MARKET INTRODUCTION
Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning. Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.
MARKET DYNAMICS
The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market. Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience.
MARKET SCOPE
The "Global Game-Based Learning Market Analysis to 2031" is a specialized and in-depth study of the game-based learning market with a special focus on the global market trend analysis. The report aims to provide an overview of game-based learning market with detailed market segmentation by platform, revenue type, end user. The global game-based learning market expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading game-based learning market player and offers key trends and opportunities in the game-based learning market.
MARKET SEGMENTATION
The global game-based learning market is segmented on the basis of platform, revenue type, end user. On the basis of platform, market is segmented as online, offline. On the basis of revenue type, market is segmented as game purchase, advertising, others. On the basis of end user, market is segmented as K-12 game-based learning, higher game-based learning
REGIONAL FRAMEWORK
The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global game-based learning market based on various segments. It also provides market size and forecast estimates from year 2021 to 2031 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America. The game-based learning market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 18 countries globally along with current trend and opportunities prevailing in the region.
The report analyzes factors affecting game-based learning market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South America after evaluating political, economic, social and technological factors effecting the game-based learning market in these regions.
MARKET PLAYERS
The reports cover key developments in the game-based learning market organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for expansion of business and customer base of market players. The market players from game-based learning market are anticipated to lucrative growth opportunities in the future with the rising demand for game-based learning market. Below mentioned is the list of few companies engaged in the game-based learning market.
The report also includes the profiles of key game-based learning market companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, components and services offered, financial information of last 3 years, key development in past five years.
The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.
Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning. Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.
MARKET DYNAMICS
The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market. Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience.
MARKET SCOPE
The "Global Game-Based Learning Market Analysis to 2031" is a specialized and in-depth study of the game-based learning market with a special focus on the global market trend analysis. The report aims to provide an overview of game-based learning market with detailed market segmentation by platform, revenue type, end user. The global game-based learning market expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading game-based learning market player and offers key trends and opportunities in the game-based learning market.
MARKET SEGMENTATION
The global game-based learning market is segmented on the basis of platform, revenue type, end user. On the basis of platform, market is segmented as online, offline. On the basis of revenue type, market is segmented as game purchase, advertising, others. On the basis of end user, market is segmented as K-12 game-based learning, higher game-based learning
REGIONAL FRAMEWORK
The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global game-based learning market based on various segments. It also provides market size and forecast estimates from year 2021 to 2031 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America. The game-based learning market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 18 countries globally along with current trend and opportunities prevailing in the region.
The report analyzes factors affecting game-based learning market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South America after evaluating political, economic, social and technological factors effecting the game-based learning market in these regions.
Game-Based Learning Market Report Analysis
Game-Based Learning Market
-
CAGR (2023 - 2031)XX% -
Market Size 2023
US$ XX Million -
Market Size 2031
US$ XX Million
Report Coverage
- Market size and forecast at global, regional, and country levels for all the key market segments covered under the scope
- Key future trends
- Detailed PEST/Porter’s Five Forces and SWOT analysis
- Industry landscape and competition analysis & recent developments
- Detailed company profiles
- Global and regional market analysis covering key market trends, major players, regulations, and recent market developments
Key Players
- Badgeville
- Bunchball
- Classcraft Studios
- GoGo Labs
- 6waves
- Recurrence
- Fundamentor
- Gametize
- GradeCraft and Kuato Studios
Regional Overview
- North America
- Europe
- Asia-Pacific
- South and Central America
- Middle East and Africa
Market Segmentation
By Platform
- Online
- Offline
By Revenue Type
- Game Purchase
- Advertising
By End-User
- K-12 Game-Based Learning
- Higher Game-Based Learning
The reports cover key developments in the game-based learning market organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for expansion of business and customer base of market players. The market players from game-based learning market are anticipated to lucrative growth opportunities in the future with the rising demand for game-based learning market. Below mentioned is the list of few companies engaged in the game-based learning market.
The report also includes the profiles of key game-based learning market companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, components and services offered, financial information of last 3 years, key development in past five years.
- Badgeville
- Bunchball
- Classcraft Studios
- GoGo Labs
- 6waves
- Recurrence
- Fundamentor
- Gametize
- GradeCraft and Kuato Studios
- BreakAway Games
The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.
Game-Based Learning Market Report Scope
Report Attribute | Details |
---|---|
Market size in 2023 | US$ XX Million |
Market Size by 2031 | US$ XX Million |
Global CAGR (2023 - 2031) | XX% |
Historical Data | 2021-2022 |
Forecast period | 2024-2031 |
Segments Covered |
By Platform
|
Regions and Countries Covered | North America
|
Market leaders and key company profiles |
- Historical Analysis (2 Years), Base Year, Forecast (7 Years) with CAGR
- PEST and SWOT Analysis
- Market Size Value / Volume - Global, Regional, Country
- Industry and Competitive Landscape
- Excel Dataset
- Extracellular Matrix Market
- Medical Devices Market
- Photo Printing Market
- Industrial Inkjet Printers Market
- Airport Runway FOD Detection Systems Market
- USB Device Market
- Aerospace Forging Market
- Cell Line Development Market
- Artificial Intelligence in Healthcare Diagnosis Market
- Biopharmaceutical Contract Manufacturing Market
Report Coverage
Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends
Segment Covered
This text is related
to segments covered.
Regional Scope
North America, Europe, Asia Pacific, Middle East & Africa, South & Central America
Country Scope
This text is related
to country scope.
Trends and growth analysis reports related to Technology, Media and Telecommunications : READ MORE..
The List of Companies
1. Badgeville
2. Bunchball
3. Classcraft Studios
4. GoGo Labs
5. 6waves
6. Recurrence
7. Fundamentor
8. Gametize
9. GradeCraft and Kuato Studios
10. BreakAway Games
1. Badgeville
2. Bunchball
3. Classcraft Studios
4. GoGo Labs
5. 6waves
6. Recurrence
7. Fundamentor
8. Gametize
9. GradeCraft and Kuato Studios
10. BreakAway Games