Game-based Learning Market

Report Code TC 8034
Published in Jun, 2025, By MarketsandMarkets™
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Game-based Learning Market by Offering (Gamified Learning, Microlearning, Simulation Learning, LMS, Adaptive Learning, Authoring Tools), Application (K-12, Higher Education, Corporate Training, STEM, Cognitive Development) - Global Forecast to 2030

Overview

The game-based learning market is expanding rapidly, with a projected market size anticipated to rise from about USD 6.23 billion in 2025 to USD 17.82 billion by 2030, featuring a CAGR of 23.4%. The growth/adoption of global game-based learning is propelled by smartphone/internet adoption and advancing immersive tech (AI/AR/VR), enhancing engagement and accessibility. Content solutions, mainly LMS, assessment tools, and skill-based applications, lead market share, with corporate and K-12 segments expanding rapidly. North America and Asia Pacific show robust growth supported by government and institutional funding for EdTech infrastructure.

Initiatives such as India’s CBSE Facebook AR curriculum and China’s MIIT programs accelerate adoption worldwide. Gamification has emerged as a powerful tool across both corporate and educational settings. As per Harvard Business Review, integrating gamification into the workplace significantly boosts employee retention, with 69% of employees more likely to remain with a company when such strategies are employed. A study published in 2020 by Science Direct found that challenge-based gamification led to an 89.45% improvement in student performance compared to conventional lecture-based approaches, emphasizing the remarkable potential of game elements in transforming learning outcomes.

Game-based Learning Market

Attractive Opportunities in the Game-based Learning Market

ASIA PACIFIC

Asia Pacific will witness the fastest growth rate in the game-based learning market due to expanding digital infrastructure, widespread smartphone usage, and a large youth population. Government-led digital education initiatives, increasing edtech investments, and the rising demand for personalized, skill-based learning are further accelerating GBL adoption across K–12, higher education, and corporate training environments.

Game-based learning reduces cognitive fatigue, promotes active participation, and improves critical thinking through challenges, rewards, and simulations, leading to more effective and scalable education.

Players in the GBL market are leveraging educational games across soft skills training, compliance learning, language acquisition, STEM subjects, and employee onboarding. These solutions drive learner motivation, increase training efficiency, and ensure measurable performance improvements.

Adaptive learning games tailor content, feedback, and difficulty in real time based on learner responses, enhancing engagement, retention, and personalized learning outcomes across various subjects and skill areas.

The global growth of GBL is fueled by increased digitization in education, the demand for interactive and experiential learning models, the gamification of corporate training, and a growing emphasis on skills-based development. These trends contribute to improved learning outcomes, motivation, and long-term knowledge retention.

Impact of AI on Game-based Learning Market

Generative AI is transforming the game-based learning market through six key applications, including personalized learning paths, narrative-driven simulations, and real-time assessment. By enabling dynamic content creation, adaptive challenges, and immersive learner interactions, GenAI enhances engagement, personalization, and skill development across educational and training environments.

Game-based Learning Market Impact

Global Game-based Learning Market Dynamics

Driver: Cognitive and psychological benefits of gamification

Game-based learning is witnessing growing adoption across educational and corporate settings due to its cognitive, psychological, and behavioral benefits that significantly enhance learner engagement and motivation. Unlike traditional teaching methods, GBL integrates game mechanics such as challenges, points, leaderboards, feedback loops, and storytelling, which activate the brain’s reward system and stimulate intrinsic motivation. These interactive elements encourage learners to stay focused, think critically, and participate actively in the learning process, which results in better knowledge retention and improved problem-solving skills.

Furthermore, GBL appeals to a wide range of visual, auditory, and kinesthetic learning styles, making it an inclusive approach to education and training. The sense of achievement gained from progressing through levels, earning badges, or unlocking new content provides psychological satisfaction, especially effective among younger audiences and early-career professionals. Educators, instructional designers, and corporate trainers increasingly embed gamified components into lesson plans and employee development programs to improve outcomes such as memory retention, academic performance, and soft skills. As empirical research continues to validate these positive effects, more institutions are investing in GBL tools, fueling global demand. This rising acknowledgment of GBL’s versatility and effectiveness creates a strong foundation for long-term market growth and innovation in digital learning.

Restraint: Concerns over screen time and digital addiction

Rising concerns about screen time and digital addiction significantly hinder the broader adoption of game-based learning, mainly among children and adolescents. With growing awareness about the adverse mental, emotional, and physical health effects of prolonged digital exposure, many parents, caregivers, and educators hesitate to incorporate technology-intensive educational tools. Although GBL platforms aim to enhance learning engagement, critics argue that game-like environments may foster addictive behaviors, shorten attention spans, and hinder meaningful real-world social interactions. Concerns have been raised that excessive screen time may lead to sleep disturbances, sedentary behaviors, and heightened anxiety levels in young users.

These factors lead to hesitation or outright opposition from stakeholders who might otherwise support digital innovation in education. Additionally, the reputational risks for educational institutions and solution providers associated with perceived digital overuse further complicate adoption. Many GBL developers have introduced usage monitoring, time limits, parental controls, and curriculum-aligned content delivery to address these concerns. However, technical safeguards alone are not sufficient. Addressing this restraint requires comprehensive awareness campaigns and research-backed advocacy to emphasize the importance of responsible screen time. When implemented in moderation, game-based learning can be an effective and engaging educational approach that aligns with learning goals and health standards.

 

Opportunity: Growing demand for skill-based and experiential learning

The rising emphasis on skill-based and experiential learning across educational and corporate sectors is creating fertile ground for the expansion of game-based learning. Traditional approaches frequently fail to develop critical thinking, problem-solving, teamwork, and decision-making that could improve an individual’s or group’s performance. In contrast, GBL provides immersive simulations and interactive environments where learners can apply concepts in practical contexts. This “learning by doing” model aligns well with modern educational goals and workforce expectations, particularly as employers prioritize applied knowledge over rote memorization.

Students can explore complex ideas through scenario-based learning, while professionals can engage in role-play or simulation-based modules for job-specific training. These experiences deepen conceptual understanding and build confidence and adaptability. Moreover, healthcare, manufacturing, and aviation industries increasingly use serious games to simulate high-stakes situations without real-world consequences. The shift toward competency-based education and performance-driven corporate training accelerates demand for such experiential learning tools. GBL platforms that cater to these needs are well-positioned to capitalize on this trend, particularly if they integrate adaptive learning paths and real-time performance analytics to tailor content for individuals or teams.

Challenge: Balancing educational content with engaging gameplay while maintaining curriculum alignment standards

Striking the right balance between educational value and engaging gameplay remains a complex and ongoing challenge in game-based learning. Games that lean too heavily into entertainment risk diluting instructional content, diverting learners’ attention from the intended academic outcomes. In contrast, if the educational component dominates, the experience can become monotonous, undermining the motivational appeal that makes gamification effective in the first place. This tension is particularly pronounced in formal education environments, where instructional tools must meet strict curriculum requirements, grade-level competencies, and standardized assessment frameworks. Designing engaging and pedagogically robust content demands significant input from educators, curriculum designers, and subject matter experts, often increasing production time and resource investment.

Moreover, different subjects and learner age groups require tailored approaches, making scalability a further challenge. Without effective curriculum integration, even the most well-designed GBL platforms may be perceived as supplementary tools rather than core instructional resources. This perception can hinder adoption, particularly in academic settings that prioritize test scores and learning outcomes. To address this issue, developers must focus on deep collaboration with educational stakeholders and invest in evidence-based design practices that seamlessly merge gameplay mechanics with instructional integrity, ensuring engagement and learning efficacy.

Global Game-based Learning Market Ecosystem Analysis

The game-based learning market ecosystem comprises various software solutions to enhance learning through interactive and engaging formats. These solutions are segmented into gamified learning platforms, microlearning platforms, simulation-based learning platforms, integrated LMS platforms, adaptive learning systems, and AI authoring tools and development platforms. Each segment includes key players contributing to creating, delivering, and evolving game-based learning experiences across various educational and training contexts. This ecosystem supports the growing demand for innovative, learner-centric approaches that improve engagement, retention, and skill development.

Top Companies in Game-based Learning Market

Note: The above diagram only shows the representation of the Game-based Learning Market ecosystem; it is not limited to the companies represented above.
Source: Secondary Research and MarketsandMarkets Analysis

 

Gamified learning platform offering segment is expected to hold largest market share during forecast period

The gamified learning platform within the offering segment is expected to capture the largest market share in the game-based learning market due to its versatility, scalability, and high learner capabilities. These platforms integrate game mechanics such as points, badges, leaderboards, and real-time feedback into educational content, making learning more interactive and enjoyable. These are widely adopted across multiple sectors, including K-12, higher education, and corporate training, addressing diverse learning objectives from basic skill development to complex problem-solving and behavioral training. The rise of digital transformation in education and training and increased access to mobile and online learning tools have accelerated the adoption of gamified platforms.

These platforms are also highly customizable, allowing organizations to align learning modules with their specific goals while using analytics to track learner progress and outcomes. Furthermore, the increasing amount of research demonstrating the effectiveness of gamification in enhancing retention, motivation, and performance is fostering wider acceptance among institutions. Government initiatives aimed at promoting digital education and skills development, particularly in emerging economies, further solidify their market presence. As a result, gamified learning platforms offer an optimal blend of engagement, performance tracking, and flexible delivery, making them the most attractive and dominant offering in the GBL market landscape.

AI-driven learning games segment is expected to account for the fastest growth rate during the forecast period.

AI-driven learning games are poised to witness the fastest growth rate within the game-type segment of the game-based learning market due to their ability to deliver personalized, adaptive, and data-driven learning experiences. These games leverage artificial intelligence to analyze learners’ behavior, performance, and preferences in real time, enabling dynamic content adjustment. This significantly enhances learner engagement, knowledge retention, and skill mastery. The rising demand for intelligent tutoring systems in subjects requiring conceptual clarity and critical thinking has propelled interest in AI-driven games across education, corporate training, and healthcare simulations.

Additionally, AI enables the automation of progress tracking, content recommendations, and difficulty scaling, reducing the burden on educators and facilitators. The rapid advancements in natural language processing, computer vision, and machine learning are further expanding the capabilities of these games, making them more immersive and responsive. Moreover, with the growing push toward competency-based and outcome-driven education, AI-driven games offer measurable learning outcomes and continuous improvement loops. Their scalability and integration with learning management systems also appeal to institutions looking for long-term, cost-effective solutions. Consequently, the fusion of gamification and AI drives unparalleled innovation, making AI-driven learning games the fastest-growing segment in the GBL market.

Asia Pacific set to experience fastest growth during the forecast period

The Asia Pacific region is projected to experience the fastest growth rate in the game-based learning market due to a potent mix of demographic, technological, and policy-driven factors. The rapid expansion of internet connectivity, smartphone usage, and affordable digital infrastructure, particularly in Indonesia, Vietnam, and the Philippines, has significantly improved access to digital learning platforms. Simultaneously, regional governments push for educational reform by integrating digital and experiential learning approaches into the national curriculum, creating a favorable environment for GBL adoption.

Moreover, the growing emphasis on skill-based and vocational training to meet future workforce demands encourages the use of engaging, interactive tools like educational games to improve learning retention and practical understanding. The region’s thriving edtech ecosystem—driven by established players and startups—also accelerates the development of gamified learning solutions tailored to local languages and cultural contexts. Asia Pacific is becoming a leading hub for scalable and innovative learning solutions due to increased investments in teacher training, blended learning models, and AI-enabled education tools, making it the fastest-growing region in the global market.

HIGHEST CAGR MARKET TILL 2030
INDIA FASTEST GROWING MARKET IN THE REGION
Game-based Learning Market by region

Recent Developments of Game-based Learning Market

  • In April 2025, Duolingo launched its largest content expansion ever with 148 new language courses, more than doubling its current offering. The expansion makes their seven most popular non-English languages - Spanish, French, German, Italian, Japanese, Korean, and Mandarin - available across all 28 supported user interface languages.
  • In March 2025, K12 Tutoring, a personalized, online tutoring service of Stride, Inc., partnered with Lake Forest School District in Delaware to ensure students continue receiving high-impact tutoring following the sudden closure of their former tutoring provider. This collaboration reflects K12 Tutoring’s commitment to delivering innovative, tailored educational solutions that empower students to reach their full potential.
  • In February 2025, Kahoot! announced an exciting new collaboration with the globally loved Sanrio characters, including Hello Kitty, My Melody, Kerokerokeroppi, Mr. Men Little Miss, and many more. This collaboration introduces a collection of educational learning games designed for children and families.
  • In January 2025, Microsoft Corp. and Pearson announced a strategic partnership to help address one of the top challenges facing organizations globally: skilling for the era of AI. The partnership will focus on providing employers, workers, and learners with new AI-powered products and services to help prepare the current and future workforce across industries for the era of work in an AI-driven economy.

Key Market Players

List of Top Game-based Learning Market Companies

The Game-based Learning Market is dominated by a few major players that have a wide regional presence. The major players in the Game-based Learning Market are

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Scope of the Report

Report Attribute Details
Market size available for years 2020–2030
Base year considered 2024
Forecast period 2025–2030
Forecast units USD Billion
Segments Covered Offering, Deployment Mode, Game Type, Integration Type, and Application
Regions covered North America, Europe, Asia Pacific, Middle East & Africa, Latin America

 

Key Questions Addressed by the Report

What is game-based learning (GBL)?

Game-based learning is an instructional approach that incorporates game elements and mechanics to enhance learning outcomes. It involves using digital or physical games to teach concepts, promote engagement, and reinforce knowledge across various domains, such as education, corporate training, and healthcare.

What are the major drivers of the game-based learning market?

Key drivers include the rising demand for interactive and immersive learning experiences, increasing adoption of digital technologies in education and training, the effectiveness of GBL in improving learner retention and motivation, and the integration of AI, AR/VR, and analytics in educational content.

How is AI impacting the game-based learning market?

AI enhances game-based learning through personalized learning paths, real-time feedback, adaptive difficulty levels, and performance analytics. AI-driven games can assess learner behavior and dynamically adjust content to maximize learning efficiency and engagement.

How do game-based learning platforms differ from traditional e-learning systems?

Unlike traditional e-learning, which is often passive and text-heavy, GBL platforms offer interactive, story-driven, and challenge-based environments that actively engage learners and foster critical thinking, collaboration, and long-term knowledge retention.

What challenges are limiting the widespread adoption of game-based learning?

Challenges include high development costs, a lack of awareness or resistance to change among educators and trainers, limited access to advanced technology in underdeveloped regions, and difficulties in measuring learning outcomes quantitatively.

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Table of Contents

Exclusive indicates content/data unique to MarketsandMarkets and not available with any competitors.

TITLE
PAGE NO
INTRODUCTION
1
  • 1.1 OBJECTIVES OF THE STUDY
  • 1.2 MARKET DEFINITION
    INCLUSIONS AND EXCLUSIONS
  • 1.3 MARKET SCOPE
    MARKET SEGMENTATION
    REGIONS COVERED
    YEARS CONSIDERED FOR THE STUDY
  • 1.4 CURRENCY CONSIDERED
  • 1.5 STAKEHOLDERS
  • 1.6 SUMMARY OF CHANGES
RESEARCH METHODOLOGY
2
  • 2.1 RESEARCH DATA
    SECONDARY DATA
    - MAJOR SECONDARY SOURCES
    - KEY DATA FROM SECONDARY SOURCES
    PRIMARY DATA
    - KEY DATA FROM PRIMARY SOURCES
    - BREAKUP OF PRIMARY PROFILES
    - KEY INDUSTRY INSIGHTS
  • 2.2 MARKET BREAKUP AND DATA TRIANGULATION
  • 2.3 MARKET SIZE ESTIMATION
    TOP-DOWN APPROACH
    BOTTOM-UP APPROACH
  • 2.4 MARKET FORECAST
  • 2.5 ASSUMPTIONS FOR THE STUDY
  • 2.6 LIMITATIONS OF THE STUDY
EXECUTIVE SUMMARY
3
PREMIUM INSIGHTS
4
  • 4.1 ATTRACTIVE OPPORTUNITIES IN THE GLOBAL GAME-BASED LEARNING MARKET
  • 4.2 GAME-BASED LEARNING MARKET, BY OFFERING, 2025 VS. 2030
  • 4.3 GAME-BASED LEARNING MARKET, BY GAME TYPE, 2025 VS. 2030
  • 4.4 GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025 VS. 2030
  • 4.5 GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025 VS. 2030
  • 4.6 GAME-BASED LEARNING MARKET, BY APPLICATION, 2025 VS. 2030
  • 4.7 GAME-BASED LEARNING MARKET, BY REGION, 2025 VS 2030
MARKET OVERVIEW
5
  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    DRIVERS
    RESTRAINTS
    OPPORTUNITIES
    CHALLENGES
  • 5.3 IMPACT OF 2025 US TARIFF – GAME-BASED LEARNING MARKET
    INTRODUCTION
    KEY TARIFF RATES
    PRICE IMPACT ANALYSIS
    IMPACT ON COUNTRY/REGION
    - US
    - EUROPE
    - APAC
    IMPACT ON ENDUSE INDUSTRIES
  • 5.4 EVOLUTION OF GAME-BASED LEARNING
  • 5.5 IMPACT OF GENERATIVE AI ON THE GAME-BASED LEARNING MARKET
  • 5.6 SUPPLY CHAIN ANALYSIS
  • 5.7 ECOSYSTEM ANALYSIS
  • 5.8 INVESTMENT AND FUNDING SCENARIO
  • 5.9 CASE STUDY ANALYSIS
    CASE STUDY 1
    CASE STUDY 2
    CASE STUDY 3
    CASE STUDY 4
    CASE STUDY 5
    TECHNOLOGY ANALYSIS
    - KEY TECHNOLOGIES
    - COMPLEMENTARY TECHNOLOGIES
    - ADJACENT TECHNOLOGIES
    REGULATORY LANDSCAPE
    - REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    - KEY REGULATIONS
    PATENT ANALYSIS
    - METHODOLOGY
    - PATENTS FILED, BY DOCUMENT TYPE, 2016–2025
    - INNOVATION AND PATENT APPLICATIONS
    PRICING ANALYSIS
    - AVERAGE SELLING PRICE OF OFFERING, BY KEY PLAYERS, 2025
    - AVERAGE SELLING PRICE, BY APPLICATIONS, 2025
    KEY CONFERENCES AND EVENTS, 2025-2026
    PORTER FIVE FORCES ANALYSIS
    - THREAT FROM NEW ENTRANTS
    - THREAT OF SUBSTITUTES
    - BARGAINING POWER OF SUPPLIERS
    - BARGAINING POWER OF BUYERS
    - INTENSITY OF COMPETITION RIVALRY
    TRENDS/DISRUPTIONS IMPACTING BUYER/CLIENTS OF GAME-BASED LEARNING MARKET
    KEY STAKEHOLDERS AND BUYING CRITERIA
    - KEY STAKEHOLDERS IN THE BUYING PROCESS
    - BUYING CRITERIA
GAME-BASED LEARNING MARKET, BY OFFERING
6
  • 6.1 INTRODUCTION
    OFFERING: GAME-BASED LEARNING MARKET DRIVERS
  • 6.2 SOFTWARE
    GAMIFIED LEARNING PLATFORMS
    MICROLEARNING PLATFORMS
    SIMULATION-BASED LEARNING PLATFORMS
    INTEGRATED LMS PLATFORMS
    OTHERS (ADAPTIVE LEARNING SYSTEMS AND AI-ENHANCED AUTHORING TOOLS & DEVELOPMENT PLATFORMS)
  • 6.3 SERVICES
    PROFESSIONAL SERVICES
    - CONSULTING SERVICES
    - SYSTEM INTEGRATION & IMPLEMENTATION
    - SUPPORT & MAINTENANCE
    MANAGED SERVICES
GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE
7
  • 7.1 INTRODUCTION
    DEPLOYMENT MODE: GAME-BASED LEARNING MARKET DRIVERS
  • 7.2 CLOUD
  • 7.3 ON-PREMISES
GAME-BASED LEARNING MARKET, BY GAME TYPE
8
  • 8.1 INTRODUCTION
    GAME TYPE: GAME-BASED LEARNING MARKET DRIVERS
  • 8.2 AR & VR GAMES
  • 8.3 AI-DRIVEN LEARNING GAMES
  • 8.4 LOCATION-BASED EDUCATIONAL GAMES
  • 8.5 QUIZ, LOGIC, AND STRATEGY GAMES
  • 8.6 SKILL-BASED, ASSESSMENT & EVALUATION GAMES
  • 8.7 LANGUAGE & COMMUNICATION GAMES
  • 8.8 SIMULATION & SCENARIO-BASED GAMES
  • 8.9 ROLE-PLAYING & NARRATIVE-BASED GAMES (RPG)
    OTHER GAME TYPES (MULTIPLAYER & COLLABORATIVE LEARNING GAMES AND WELLNESS, MINDFULNESS, & SOCIAL EMOTIONAL LEARNING GAMES)
GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE
9
  • 9.1 INTRODUCTION
    INTEGRATION TYPE: GAME-BASED LEARNING MARKET DRIVERS
  • 9.2 WEB-BASED DEPLOYMENT
  • 9.3 MOBILE-BASED DEPLOYMENT
  • 9.4 IMMERSIVE HARDWARE
    AR/VR HEADSETS
    SMART GLASSES
    MIXED-REALITY (MR) TOOLS
  • 9.5 INTERACTIVE DISPLAY INTERFACES
    SMARTBOARDS
    INTERACTIVE WHITEBOARDS
    TOUCHSCREEN KIOSKS
  • 9.6 GAMING CONSOLES
    GAME-BASED LEARNING MARKET, BY APPLICATION
GAME-BASED LEARNING MARKET, BY APPLICATION
10
  • 10.1 INTRODUCTION
    APPLICATION: GAME-BASED LEARNING MARKET DRIVERS
  • 10.2 ACADEMIC EDUCATION
    K-12
    HIGHER EDUCATION
    OTHERS (VOCATIONAL & TECHNICAL EDUCATION AND ADULT & CONTINUING EDUCATION)
  • 10.3 CORPORATE & WORKFORCE TRAINING
    BFSI
    TELECOMMUNICATIONS
    MANUFACTURING
    TECHNOLOGY & SOFTWARE
    RETAIL & E-COMMERCE
    OTHERS (ENERGY & UTILITIES AND TRANSPORTATION & LOGISTICS)
  • 10.4 MEDICAL & HEALTHCARE TRAINING
    SAFETY & COMPLIANCE
    CLINICAL SKILLS SIMULATION
  • 10.5 PERSONALIZED LEARNING & DEVELOPMENT
    COGNITIVE & EMOTIONAL DEVELOPMENT
    NEURODIVERSITY & SPECIAL NEEDS LEARNING
    SOCIAL-EMOTIONAL LEARNING (SEL)
    MINDFULNESS, THERAPY & WELLNESS GAMES
  • 10.6 SKILL-BASED & SUBJECT-SPECIFIC LEARNING
    LANGUAGE LEARNING
    CODING & PROGRAMMING
    STEM & SUBJECT-SPECIFIC GAMES
    OTHERS (CULTURAL & HERITAGE LEARNING AND SIMULATION & EXAM PREPARATION)
GAME-BASED LEARNING MARKET, BY REGION
11
  • 11.1 INTRODUCTION
  • 11.2 NORTH AMERICA
    NORTH AMERICA: GAME-BASED LEARNING MARKET DRIVERS
    MACROECONOMIC OUTLOOK FOR NORTH AMERICA
    UNITED STATES
    CANADA
  • 11.3 EUROPE
    EUROPE: GAME-BASED LEARNING MARKET DRIVERS
    MACROECONOMIC OUTLOOK FOR EUROPE
    UK
    GERMANY
    FRANCE
    ITALY
    SPAIN
    REST OF EUROPE
  • 11.4 ASIA PACIFIC
    ASIA PACIFIC: GAME-BASED LEARNING MARKET DRIVERS
    MACROECONOMIC OUTLOOK FOR ASIA PACIFIC
    CHINA
    JAPAN
    INDIA
    SOUTH KOREA
    AUSTRALIA & NEW ZEALAND
    SINGAPORE
    REST OF ASIA PACIFIC
  • 11.5 MIDDLE EAST & AFRICA
    MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET DRIVERS
    MACROECONOMIC OUTLOOK FOR MIDDLE EAST & AFRICA
    SAUDI ARABIA
    UAE
    QATAR
    SOUTH AFRICA
    REST OF MIDDLE EAST & AFRICA
  • 11.6 LATIN AMERICA
    LATIN AMERICA: GAME-BASED LEARNING MARKET DRIVERS
    MACROECONOMIC OUTLOOK FOR LATIN AMERICA
    BRAZIL
    MEXICO
    ARGENTINA
    REST OF LATIN AMERICA
COMPETITIVE LANDSCAPE
12
  • 12.1 OVERVIEW
  • 12.2 KEY PLAYER’S STRATEGIES/RIGHT TO WIN, 2022-2025
    OVERVIEW OF STRATEGIES ADOPTED BY KEY GAME-BASED LEARNING VENDORS
  • 12.3 REVENUE ANALYSIS OF KEY PLAYERS, 2020-2024
    MARKET-SPECIFIC REVENUE ANALYSIS, 2020 - 2024
  • 12.4 MARKET SHARE ANALYSIS, 2024
  • 12.5 PRODUCT COMPARATIVE ANALYSIS
    PRODUCT COMPARATIVE ANALYSIS, BY GAME TYPE
    - Product Name (Company Name)
    - Product Name (Company Name)
    - Product Name (Company Name)
  • 12.6 COMPANY VALUATION AND FINANCIAL METRICS OF KEY GAME-BASED LEARNING VENDORS
  • 12.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024
    STARS
    EMERGING LEADERS
    PERVASIVE PLAYERS
    PARTICIPANTS
    COMPANY FOOTPRINT: KEY PLAYERS, 2024
    - COMPANY FOOTPRINT
    - REGION FOOTPRINT
    - GAME TYPE FOOTPRINT
    - APPLICATION FOOTPRINT
    - DEPLOYMENT MODE FOOTPRINT
  • 12.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024
    PROGRESSIVE COMPANIES
    RESPONSIVE COMPANIES
    DYNAMIC COMPANIES
    STARTING BLOCKS
    COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2024
    - DETAILED LIST OF KEY STARTUPS/SMES
    - COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES
  • 12.9 COMPETITIVE SCENARIO
    PRODUCT LAUNCHES AND ENHANCEMENTS
    DEALS
    OTHERS/EXPANSIONS
COMPANY PROFILES
13
  • 13.1 INTRODUCTION
  • 13.2 KEY PLAYERS
    DUOLINGO
    - BUSINESS OVERVIEW
    - PRODUCTS/SOLUTIONS/SERVICES OFFERED
    - RECENT DEVELOPMENTS
    - MNM VIEW
    KAHOOT!
    - BUSINESS OVERVIEW
    - PRODUCTS/SOLUTIONS/SERVICES OFFERED
    - RECENT DEVELOPMENTS
    - MNM VIEW
    SKILLSOFT
    - BUSINESS OVERVIEW
    - PRODUCTS/SOLUTIONS/SERVICES OFFERED
    - RECENT DEVELOPMENTS
    - MNM VIEW
    STRIDE INC.
    - BUSINESS OVERVIEW
    - PRODUCTS/SOLUTIONS/SERVICES OFFERED
    - RECENT DEVELOPMENTS
    - MNM VIEW
    FRONTIER DEVELOPMENTS
    - BUSINESS OVERVIEW
    - PRODUCTS/SOLUTIONS/SERVICES OFFERED
    - RECENT DEVELOPMENTS
    - MNM VIEW
    GRAND CANYON EDUCATION INC.
    SPIN MASTER
    MOJANG STUDIOS
    EI
    - QUIZLET
    - SAFETYCULTURE
    - ADOBE
    - EXTRAMARKS
    - BI WORLDWIDE
    - AGE OF LEARNING
  • 13.3 OTHER PLAYERS
    PRELOADED
    GAME STRATEGIES
    PRODIGY EDUCATION
    BREAKAWAY GAMES
    SCHELL GAMES
    STRATBEANS LEARNING SOLUTIONS
    SIMULEARN
    RAPTIVITY
    ARCHY LEARNING
    - FUNDAMENTOR
    - INDUSGEEKS
    - KUATO STUDIOS
    - LINGOKIDS
    - TENNEO
    - HORNBILL FX
    - AXONIFY
    - KOGNITO
    - QUODECK TECHNOLOGIES PVT. LTD
    - LITMOS
    - GAMETIZE
    - SWEETRUSH INC.
    - QUIZIZZ
    - SIMFORMER
    - CENTRICAL
    - THE GAMIFICATION COMPANY
ADJACENT AND RELATED MARKETS
14
  • 14.1 INTRODUCTION
  • 14.2 SMART LEARNING MARKET – GLOBAL FORECAST TO 2029
    MARKET DEFINITION
    MARKET OVERVIEW
  • 14.3 EDTECH AND SMART CLASSROOMS MARKET – GLOBAL FORECAST TO 2027
    MARKET DEFINITION
    MARKET OVERVIEW
APPENDIX
15
  • 15.1 DISCUSSION GUIDE
  • 15.2 KNOWLEDGE STORE: MARKETANDMARKETS’ SUBSCRIPTION PORTAL
  • 15.3 AVAILABLE CUSTOMIZATIONS
  • 15.4 RELATED REPORTS
  • 15.5 AUTHOR DETAILS

This research study on the game-based learning market involved extensive secondary sources, directories, IEEE Communication-Efficient: Algorithms and Systems, International Journal of Game-Based Learning (IJGBL), British Journal of Educational Technology (BJET), International Journal of Serious Games, and paid databases. Primary sources were mainly industry experts from the core and related industries, preferred game-based learning providers, third-party service providers, consulting service providers, end users, and other commercial enterprises. In-depth interviews were conducted with various primary respondents, including key industry participants and subject matter experts, to obtain and verify critical qualitative and quantitative information and assess the market’s prospects.

Secondary Research

In the secondary research process, various sources were referred to identify and collect information for this study. Secondary sources included annual reports, press releases, and investor presentations of companies; white papers, journals, and certified publications; and articles from recognized authors, directories, and databases. The data was also collected from other secondary sources, such as journals, government websites, blogs, and vendors’ websites. Additionally, the game-based learning spending of various countries was extracted from the respective sources.

Primary Research

In the primary research process, various primary sources from the supply and demand sides were interviewed to obtain qualitative and quantitative information on the market. The primary sources from the supply side included various industry experts, such as Chief Experience Officers (CXOs), Vice Presidents (VPs), and directors specializing in business development, marketing, and game-based learning providers. They also included key executives from game-based learning solution vendors, system integrators (SIs), professional service providers, industry associations, and other key opinion leaders.

Game-based Learning Market Size, and Share

Note 1: Others include sales managers, marketing managers, and product managers.
Note 2: Tier 1 companies’ revenues are more than USD 10 billion; tier 2 companies’ revenues range between USD 1 and 10 billion; and tier 3 companies’ revenues range between USD 500 million and USD 1 billion.
Source: Industry Experts

To know about the assumptions considered for the study, download the pdf brochure

Market Size Estimation

Multiple approaches were adopted to estimate and forecast the game-based learning market. The first approach involved estimating the market size by companies’ revenue generated by selling game-based learning products.

Market Size Estimation Methodology- Top-down approach

In the top-down approach, an exhaustive list of all the vendors offering products in the game-based learning market was prepared. The revenue contribution of the market vendors was estimated through annual reports, press releases, funding, investor presentations, paid databases, and primary interviews. Each vendor’s offerings were evaluated based on software, services, deployment mode, game type, integration type, application, and region. The markets were triangulated through primary and secondary research. The primary procedure included extensive interviews for key insights from industry leaders, such as CIOs, CEOs, VPs, directors, and marketing executives. The market numbers were further triangulated with the existing MarketsandMarkets’ repository for validation.

Market Size Estimation Methodology-Bottom-up approach

In the bottom-up approach, the adoption rate of game-based learning products among various verticals in key countries relative to the regions that contribute most to market share was identified. For cross-validation, the adoption of game-based learning products among enterprises, along with different use cases concerning their regions, was identified and extrapolated. Use cases identified in different regions were given weightage for the market size calculation.

Based on the market numbers, the regional split was determined by primary and secondary sources. The procedure included an analysis of the game-based learning market’s regional penetration. Based on secondary research, the regional spending on Information and Communications Technology (ICT), socio-economic analysis of each country, strategic vendor analysis of major game-based learning providers, and organic and inorganic business development activities of regional and global players were estimated.

Game-based Learning Market : Top-Down and Bottom-Up Approach

Game-based Learning Market Top Down and Bottom Up Approach

Data Triangulation

After determining the overall market size using the market size estimation processes as explained above, the market was split into several segments and subsegments. Data triangulation and market breakup procedures were employed, wherever applicable, to complete the overall market engineering process and arrive at the exact statistics of each market segment and subsegment. The overall market size was then used in the top-down procedure to estimate the size of other individual markets via percentage splits of the market segmentation.

Market Definition

Game-based learning is an instructional approach that incorporates game elements and mechanics to enhance learning outcomes. It involves using digital or physical games to teach concepts, promote engagement, and reinforce knowledge across various domains, such as education, corporate training, and healthcare.

Stakeholders

  • Game-based learning solution providers
  • Game-based learning content developers
  • Learning management system (LMS) providers
  • Educational institutions
  • Corporate training departments
  • Independent software vendors (ISVs)
  • Government education departments
  • E-learning platform providers
  • Instructional designers and gamification experts
  • EdTech investors and venture capitalists

Report Objectives

  • To define, describe, and predict the game-based learning market by offering, deployment mode, game type, integration type, application, and region
  • To provide detailed information about major factors (drivers, restraints, opportunities, and industry-specific challenges) influencing market growth
  • To analyze opportunities in the market and provide details of the competitive landscape for stakeholders and market leaders
  • To forecast the market size of segments for North America, Europe, Asia Pacific, Middle East & Africa, and Latin America
  • To profile key players and comprehensively analyze their market rankings and core competencies
  • To analyze competitive developments, such as partnerships, new product launches, mergers, and acquisitions, in the game-based learning market

Available Customizations

With the given market data, MarketsandMarkets offers customizations to meet the company’s specific needs. The following customization options are available for the report:

Product Analysis

  • The product matrix provides a detailed comparison of the product portfolio of each company.

Geographic Analysis as per Feasibility

  • Further breakup of the North American Game-based Learning Market
  • Further breakup of the European Game-based Learning Market
  • Further breakup of the Asia Pacific Game-based Learning Market
  • Further breakup of the Middle East & Africa Game-based Learning Market
  • Further breakup of the Latin American Game-based Learning Market

Company Information

  • Detailed analysis and profiling of additional market players (up to five)

 

Previous Versions of this Report

Game-based Learning Market by Offering (Gamified Learning, Microlearning, Simulation Learning, LMS, Adaptive Learning, Authoring Tools), Application (K-12, Higher Education, Corporate Training, STEM, Cognitive Development) - Global Forecast to 2030

Report Code TC 8034
Published in Jan, 2022, By MarketsandMarkets™
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Growth opportunities and latent adjacency in Game-based Learning Market

Max

May, 2022

what are the market stats from 2022 to 2028?.

wob

Jul, 2022

Interested in understanding how the game-based learning market is expanding for education, consumers, and commercial customers in the coming years, as well as how companies are growing in this period. Along with this, what are present trends in the market? Which features seem to be driving adoption, retention/renewal of products, frequency of in-app content updates (how often do companies release new content within their apps), solo vs. multiplayer, and subjects covered within the app? Would like to know the revenue for game-based learning in 2024 - either globally or just in the United States. .

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