD Million)
Table 58 Rest of Europe: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.4 Asia-Pacific
Figure 44 Asia-Pacific: Market Snapshot
10.4.1 Asia-Pacific: Game-Based Learning Market Drivers
10.4.2 Asia-Pacific: COVID-19 Impact
Table 59 Asia-Pacific: Market Size, by Component, 2020-2026 (USD Million)
Table 60 Asia-Pacific: Solution Market Size, by Country, 2020-2026 (USD Million)
Table 61 Asia-Pacific: Services Market Size, by Country, 2020-2026 (USD Million)
Table 62 Asia-Pacific: Market Size, by Deployment Mode, 2020-2026 (USD Million)
Table 63 Asia-Pacific: On-Premises Market Size, by Country, 2020-2026 (USD Million)
Table 64 Asia-Pacific: Cloud Market Size, by Country, 2020-2026 (USD Million)
Table 65 Asia-Pacific: Market Size, by End-user, 2020-2026 (USD Million)
Table 66 Asia-Pacific: Market Size, by Enterprise, 2020-2026 (USD Million)
Table 67 Asia-Pacific: Market Size, by Country, 2020-2026 (USD Million)
10.4.3 China
Table 68 China: Game-Based Learning Market Size, by Component, 2020-2026 (USD Million)
Table 69 China: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.4.4 Japan
Table 70 Japan: Market Size, by Component, 2020-2026 (USD Million)
Table 71 Japan: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.4.5 Australia and New Zealand
Table 72 Australia and New Zealand: Game-Based Learning Market Size, by Component, 2020-2026 (USD Million)
Table 73 Australia and New Zealand: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.4.6 Rest of Asia-Pacific
Table 74 Rest of Asia-Pacific: Market Size, by Component, 2020-2026 (USD Million)
Table 75 Rest of Asia-Pacific: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.5 Middle East and Africa
10.5.1 Middle East and Africa: Game-Based Learning Market Drivers
10.5.2 Middle East and Africa: COVID-19 Impact
Table 76 Middle East and Africa Market Size, by Component, 2020-2026 (USD Million)
Table 77 Middle East and Africa: Solution Market Size, by Country, 2020-2026 (USD Million)
Table 78 Middle East and Africa: Services Market Size, by Country, 2020-2026 (USD Million)
Table 79 Middle East and Africa: Market Size, by Deployment Mode, 2020-2026 (USD Million)
Table 80 Middle East and Africa: On-Premises Market Size, by Country, 2020-2026 (USD Million)
Table 81 Middle East and Africa: Cloud Market Size, by Country, 2020-2026 (USD Million)
Table 82 Middle East and Africa: Market Size, by End-user, 2020-2026 (USD Million)
Table 83 Middle East and Africa: Market Size, by Enterprise, 2020-2026 (USD Million)
Table 84 Middle East and Africa: Market Size, by Country, 2020-2026 (USD Million)
10.5.3 Kingdom of Saudi Arabia
Table 85 Kingdom of Saudi Arabia: Game-Based Learning Market Size, by Component, 2020-2026 (USD Million)
Table 86 Kingdom of Saudi Arabia: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.5.4 United Arab Emirates
Table 87 United Arab Emirates: Market Size, by Component, 2020-2026 (USD Million)
Table 88 United Arab Emirates: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.5.5 South Africa
Table 89 South Africa: Market Size, by Component, 2020-2026 (USD Million)
Table 90 South Africa: Game-Based Learning Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.5.6 Rest of Middle East and Africa
Table 91 Rest of Middle East and Africa: Market Size, by Component, 2020-2026 (USD Million)
Table 92 Rest of Middle East and Africa: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.6 Latin America
10.6.1 Latin America: Market Drivers
10.6.2 Latin America: COVID-19 Impact
Table 93 Latin America: Game-Based Learning Market Size, by Component, 2020-2026 (USD Million)
Table 94 Latin America: Solution Market Size, by Country, 2020-2026 (USD Million)
Table 95 Latin America: Services Market Size, by Country, 2020-2026 (USD Million)
Table 96 Latin America: Market Size, by Deployment Mode, 2020-2026 (USD Million)
Table 97 Latin America: On-Premises Market Size, by Country, 2020-2026 (USD Million)
Table 98 Latin America: Cloud Market Size, by Country, 2020-2026 (USD Million)
Table 99 Latin America: Market Size, by End-user, 2020-2026 (USD Million)
Table 100 Latin America: Market Size, by Enterprise, 2020-2026 (USD Million)
Table 101 Latin America: Market Size, by Country, 2020-2026 (USD Million)
10.6.3 Brazil
Table 102 Brazil: Game-Based Learning Market Size, by Component, 2020-2026 (USD Million)
Table 103 Brazil: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.6.4 Mexico
Table 104 Mexico: Market Size, by Component, 2020-2026 (USD Million)
Table 105 Mexico: Market Size, by Deployment Mode, 2020-2026 (USD Million)
10.6.5 Rest of Latin America
Table 106 Rest of Latin America: Market Size, by Component, 2020-2026 (USD Million)
Table 107 Rest of Latin America: Game-Based Learning Market Size, by Deployment Mode, 2020-2026 (USD Million)

11 Competitive Landscape
11.1 Introduction
Figure 45 Market Evaluation Framework
11.2 Market Ranking
Figure 46 Market Ranking in 2021
11.3 Historical Revenue Analysis of Top Vendors
Figure 47 Historical Revenue Analysis
11.4 Company Evaluation Quadrant
Figure 48 Company Evaluation Matrix: Criteria Weightage
11.4.1 Star
11.4.2 Emerging Leader
11.4.3 Pervasive
11.4.4 Participant
Table 108 Global Company Footprint
Table 109 Company End-user Footprint
Table 110 Company Region Footprint
Figure 49 Game-Based Learning Market: Company Evaluation Quadrant
11.5 Competitive Scenario
11.5.1 Market New Product Launches
Table 111 Market: New Product Launches, 2019-2021
11.5.2 Market Deals
Table 112 Market: Deals, 2019-2021

12 Company Profiles
12.1 Major Players
(Business Overview, Products & Solutions, Key Insights, Recent Developments, Analyst's View)*
12.1.1 Kahoot!
Table 113 Kahoot!: Business Overview
Figure 50 Kahoot!: Company Snapshot
Table 114 Kahoot!: Solutions Offered
Table 115 Kahoot!: Game-Based Learning Market: Product Launch
Table 116 Kahoot!: Market: Deals
12.1.2 Frontier Developments
Table 117 Frontier Developments: Business Overview
Figure 51 Frontier Developments: Company Snapshot
Table 118 Frontier Developments: Solutions Offered
12.1.3 Spin Master
Table 119 Spin Master: Business Overview
Figure 52 Spin Master: Company Snapshot
Table 120 Spin Master: Products Offered
Table 121 Spin Master: Market: Deals
12.1.4 Bublar Group
Table 122 Bublar Group: Business Overview
Figure 53 Bublar Group: Company Snapshot
Table 123 Bublar Group: Services Offered
Table 124 Bublar Group: Game-Based Learning Market: Deals
12.1.5 Minecraft
Table 125 Minecraft: Business Overview
Table 126 Minecraft: Services Offered
12.1.6 Breakaway Games
Table 127 Breakaway Games: Business Overview
Table 128 Breakaway: Solutions Offered
12.1.7 Gamelearn
Table 129 Gamelearn: Business Overview
Table 130 Gamelearn: Solutions Offered
12.1.8 Recurrence
Table 131 Recurrence: Business Overview
Table 132 Recurrence: Solutions Offered
12.1.9 Schell Games
Table 133 Schell Games: Business Overview
Table 134 Schell Games: Services Offered
12.1.10 Stratbeans
Table 135 Stratbeans: Business Overview
Table 136 Stratbeans: Services Offered
Table 137 Stratbeans: Game-Based Learning Market: Service Launch
12.1.11 Tangible Play
Table 138 Tangible Play: Business Overview
Table 139 Tangible Play: Services Offered
12.1.12 Simulearn
Table 140 Simulearn: Business Overview
Table 141 Simulearn: Solutions Offered
12.1.13 Playgen
Table 142 Playgen: Business Overview
Table 143 Playgen: Services Offered
12.1.14 Raptivity
Table 144 Raptivity: Business Overview
12.1.14.2 Services Offered
Table 145 Raptivity: Services Offered
12.1.14.3 Recent Developments
Table 146 Raptivity: Game-Based Learning Market: Product Launch
12.1.15 Kidoz
12.1.16 Vr Education Holdings
12.1.17 Banzai Labs
12.1.18 Cognitive Toybox
12.1.19 Fundamentor
12.1.20 Indusgeeks
12.1.21 Kuato Studios
12.1.22 Monkimun
12.1.23 Smart Lumies
12.1.24 G-Cube
12.1.25 Hornbill Fx
12.1.26 Infinite Dreams
12.1.27 Layup
12.1.28 Mlevel
12.1.29 Quodeck
12.1.30 Threatgen
12.1.31 Gametize
12.1.32 Sweetrush

*Details on Business Overview, Solutions & Services, Key Insights, Recent Developments, Analyst's View Might Not be Captured in Case of Unlisted Companies.

13 Adjacent/Related Market
13.1 Introduction
13.1.1 Related Market
13.1.2 Limitations
13.2 Edtech and Smart Classroom Market
Table 147 North America: Edtech and Smart Classroom Market Size, by Education System, 2014-2018 (USD Million)
Table 148 North America: Edtech and Smart Classroom Market Size, by Education System, 2019-2025 (USD Million)
Table 149 North America: Edtech and Smart Classroom Market Size, by Technology, 2014-2018 (USD Million)
Table 150 North America: Edtech and Smart Classroom Market Size, by Technology, 2019-2025 (USD Million)
Table 151 North America: Edtech and Smart Classroom Market Size, by End-user, 2014-2018 (USD Million)
Table 152 North America: Edtech and Smart Classroom Market Size, by End-user, 2019-2025 (USD Million)
Table 153 North America: Edtech and Smart Classroom Market Size, by Deployment Type, 2014-2018 (USD Million)
Table 154 North America: Edtech and Smart Classroom Market Size, by Deployment Type, 2019-2025 (USD Million)
Table 155 North America: Edtech and Smart Classroom Market Size, by Country, 2014-2018 (USD Million)
Table 156 North America: Edtech and Smart Classroom Market Size, by Country, 2019-2025 (USD Million)
Table 157 United States: Edtech and Smart Classroom Market Size, by End-user, 2014-2018 (USD Million)
Table 158 United States: Edtech and Smart Classroom Market Size, by End-user, 2019-2025 (USD Million)
Table 159 United States: Edtech and Smart Classroom Market Size, by Deployment Type, 2014-2018 (USD Million)
Table 160 United States: Edtech and Smart Classroom Market Size, by Deployment Type, 2019-2025 (USD Million)
Table 161 Canada: Edtech and Smart Classroom Market Size, by End-user, 2014-2018 (USD Million)
Table 162 Canada: Edtech and Smart Classroom Market Size, by End-user, 2019-2025 (USD Million)
Table 163 Canada: Edtech and Smart Classroom Market Size, by Deployment Type, 2014-2018 (USD Million)
Table 164 Canada: Edtech and Smart Classroom Market Size, by Deployment Type, 2019-2025 (USD Million)
13.3 Gamification Market
Table 165 Gamification Market Size, by Vertical, 2018-2025 (USD Million)
Table 166 Education: Gamification Market Size, by Region, 2018-2025 (USD Million)
Table 167 Healthcare: Gamification Market Size, by Region, 2018-2025 (USD Million)
Table 168 Banking, Financial Services, and Insurance: Gamification Market Size, by Region, 2018-2025 (USD Million)
Table 169 Retail: Gamification Market Size, by Region, 2018-2025 (USD Million)
Table 170 Manufacturing: Gamification Market Size, by Region, 2018-2025 (USD Million)
Table 171 Media and Entertainment: Gamification Market Size, by Region, 2018-2025 (USD Million)
Table 172 Telecom: Gamification Market Size, by Region, 2018-2025 (USD Million)
Table 173 It and Ites: Gamification Market Size, by Region, 2018-2025 (USD Million)
Table 174 Hospitality: Gamification Market Size, by Region, 2018-2025 (USD Million)
Table 175 Others: Gamification Market Size, by Region, 2018-2025 (USD Million)

14 Appendix
14.1 Discussion Guide
14.2 Knowledge Store
14.3 Available Customizations

Executive Summary

Companies Mentioned

  • Kahoot!
  • Frontier Developments
  • Spin Master
  • Bublar Group
  • Minecraft
  • Breakaway Games
  • Gamelearn
  • Recurrence
  • Schell Games
  • Stratbeans
  • Tangible Play
  • Simulearn
  • Playgen
  • Raptivity
  • Kidoz
  • Vr Education Holdings
  • Banzai Labs
  • Cognitive Toybox
  • Fundamentor
  • Indusgeeks
  • Kuato Studios
  • Monkimun
  • Smart Lumies
  • G-Cube
  • Hornbill Fx
  • Infinite Dreams
  • Layup
  • Mlevel
  • Quodeck
  • Threatgen
  • Gametize
  • Sweetrush

Methodology

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Table Information