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Global Game-Based Learning Market by Game Type (AI-Based Games, AR & VR Games, Assessment & Evaluation Games), Deployment (On-Cloud, On-Premise), End-User - Forecast 2023-2030

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  • 195 Pages
  • March 2024
  • Region: Global
  • 360iResearch™
  • ID: 5674180
UP TO OFF until Dec 31st 2024
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The Game-Based Learning Market size was estimated at USD 7.95 billion in 2022, USD 9.68 billion in 2023, and is expected to grow at a CAGR of 21.71% to reach USD 38.31 billion by 2030.

Game-based learning helps to improve learners' creativity, critical thinking, and problem-solving skills. The game-based learning model allows teachers and corporate trainers to target specific activities that benefit learners in the understanding of the real-world application of concepts. The growing need for technologically advanced learning and a modern approach to high-quality education drive market growth. The rising demand for game-based learning in the corporate sector for corporate training and skill development related to new technologies is propelling market growth. In addition, immersing technologies such as artificial intelligence and virtual reality, along with enhanced and improved digital infrastructure for learning, have positively impacted market development. However, lack of action in game-based learning approaches, classroom setting issues, limited IT infrastructure availability, and failure to implement game-based learning hamper market growth. Technological advancements such as the implementation of augmented reality and the increasing need and adoption of language-based learning are expected to create a market opportunity.

Regional Insights

Americas has a highly developed infrastructure for game-based learning adoption across end users. The Americas region is technologically progressive, with high awareness of innovation processes across industries and disruptive technologies, such as AI, cloud, 5G, and edge storage. The U.S. is the most mature market in terms of game-based learning solution’ adoption as most of the higher education institutions in the country have implemented game-based learning for educational processes, and universities are expected to plan upgrades of the existing learning systems. The increasing number of 5G infrastructure development initiatives in the APAC region drives the market growth. The market in the APAC region is expected to surge in the forecast period as it includes countries such as China and India, with the largest education systems in the world in terms of the significant number of students, which is the main driving factor in the region. EMEA region is utilizing digital education through various technologies such as 5G and AI to develop innovative teaching approaches through gamification. The public and private sector is collaborating in the European region through platforms such as the ‘European Conference on Game-Based Learning’ to assist educators across Europe in sharing ideas to improve education using digital technology.

FPNV Positioning Matrix

The FPNV Positioning Matrix is pivotal in evaluating the Game-Based Learning Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

Market Share Analysis

The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Game-Based Learning Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

Key Company Profiles

The report delves into recent significant developments in the Game-Based Learning Market, highlighting leading vendors and their innovative profiles. These include Animated Technologies Ltd., Archy Learning, Batia Infotech, Blooket LLC, BrainPOP, BreakAway Games, Breakout Inc., Centrical, Classcraft Studios Inc., Cognitive ToyBox, Inc., Discovery Kids by Discovery Communications, LLC, Duolingo, Inc., EdApp by SafetyCulture, Esus e-Learning, Flocabulary, Gamelearn S.L., Gametize, Gimkit, GoSkills Ltd., Harbinger Systems Private Limited, Hoopla, Hornbill FX Private Limited, Hurix Systems Pvt. Ltd., Kahoot! ASA, Kuato Studios, Layup by Creative eLearning Pvt. Ltd., Lumos Labs, Inc., Microsoft Corporation, Prodigy Education Inc., Quizlet, Inc., QuoDeck Technologies PLC, Schell Games, SimuLearn, Smart Lumies, Inc., Spin Master Ltd., Stratbeans Consulting Pvt. Ltd., SweetRush Inc., The Game Agency, LLC, ThreatGEN, and Tophatmonocle Corp.

Market Segmentation & Coverage

This research report categorizes the Game-Based Learning Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Game Type
    • AI-Based Games
    • AR & VR Games
    • Assessment & Evaluation Games
    • Language Learning Games
    • Location-Based Games
    • Training, Knowledge & Skill-Based Games
  • Deployment
    • On-Cloud
    • On-Premise
  • End-User
    • Consumer
    • Education
    • Enterprises
      • BFSI
      • Consumer Goods & Retail
      • Healthcare & Lifesciences
      • Manufacturing
    • Government
  • Region
    • Americas
      • Argentina
      • Brazil
      • Canada
      • Mexico
      • United States
        • California
        • Florida
        • Illinois
        • New York
        • Ohio
        • Pennsylvania
        • Texas
    • Asia-Pacific
      • Australia
      • China
      • India
      • Indonesia
      • Japan
      • Malaysia
      • Philippines
      • Singapore
      • South Korea
      • Taiwan
      • Thailand
      • Vietnam
    • Europe, Middle East & Africa
      • Denmark
      • Egypt
      • Finland
      • France
      • Germany
      • Israel
      • Italy
      • Netherlands
      • Nigeria
      • Norway
      • Poland
      • Qatar
      • Russia
      • Saudi Arabia
      • South Africa
      • Spain
      • Sweden
      • Switzerland
      • Turkey
      • United Arab Emirates
      • United Kingdom

The report offers valuable insights on the following aspects

  1. Market Penetration: It presents comprehensive information on the market provided by key players.
  2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
  3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
  4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
  5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.

The report addresses key questions such as

  1. What is the market size and forecast of the Game-Based Learning Market?
  2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Game-Based Learning Market?
  3. What are the technology trends and regulatory frameworks in the Game-Based Learning Market?
  4. What is the market share of the leading vendors in the Game-Based Learning Market?
  5. Which modes and strategic moves are suitable for entering the Game-Based Learning Market?

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Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
4.1. Introduction
4.2. Game-Based Learning Market, by Region
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Rising demand for quality education with a modern and interactive approach
5.1.1.2. Improved availability of digital infrastructure for learning
5.1.1.3. Growing usage of game-based learning in the commercial sector for training & skill development
5.1.2. Restraints
5.1.2.1. Limited availability of IT infrastructure and lack of understanding among trainers in implementing game-based learning
5.1.3. Opportunities
5.1.3.1. Growing integration of AR, VR, and AI in educational gamification
5.1.3.2. Adoption of game-based learning for language learning
5.1.4. Challenges
5.1.4.1. Potential barriers in creating suitable game designs that meet the learning objectives and curriculum
5.2. Market Segmentation Analysis
5.3. Market Trend Analysis
5.3.1. Growing penetration of game-based learnings solutions with a high presence of well-established players in Americas
5.3.2. Availability of smart education programs and presence of cost-effective game-based learning solutions in APAC region
5.3.3. Government initiatives for digital education infrastructures with the growing use of game-based learning solutions across the corporate sector in the EMEA region
5.4. Cumulative Impact of COVID-19
5.5. Cumulative Impact of Russia-Ukraine Conflict
5.6. Cumulative Impact of High Inflation
5.7. Porter’s Five Forces Analysis
5.7.1. Threat of New Entrants
5.7.2. Threat of Substitutes
5.7.3. Bargaining Power of Customers
5.7.4. Bargaining Power of Suppliers
5.7.5. Industry Rivalry
5.8. Value Chain & Critical Path Analysis
5.9. Regulatory Framework
5.10. Client Customization
6. Game-Based Learning Market, by Game Type
6.1. Introduction
6.2. AI-Based Games
6.3. AR & VR Games
6.4. Assessment & Evaluation Games
6.5. Language Learning Games
6.6. Location-Based Games
6.7. Training, Knowledge & Skill-Based Games
7. Game-Based Learning Market, by Deployment
7.1. Introduction
7.2. On-Cloud
7.3. On-Premise
8. Game-Based Learning Market, by End-User
8.1. Introduction
8.2. Consumer
8.3. Education
8.4. Enterprises
8.5.1. BFSI
8.5.2. Consumer Goods & Retail
8.5.3. Healthcare & Lifesciences
8.5.4. Manufacturing
8.5. Government
9. Americas Game-Based Learning Market
9.1. Introduction
9.2. Argentina
9.3. Brazil
9.4. Canada
9.5. Mexico
9.6. United States
10. Asia-Pacific Game-Based Learning Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.10. South Korea
10.11. Taiwan
10.12. Thailand
10.13. Vietnam
11. Europe, Middle East & Africa Game-Based Learning Market
11.1. Introduction
11.2. Denmark
11.3. Egypt
11.4. Finland
11.5. France
11.6. Germany
11.7. Israel
11.8. Italy
11.9. Netherlands
11.10. Nigeria
11.11. Norway
11.12. Poland
11.13. Qatar
11.14. Russia
11.15. Saudi Arabia
11.16. South Africa
11.17. Spain
11.18. Sweden
11.19. Switzerland
11.20. Turkey
11.21. United Arab Emirates
11.22. United Kingdom
12. Competitive Landscape
12.1. FPNV Positioning Matrix
12.2. Market Share Analysis, By Key Player
12.3. Competitive Scenario Analysis, By Key Player
12.3.1. Merger & Acquisition
12.3.1.1. Imarticus Learning Acquires Heromindmine.
12.3.1.2. Spin Master Expands Digital Games Ecosystem with Acquisition of Nørdlight.
12.3.1.3. Imarticus Has Acquired Stratonboard, A Game-Based Learning Platform.
12.3.2. Agreement, Collaboration, & Partnership
12.3.2.1. Spin Master's Trendsetting 2023 Portfolio of Fun and Games Reimagines Everyday Play.
12.3.2.2. Duolingo Adds Branded Questions to Jackbox Games to Encourage Language Learning.
12.3.2.3. Spin Master Strikes Multiyear Games Licensing Deal With Sony’s PlayStation.
12.3.3. New Product Launch & Enhancement
12.3.3.1. Duolingo Launches Its Flagship English Learning Product For Indian Kids.
12.3.3.2. Prodigy Education to Lead Thought Leadership Panel on Digital Game-Based Learning At SXSW EDU.
12.3.3.3. Imarticus Learning Launches Startonboard to Ease Onboarding of Employees.
12.3.3.4. U.S. Tech Firm Pi Square Technologies Opens Hornbill Studios For Global Animation and VFX Services in Hyderabad.
12.3.3.5. AWS Launches Game-Based Courses to Teach Cloud Skills.
12.3.4. Investment & Funding
12.3.4.1. Edtech Start-Up Upsurge Raises Pre-Seed Funding From JCBL India.
12.3.4.2. India’s Game-Based Savings App Fello Nets USD 4 Million.
12.3.5. Award, Recognition, & Expansion
12.3.5.1. Microsoft Plans to Create Its Own Mobile Games Store Like Apple and Google.
12.3.5.2. Breakout EDU Earns ESSA Certification.
13. Competitive Portfolio
13.1. Key Company Profiles
13.1.1. Animated Technologies Ltd.
13.1.2. Archy Learning
13.1.3. Batia Infotech
13.1.4. Blooket LLC
13.1.5. BrainPOP
13.1.6. BreakAway Games
13.1.7. Breakout Inc.
13.1.8. Centrical
13.1.9. Classcraft Studios Inc.
13.1.10. Cognitive ToyBox, Inc.
13.1.11. Discovery Kids by Discovery Communications, LLC
13.1.12. Duolingo, Inc.
13.1.13. EdApp by SafetyCulture
13.1.14. Esus e-Learning
13.1.15. Flocabulary
13.1.16. Gamelearn S.L.
13.1.17. Gametize
13.1.18. Gimkit
13.1.19. GoSkills Ltd.
13.1.20. Harbinger Systems Private Limited
13.1.21. Hoopla
13.1.22. Hornbill FX Private Limited
13.1.23. Hurix Systems Pvt. Ltd.
13.1.24. Kahoot! ASA
13.1.25. Kuato Studios
13.1.26. Layup by Creative eLearning Pvt. Ltd.
13.1.27. Lumos Labs, Inc.
13.1.28. Microsoft Corporation
13.1.29. Prodigy Education Inc.
13.1.30. Quizlet, Inc.
13.1.31. QuoDeck Technologies PLC
13.1.32. Schell Games
13.1.33. SimuLearn
13.1.34. Smart Lumies, Inc.
13.1.35. Spin Master Ltd.
13.1.36. Stratbeans Consulting Pvt. Ltd.
13.1.37. SweetRush Inc.
13.1.38. The Game Agency, LLC
13.1.39. ThreatGEN
13.1.40. Tophatmonocle Corp.
13.2. Key Product Portfolio
14. Appendix
14.1. Discussion Guide
14.2. License & Pricing
List of Figures
FIGURE 1. GAME-BASED LEARNING MARKET RESEARCH PROCESS
FIGURE 2. GAME-BASED LEARNING MARKET SIZE, 2022 VS 2030
FIGURE 3. GAME-BASED LEARNING MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. GAME-BASED LEARNING MARKET SIZE, BY REGION, 2022 VS 2030 (%)
FIGURE 5. GAME-BASED LEARNING MARKET SIZE, BY REGION, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 6. GAME-BASED LEARNING MARKET DYNAMICS
FIGURE 7. GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2022 VS 2030 (%)
FIGURE 8. GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 9. GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2022 VS 2030 (%)
FIGURE 10. GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 11. GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2022 VS 2030 (%)
FIGURE 12. GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 13. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2022 VS 2030 (%)
FIGURE 14. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 15. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2022 VS 2030 (%)
FIGURE 16. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 17. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2022 VS 2030 (%)
FIGURE 18. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 19. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2022 VS 2030 (%)
FIGURE 20. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2022 VS 2023 VS 2030 (USD MILLION)
FIGURE 21. GAME-BASED LEARNING MARKET, FPNV POSITIONING MATRIX, 2022
FIGURE 22. GAME-BASED LEARNING MARKET SHARE, BY KEY PLAYER, 2022
List of Tables
TABLE 1. GAME-BASED LEARNING MARKET SEGMENTATION & COVERAGE
TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2022
TABLE 3. GAME-BASED LEARNING MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 4. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
TABLE 5. GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 6. GAME-BASED LEARNING MARKET SIZE, BY AI-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
TABLE 7. GAME-BASED LEARNING MARKET SIZE, BY AR & VR GAMES, BY REGION, 2018-2030 (USD MILLION)
TABLE 8. GAME-BASED LEARNING MARKET SIZE, BY ASSESSMENT & EVALUATION GAMES, BY REGION, 2018-2030 (USD MILLION)
TABLE 9. GAME-BASED LEARNING MARKET SIZE, BY LANGUAGE LEARNING GAMES, BY REGION, 2018-2030 (USD MILLION)
TABLE 10. GAME-BASED LEARNING MARKET SIZE, BY LOCATION-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
TABLE 11. GAME-BASED LEARNING MARKET SIZE, BY TRAINING, KNOWLEDGE & SKILL-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
TABLE 12. GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 13. GAME-BASED LEARNING MARKET SIZE, BY ON-CLOUD, BY REGION, 2018-2030 (USD MILLION)
TABLE 14. GAME-BASED LEARNING MARKET SIZE, BY ON-PREMISE, BY REGION, 2018-2030 (USD MILLION)
TABLE 15. GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 16. GAME-BASED LEARNING MARKET SIZE, BY CONSUMER, BY REGION, 2018-2030 (USD MILLION)
TABLE 17. GAME-BASED LEARNING MARKET SIZE, BY EDUCATION, BY REGION, 2018-2030 (USD MILLION)
TABLE 18. GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
TABLE 19. GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 20. GAME-BASED LEARNING MARKET SIZE, BY BFSI, BY REGION, 2018-2030 (USD MILLION)
TABLE 21. GAME-BASED LEARNING MARKET SIZE, BY CONSUMER GOODS & RETAIL, BY REGION, 2018-2030 (USD MILLION)
TABLE 22. GAME-BASED LEARNING MARKET SIZE, BY HEALTHCARE & LIFESCIENCES, BY REGION, 2018-2030 (USD MILLION)
TABLE 23. GAME-BASED LEARNING MARKET SIZE, BY MANUFACTURING, BY REGION, 2018-2030 (USD MILLION)
TABLE 24. GAME-BASED LEARNING MARKET SIZE, BY GOVERNMENT, BY REGION, 2018-2030 (USD MILLION)
TABLE 25. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 26. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 27. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 28. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 29. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 30. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 31. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 32. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 33. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 34. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 35. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 36. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 37. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 38. CANADA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 39. CANADA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 40. CANADA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 41. CANADA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 42. MEXICO GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 43. MEXICO GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 44. MEXICO GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 45. MEXICO GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 46. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 47. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 48. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 49. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 50. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
TABLE 51. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 52. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 53. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 54. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 55. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 56. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 57. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 58. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 59. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 60. CHINA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 61. CHINA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 62. CHINA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 63. CHINA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 64. INDIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 65. INDIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 66. INDIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 67. INDIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 68. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 69. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 70. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 71. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 72. JAPAN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 73. JAPAN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 74. JAPAN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 75. JAPAN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 76. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 77. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 78. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 79. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 80. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 81. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 82. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 83. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 84. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 85. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 86. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 87. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 88. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 89. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 90. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 91. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 92. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 93. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 94. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 95. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 96. THAILAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 97. THAILAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 98. THAILAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 99. THAILAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 100. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 101. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 102. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 103. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 104. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 105. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 106. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 107. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 108. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 109. DENMARK GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 110. DENMARK GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 111. DENMARK GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 112. DENMARK GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 113. EGYPT GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 114. EGYPT GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 115. EGYPT GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 116. EGYPT GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 117. FINLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 118. FINLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 119. FINLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 120. FINLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 121. FRANCE GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 122. FRANCE GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 123. FRANCE GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 124. FRANCE GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 125. GERMANY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 126. GERMANY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 127. GERMANY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 128. GERMANY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 129. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 130. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 131. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 132. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 133. ITALY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 134. ITALY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 135. ITALY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 136. ITALY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 137. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 138. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 139. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 140. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 141. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 142. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 143. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 144. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 145. NORWAY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 146. NORWAY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 147. NORWAY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 148. NORWAY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 149. POLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 150. POLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 151. POLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 152. POLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 153. QATAR GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 154. QATAR GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 155. QATAR GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 156. QATAR GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 157. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 158. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 159. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 160. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 161. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 162. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 163. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 164. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 165. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 166. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 167. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 168. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 169. SPAIN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 170. SPAIN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 171. SPAIN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 172. SPAIN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 173. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 174. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 175. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 176. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 177. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 178. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 179. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 180. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 181. TURKEY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 182. TURKEY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 183. TURKEY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 184. TURKEY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 185. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 186. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 187. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 188. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 189. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 190. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 191. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 192. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 193. GAME-BASED LEARNING MARKET, FPNV POSITIONING MATRIX, 2022
TABLE 194. GAME-BASED LEARNING MARKET SHARE, BY KEY PLAYER, 2022
TABLE 195. GAME-BASED LEARNING MARKET LICENSE & PRICING

Companies Mentioned

  • Animated Technologies Ltd.
  • Archy Learning
  • Batia Infotech
  • Blooket LLC
  • BrainPOP
  • BreakAway Games
  • Breakout Inc.
  • Centrical
  • Classcraft Studios Inc.
  • Cognitive ToyBox, Inc.
  • Discovery Kids by Discovery Communications, LLC
  • Duolingo, Inc.
  • EdApp by SafetyCulture
  • Esus e-Learning
  • Flocabulary
  • Gamelearn S.L.
  • Gametize
  • Gimkit
  • GoSkills Ltd.
  • Harbinger Systems Private Limited
  • Hoopla
  • Hornbill FX Private Limited
  • Hurix Systems Pvt. Ltd.
  • Kahoot! ASA
  • Kuato Studios
  • Layup by Creative eLearning Pvt. Ltd.
  • Lumos Labs, Inc.
  • Microsoft Corporation
  • Prodigy Education Inc.
  • Quizlet, Inc.
  • QuoDeck Technologies PLC
  • Schell Games
  • SimuLearn
  • Smart Lumies, Inc.
  • Spin Master Ltd.
  • Stratbeans Consulting Pvt. Ltd.
  • SweetRush Inc.
  • The Game Agency, LLC
  • ThreatGEN
  • Tophatmonocle Corp.

Methodology

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Table Information