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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
- Americas
The report offers valuable insights on the following aspects
- Market Penetration: It presents comprehensive information on the market provided by key players.
- Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
- Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
- 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.
- Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
The report addresses key questions such as
- What is the market size and forecast of the Game-Based Learning Market?
- Which products, segments, applications, and areas should one consider investing in over the forecast period in the Game-Based Learning Market?
- What are the technology trends and regulatory frameworks in the Game-Based Learning Market?
- What is the market share of the leading vendors in the Game-Based Learning Market?
- Which modes and strategic moves are suitable for entering the Game-Based Learning Market?
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Table of Contents
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
Report Attribute | Details |
---|---|
No. of Pages | 195 |
Published | March 2024 |
Forecast Period | 2023 - 2030 |
Estimated Market Value ( USD | $ 9.68 Billion |
Forecasted Market Value ( USD | $ 38.31 Billion |
Compound Annual Growth Rate | 21.7% |
Regions Covered | Global |
No. of Companies Mentioned | 40 |