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Asia Pacific Game-Based Learning Market Size, Share & Industry Trends Analysis Report By Component (Solution and Services), By End User, By Deployment Type, By Game Type, By Country and Growth Forecast, 2021-2027

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    Report

  • 98 Pages
  • February 2022
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5571291
The Asia Pacific Game-Based Learning Market is expected to witness market growth of 21.5% CAGR during the forecast period (2021-2027).

Learning games also provide a safe atmosphere for students to fail. In a public setting such as a classroom, it can be difficult for students, particularly adolescents, to fail. Games provide children the opportunity to try new things. If players fail in the game's scenario, they can simply try again and learn from their mistakes. Students learn through exploration and trial and error rather than by rote memorization.

In recent years, there has been a spike in the use of virtual reality for game-based learning. Game-based virtual reality learning, as an emerging unique and advanced platform has the potential and ability to solve a variety of complex educational difficulties. Virtual game-based and augmented reality learning courses have been offered by a variety of academics and institutions to their students.

Mobile devices have a high penetration rate, making them a viable platform for reaching out to hard-to-reach communities. The telecom sector is already collaborating with governments in some South Asian countries to make affordable 3G/4G-enabled cellphones with educational apps available. Rural areas are also seeing an increase in mobile data usage. Mobile device accessibility and ubiquity might be considered a crucial factor in the implementation of game-based learning solutions in the APAC region.

Integrating Technology in Education in India, which began its work in a rural section of India's eastern region, is an example of the large-scale integration of technology in teaching and learning. Tata Trusts, a philanthropic organization, is pioneering the collaboration with other NGOs who share the same goal of bridging the digital gap and enhancing deep learning experiences among upper primary and secondary school children and adolescents using technology. The use of digital games as instructional tools is not now a priority.

The China market dominated the Asia Pacific Game-Based Learning Market by Country in 2020, and is expected to continue to be a dominant market till 2027; thereby, achieving a market value of $2,893.5 million by 2027. The Japan market is anticipated to grow at a CAGR of 20.7% during (2021 - 2027). Additionally, The India market is expected to experience a CAGR of 22.2% during (2021 - 2027).

Based on Component, the market is segmented into Solution and Services. Based on End User, the market is segmented into Education, Consumer, Healthcare, Retail & eCommerce, Government & Defense, Manufacturing, IT & Telecom, and Others. Based on Deployment Type, the market is segmented into Cloud and On-Premise. Based on Game Type, the market is segmented into Training, knowledge & skill-based Games, Assessment & Evaluation Games, AI-based Games, AR VR Games, Language Learning Games and Others. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Kahoot! AS, Spin Master Corp., Breakaway Games, Raptivity (Harbinger Group), StratBeans Consulting Pvt. Ltd., Schell Games, BYJU'S (Tangible Play, Inc.), Frontier Developments plc, Bublar Group AB (Vobling AB), and Recurrence, Inc.

Scope of the Study


Market Segments Covered in the Report:


By Component
  • Solution
  • Services

By End User
  • Education
  • Consumer
  • Healthcare
  • Retail & eCommerce
  • Government & Defense
  • Manufacturing
  • IT & Telecom
  • Others

By Deployment Type
  • Cloud
  • On-premise

By Game Type
  • Training, knowledge & skill-based Games
  • Assessment & Evaluation Games
  • AI-based Games
  • AR VR Games
  • Language Learning Games
  • Others

By Country
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Key Market Players


List of Companies Profiled in the Report:


  • Kahoot! AS
  • Spin Master Corp.
  • Breakaway Games
  • Raptivity (Harbinger Group)
  • StratBeans Consulting Pvt. Ltd.
  • Schell Games
  • BYJU'S (Tangible Play, Inc.)
  • Frontier Developments plc
  • Bublar Group AB (Vobling AB)
  • Recurrence, Inc.

Unique Offerings from the Publisher


  • Exhaustive coverage
  • The highest number of market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Game-Based Learning Market, by Component
1.4.2 Asia Pacific Game-Based Learning Market, by End User
1.4.3 Asia Pacific Game-Based Learning Market, by Deployment Type
1.4.4 Asia Pacific Game-Based Learning Market, by Game Type
1.4.5 Asia Pacific Game-Based Learning Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Strategies Deployed in Game-Based Learning Market
Chapter 4. Asia Pacific Game-Based Learning Market by Component
4.1 Asia Pacific Solution Market by Country
4.2 Asia Pacific Services Market by Country
Chapter 5. Asia Pacific Game-Based Learning Market by End User
5.1 Asia Pacific Education Market by Country
5.2 Asia Pacific Consumer Market by Country
5.3 Asia Pacific Healthcare Market by Country
5.4 Asia Pacific Retail & eCommerce Market by Country
5.5 Asia Pacific Government & Defense Market by Country
5.6 Asia Pacific Manufacturing Market by Country
5.7 Asia Pacific IT & Telecom Market by Country
5.8 Asia Pacific Others Market by Country
Chapter 6. Asia Pacific Game-Based Learning Market by Deployment Type
6.1 Asia Pacific Cloud Market by Country
6.2 Asia Pacific On-premise Market by Country
Chapter 7. Asia Pacific Game-Based Learning Market by Game Type
7.1 Asia Pacific Training, knowledge & skill-based Games Market by Country
7.2 Asia Pacific Assessment & Evaluation Games Market by Country
7.3 Asia Pacific AI-based Games Market by Country
7.4 Asia Pacific AR VR Games Market by Country
7.5 Asia Pacific Language Learning Games Market by Country
7.6 Asia Pacific Others Market by Country
Chapter 8. Asia Pacific Game-Based Learning Market by Country
8.1 China Game-Based Learning Market
8.1.1 China Game-Based Learning Market by Component
8.1.2 China Game-Based Learning Market by End User
8.1.3 China Game-Based Learning Market by Deployment Type
8.1.4 China Game-Based Learning Market by Game Type
8.2 Japan Game-Based Learning Market
8.2.1 Japan Game-Based Learning Market by Component
8.2.2 Japan Game-Based Learning Market by End User
8.2.3 Japan Game-Based Learning Market by Deployment Type
8.2.4 Japan Game-Based Learning Market by Game Type
8.3 India Game-Based Learning Market
8.3.1 India Game-Based Learning Market by Component
8.3.2 India Game-Based Learning Market by End User
8.3.3 India Game-Based Learning Market by Deployment Type
8.3.4 India Game-Based Learning Market by Game Type
8.4 South Korea Game-Based Learning Market
8.4.1 South Korea Game-Based Learning Market by Component
8.4.2 South Korea Game-Based Learning Market by End User
8.4.3 South Korea Game-Based Learning Market by Deployment Type
8.4.4 South Korea Game-Based Learning Market by Game Type
8.5 Singapore Game-Based Learning Market
8.5.1 Singapore Game-Based Learning Market by Component
8.5.2 Singapore Game-Based Learning Market by End User
8.5.3 Singapore Game-Based Learning Market by Deployment Type
8.5.4 Singapore Game-Based Learning Market by Game Type
8.6 Malaysia Game-Based Learning Market
8.6.1 Malaysia Game-Based Learning Market by Component
8.6.2 Malaysia Game-Based Learning Market by End User
8.6.3 Malaysia Game-Based Learning Market by Deployment Type
8.6.4 Malaysia Game-Based Learning Market by Game Type
8.7 Rest of Asia Pacific Game-Based Learning Market
8.7.1 Rest of Asia Pacific Game-Based Learning Market by Component
8.7.2 Rest of Asia Pacific Game-Based Learning Market by End User
8.7.3 Rest of Asia Pacific Game-Based Learning Market by Deployment Type
8.7.4 Rest of Asia Pacific Game-Based Learning Market by Game Type
Chapter 9. Company Profiles
9.1 Kahoot! AS
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Regional Analysis
9.1.4 Research & Development Expenses
9.1.5 Recent strategies and developments:
9.1.5.1 Partnerships, Collaborations, and Agreements:
9.1.5.2 Acquisitions and Mergers:
9.1.5.3 Product Launches and Product Expansions:
9.2 Spin Master Corp.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental Analysis
9.2.4 Recent strategies and developments:
9.2.4.1 Acquisitions and Mergers:
9.3 Breakaway Games
9.3.1 Company Overview
9.4 Raptivity (Harbinger Group)
9.4.1 Company Overview
9.5 StratBeans Consulting Pvt. Ltd.
9.5.1 Company Overview
9.6 Schell Games
9.6.1 Company Overview
9.6.2 Recent strategies and developments:
9.6.2.1 Product Launches and Product Expansions:
9.7 BYJU'S (Tangible Play, Inc.)
9.7.1 Company Overview
9.7.2 Recent strategies and developments:
9.7.2.1 Partnerships, Collaborations, and Agreements:
9.7.2.2 Product Launches and Product Expansions:
9.8 Frontier Developments plc
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Research & Development Expenses
9.9 Bublar Group AB (Vobling AB)
9.9.1 Company Overview
9.9.2 Financial Analysis
9.10. Recurrence, Inc.
9.10.1 Company Overview
9.10.2 Recent strategies and developments:
9.10.2.1 Partnerships, Collaborations, and Agreements:

Companies Mentioned

  • Kahoot! AS
  • Spin Master Corp.
  • Breakaway Games
  • Raptivity (Harbinger Group)
  • StratBeans Consulting Pvt. Ltd.
  • Schell Games
  • BYJU'S (Tangible Play, Inc.)
  • Frontier Developments plc
  • Bublar Group AB (Vobling AB)
  • Recurrence, Inc.

Methodology

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