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.
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
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
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Game-based learning solution providers
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Game-based learning content developers
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Learning management system (LMS) providers
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Educational institutions
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Corporate training departments
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Independent software vendors (ISVs)
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Government education departments
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E-learning platform providers
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Instructional designers and gamification experts
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EdTech investors and venture capitalists
Report Objectives
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To define, describe, and predict the game-based learning market by offering, deployment mode, game type, integration type, application, and region
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To provide detailed information about major factors (drivers, restraints, opportunities, and industry-specific challenges) influencing market growth
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To analyze opportunities in the market and provide details of the competitive landscape for stakeholders and market leaders
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To forecast the market size of segments for North America, Europe, Asia Pacific, Middle East & Africa, and Latin America
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To profile key players and comprehensively analyze their market rankings and core competencies
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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
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The product matrix provides a detailed comparison of the product portfolio of each company.
Geographic Analysis as per Feasibility
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Further breakup of the North American Game-based Learning Market
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Further breakup of the European Game-based Learning Market
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Further breakup of the Asia Pacific Game-based Learning Market
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Further breakup of the Middle East & Africa Game-based Learning Market
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Further breakup of the Latin American Game-based Learning Market
Company Information
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Detailed analysis and profiling of additional market players (up to five)
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. .