Global Game-Based Learning Market Size By Offering, By Deployment Type, By Game Type, By Application, By Geographic Scope And Forecast

Published Date: August - 2024 | Publisher: MIR | No of Pages: 320 | Industry: latest updates trending Report | Format: Report available in PDF / Excel Format

View Details Buy Now 2890 Download Sample Ask for Discount Request Customization

Game-Based Learning Market Size And Forecast

Game-Based Learning Market size was valued at USD 10.90 Billion in 2021 and is projected to reach USD 62.09 Billion by 2030, growing at a CAGR of 21.33% from 2022 to 2030.

So, it looks like schools are really getting into game-based learning! With more and more students needing a modern and interactive way to learn, it's no surprise that educational institutions are using games more than ever. Plus, the fact that tablets and e-learning are becoming common in classrooms worldwide is giving the whole Global Game-Based Learning Market a real boost. And get this – adding Augmented Reality (AR) and Virtual Reality (VR) to educational games? That's making learning super immersive and fun. If you want the full scoop, the Global Game-Based Learning Market report breaks it all down. It's got a complete analysis of all the key parts, trends, what's driving things forward, what's holding them back, who the big players are, and basically everything that's shaping the market right now.

Global Game-Based Learning Market Definition

Think of game-based learning! It can happen in a totally virtual world, or even a simulated one created with augmented reality. Virtual worlds are like digital twins of real places. But augmented reality? That's where things get interesting! It amps up reality itself by showing you a more enhanced version. Unlike plain old virtual reality, augmented reality (AR) layers in an extra dimension – a 360-degree view, if you will – using computer smarts to create a better, richer version of what's already there. Really, game-based learning is like a computerized copy of a real system. In business, these games are awesome for employees! They help boost skills like decision-making, strategic thinking, problem-solving, market analysis, teamwork and leadership, operations, and even financial analysis, all by letting you play through real-world scenarios in areas like sales, training, and development.

Game-based learning is like using fun, animated software with characters – you know, 'people' and 'opponents' – that all affect each other and the world around them. Imagine controlling these characters and deciding what they do! That's how employees can sharpen their competitive skills. Take sales training, for instance. You're thrown into a fake business world and have to make tough choices about everything from advertising and prices to sales tips and hitting those targets. These games are all about tackling real business challenges, they've got that competitive edge, use cool visuals and data to make learning better, and even give you data and reports to see how you're doing.

Global Game-Based Learning Market Overview

The market for game-based learning is expected to be fueled by the need to improve student learning. Game-based learning is a method of active learning in which students learn more effectively by playing games. Playing the game encourages critical thinking and problem-solving, which leads to increased learning. Digital and non-digital games, as well as simulations that give students hands-on experience with the curriculum, are all examples of game-based learning.

As more individuals switch to online learning, the market for game-based learning is expected to grow. Due to the ongoing pandemic caused by coronavirus disease 2019 (COVID-19), educators and institutions have been compelled to immediately adjust teaching methodologies, resulting in the closure of educational institutions at all levels, including high school and university students. As a result, educational institutions have been obliged to adopt online education. To make online learning more dynamic, game-based learning is being implemented.

Furthermore, firms invest a lot of money in training people, but once they retire or leave, they have a hard time remembering what they learned. Machine learning is frequently used in game-based training systems, allowing all prior and current coworkers to benefit from the pool of data. Furthermore, students can go at their own pace with game-based learning, resulting in a more personalized learning experience. The game-based learning industry is predicted to increase as a result of these factors.

Global Game-Based Learning MarketSegmentation Analysis

The Global Game-Based Learning Market is Segmented on the basis of Offering, Deployment Type, Game Type, Application, and Geography.

Game-Based Learning Market, By Offering

• Solutions• Services

We can break down the Game-Based Learning Market by what's being offeredeither Solutions or Services. And looking ahead, it seems like the Services side of things will really drive growth. Think of it this wayyou've got game-based learning service providers who offer everything from consulting to actually getting things set up and making sure they keep running smoothly – things like implementation, and good old support and maintenance. These folks help you build game-based learning stuff, get it installed, rolled out, and kept up-to-date. Plus, end-users can work with them to whip up custom solutions just for their businesses. Ultimately, these service providers are the ones making sure the solutions fit just right, by implementing things that are perfectly tailored to the company's specific needs.

Game-Based Learning Market, By Deployment Type

• On-Premise• Cloud-Based

Based on Deployment Type, the market is segmented into On-Premise and Cloud-Based.

Game-Based Learning Market, By Game Type

• AR VR Games• AI-Based Games• Language Learning Games• Location-based Games• Training, knowledge and Skill-Based Games• Assessment and Evaluation Games• Others

So, when we talk about Game Type, the market breaks down into some cool categories like AR VR Games, AI-Based Games, and even Language Learning Games! Then there are Location-based Games, Training, knowledge and Skill-Based Games, Assessment and Evaluation Games, and, well, Others. It's pretty neat how companies are making AR games where you can actually sketch pictures and see your creations come to life using AR tech. Plus, augmented reality and virtual reality are becoming huge for training at work. Take Kentucky Fried Chicken (KFC) – they use VR for culinary training! It's a safe way for people to learn without messing up. And get thiscompanies are creating displays like Panning Slides, Vertical Parallax, Horizontal Parallax, Layered Display, and 360 interactions. This gives you a 3D effect by showing different parts of a topic all on one screen!

Game-Based Learning Market, By Application

• Consumer• Government• Education• Enterprises

So, when we look at Application, we see the market broken down into areas like Consumer, Government, Education, and Enterprises. It looks like enterprises are really leading the charge when it comes to using game-based learning. And hey, with everyone embracing the internet, digital tech, and the cloud, it makes sense that people are using cool new technologies more and more. Plus, companies are always looking for ways to help their staff be more productive. Across all sorts of industries – from BFSI and manufacturing to healthcare, IT, and even retail – businesses are adopting solutions to help their teams and customers work smarter and communicate better. We're even seeing this trend in other sectors, too!

Game-Based Learning Market, By Geography

• North America• Europe• Asia Pacific• Rest of the world

So, when we look at where game-based learning is popular, geographically, we can break it down into a few key areasNorth America, Europe, Asia Pacific, and then, well, everywhere else! In North America, we're seeing a real boom in the market, largely because more and more students are going to universities and colleges. Think about it, the region has some heavy hitters like Harvard, Stanford, Yale, the University of Toronto, and McGill University. This pushes companies to create new and interesting game-based learning solutions, especially designed for higher education. These universities want to reach students far and wide. Plus, with great internet access and strong tech infrastructure in schools, it's easy to use these learning portals. Game-based learning is becoming a real contender for Competency-Based Education (CBE), which is all about getting students ready for the global stage.

Key Players

The “Global Game-Based Learning Market” study report will provide valuable insight with an emphasis on the global market. The major players in the market are Kahoot, Frontier Developments, Minecraft, Spin Master, Bublar Group, BreakAway Games, Gamelearn, Recurrence, Schell Games, and Stratbeans. The competitive landscape section also includes key development strategies, market share, and market ranking analysis of the above-mentioned players globally.

Report Scope

REPORT ATTRIBUTESDETAILS
Study Period

2018-2030

Base Year

2021

Forecast Period

2022-2030

Historical Period

2018-2020

UNIT

Value (USD Billion)

Key Companies Profiled

Kahoot, Frontier Developments, Minecraft, Spin Master, Bublar Group, BreakAway Games, Gamelearn, Recurrence.

Segments Covered

By Offering, By Deployment Type, By Game Type, By Application, And By Geography.

Customization Scope

Free report customization (equivalent to up to 4 analyst working days) with purchase. Addition or alteration to country, regional & segment scope

Top Trending Reports

Research Methodology of Market Research

To know more about the Research Methodology and other aspects of the research study, kindly get in touch with our .

Reasons to Purchase this Report

We'll dig into the market using both numbers and insights, looking at different customer groups based on their wallets and other factors. You'll get the market value (in USD Billion) for every segment and sub-segment. We'll point out which region and segment is likely to grow the fastest and be the biggest. Plus, we'll break down how the product/service is used in each region, and what's influencing the market there. Expect a look at the competition, including market rankings of the big players, their new stuff, partnerships, and deals from the last five years. We'll give you in-depth company profiles, complete with overviews, insights, product comparisons, and SWOT analyses for those key players. Get ready for a look at the market's current state and where it's headed, considering recent events, growth chances, and the roadblocks in both new and established markets. We'll also examine the market from every angle using Porter's five forces analysis and provide a value chain analysis to reveal the whole process. Finally, we'll explore the market's dynamics and future growth opportunities, and you'll get 6 months of analyst support after your purchase.

Customization of the Report

• In case of any please connect with our sales team, who will ensure that your requirements are met.

Table of Content

To get a detailed Table of content/ Table of Figures/ Methodology Please contact our sales person at ( chris@marketinsightsresearch.com )

List Tables Figures

To get a detailed Table of content/ Table of Figures/ Methodology Please contact our sales person at ( chris@marketinsightsresearch.com )

FAQ'S

For a single, multi and corporate client license, the report will be available in PDF format. Sample report would be given you in excel format. For more questions please contact:

sales@marketinsightsresearch.com

Within 24 to 48 hrs.

You can contact Sales team (sales@marketinsightsresearch.com) and they will direct you on email

You can order a report by selecting payment methods, which is bank wire or online payment through any Debit/Credit card, Razor pay or PayPal.