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Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

September 2023 | 142 pages | ID: GB1E92956EEEN
IMARC Group

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Market Overview:

The global game-based learning market size reached US$ 15.6 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 42.3 Billion by 2028, exhibiting a growth rate (CAGR) of 18.3% during 2023-2028.

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.

Global Game-Based Learning Market Drivers:
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. The other factors influencing the growth of the market include the rapid emergence of social media, rising income levels, increasing penetration of smart phones, rising access to high speed internet, etc.

Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each segment of the global game-based learning market report, along with forecasts at the global and regional levels from 2023-2028. Our report has categorized the market based on platform, revenue type and end-user.

Breakup by Platform:

Online
Offline

Based on the platform, the market has been segmented into online and offline.

Breakup by Revenue Type:

Game Purchase
Advertising
Others

Based on the revenue type, the market has been segmented into game purchase, advertising and others.

Breakup by End-User:

K-12 Game-Based Learning
Higher Game-Based Learning

Based on the end-user, the market has been segmented into K-12 game-based learning, higher game-based learning. The K-12 game-based learning segment currently represent the biggest segment.

Breakup by Region:

North America
Europe
Asia Pacific
Middle East and Africa
Latin America

Region-wise, the market has been segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America

Competitive Landscape:
The competitive landscape of the market has also been examined with some of the key players being Badgeville (CallidusCloud), Bunchball (BI WORLDWIDE), Classcraft Studios Inc., Six Waves Inc., Recurrence, Inc., Fundamentor (Paratus Knowledge Ventures Pvt Ltd), Gametize Pte. Ltd., GradeCraft (The Regents of the University of Michigan), Kuato Studios, BreakAway Ltd., Inc., Filament Games, LearningWare, Inc., Osmo (Tangible Play, Inc.) and Toolwire, Inc.

Key Questions Answered in This Report:
How has the global game-based learning market performed so far and how will it perform in the coming years?
What are the key regional markets in the global game-based learning market?
What has been the impact of COVID-19 on the global game-based learning market?
What is the breakup of the global game-based learning market on the basis of platform?
What is the breakup of the global game-based learning market on the basis of revenue type?
What is the breakup of the global game-based learning market on the basis of end-user?
What are the various stages in the value chain of the global game-based learning market?
What are the key driving factors and challenges in the global game-based learning market?
What is the structure of the global game-based learning market and who are the key players?
What is the degree of competition in the global game-based learning market?
1 PREFACE

2 SCOPE AND METHODOLOGY

2.1Objectives of the Study
2.2Stakeholders
2.3Data Sources
  2.3.1Primary Sources
  2.3.2Secondary Sources
2.4Market Estimation
  2.4.1Bottom-Up Approach
  2.4.2Top-Down Approach
2.5Forecasting Methodology

3 EXECUTIVE SUMMARY

4 INTRODUCTION

4.1Overview
4.2Key Industry Trends

5 GLOBAL GAME-BASED LEARNING MARKET

5.1Market Overview
5.2Market Performance
5.3Impact of COVID-19
5.4Market Breakup by Platform
5.5Market Breakup by Revenue Type
5.6Market Breakup by End-User
5.7Market Breakup by Region
5.8Market Forecast

6 MARKET BREAKUP BY PLATFORM

6.1Online
  6.1.1Market Trends
  6.1.2Market Forecast
6.2Offline
  6.2.1Market Trends
  6.2.2Market Forecast

7 MARKET BREAKUP BY REVENUE TYPE

7.1Game Purchase
  7.1.1Market Trends
  7.1.2Market Forecast
7.2Advertising
  7.2.1Market Trends
  7.2.2Market Forecast
7.3Others
  7.3.1Market Trends
  7.3.2Market Forecast

8 MARKET BREAKUP BY END-USER

8.1K-12 Game-Based Learning
  8.1.1Market Trends
  8.1.2Market Forecast
8.2Higher Game-Based Learning
  8.2.1Market Trends
  8.2.2Market Forecast

9 MARKET BREAKUP BY REGION

9.1North America
  9.1.1Market Trends
  9.1.2Market Forecast
9.2Europe
  9.2.1Market Trends
  9.2.2Market Forecast
9.3Asia Pacific
  9.3.1Market Trends
  9.3.2Market Forecast
9.4Middle East and Africa
  9.4.1Market Trends
  9.4.2Market Forecast
9.5Latin America
  9.5.1Market Trends
  9.5.2Market Forecast

10 GLOBAL GAME-BASED LEARNING INDUSTRY: SWOT ANALYSIS

10.1Overview
10.2Strengths
10.3Weaknesses
10.4Opportunities
10.5Threats

11 GLOBAL GAME-BASED LEARNING INDUSTRY: VALUE CHAIN ANALYSIS

12 GLOBAL GAME-BASED LEARNING INDUSTRY: PORTERS FIVE FORCES ANALYSIS

12.1 Overview
12.2 Bargaining Power of Buyers
12.3 Bargaining Power of Suppliers
12.4 Degree of Competition
12.5 Threat of New Entrants
12.6 Threat of Substitutes

13 GLOBAL GAME-BASED LEARNING INDUSTRY: PRICE ANALYSIS

14 COMPETITIVE LANDSCAPE

14.1Market Structure
14.2Key Players
14.3Profiles of Key Players
  14.3.1Badgeville (CallidusCloud)
  14.3.2Bunchball (BI WORLDWIDE)
  14.3.3Classcraft Studios Inc.
  14.3.4Six Waves Inc.
  14.3.5Recurrence, Inc.
  14.3.6Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
  14.3.7Gametize Pte. Ltd.
  14.3.8GradeCraft (The Regents of the University of Michigan)
  14.3.9 Kuato Studios
  14.3.10 BreakAway Ltd., Inc.
  14.3.11 Filament Games
  14.3.12 LearningWare, Inc.
  14.3.13 Osmo (Tangible Play, Inc.)
  14.3.14 Toolwire, Inc

LIST OF TABLES

Table 1: Global: Game-Based Learning Market: Key Industry Highlights, 2022 and 2028
Table 2: Global: Game-Based Learning Market Forecast: Breakup by Platform (in Million US$), 2023-2028
Table 3: Global: Game-Based Learning Market Forecast: Breakup by Revenue Type (in Million US$), 2023-2028
Table 4: Global: Game-Based Learning Market Forecast: Breakup by End-User (in Million US$), 2023-2028
Table 5: Global: Game-Based Learning Market Forecast: Breakup by Region (in Million US$), 2023-2028
Table 6: Global: Game-Based Learning Market: Competitive Structure
Table 7: Global: Game-Based Learning Market: Key Players

LIST OF FIGURES

Figure 1: Global: Game-Based Learning Market: Major Drivers and Challenges
Figure 2: Global: Game-Based Learning Market: Sales Value (in Billion US$), 2017-2022
Figure 3: Global: Game-Based Learning Market: Breakup by Platform (in %), 2022
Figure 4: Global: Game-Based Learning Market: Breakup by Revenue Type (in %), 2022
Figure 5: Global: Game-Based Learning Market: Breakup by End-User (in %), 2022
Figure 6: Global: Game-Based Learning Market: Breakup by Region (in %), 2022
Figure 7: Global: Game-Based Learning Market Forecast: Sales Value (in Billion US$), 2023-2028
Figure 8: Global: Game-Based Learning Industry: SWOT Analysis
Figure 9: Global: Game-Based Learning Industry: Value Chain Analysis
Figure 10: Global: Game-Based Learning Industry: Porter’s Five Forces Analysis
Figure 11: Global: Game-Based Learning (Online) Market: Sales Value (in Million US$), 2017 & 2022
Figure 12: Global: Game-Based Learning (Online) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 13: Global: Game-Based Learning (Offline) Market: Sales Value (in Million US$), 2017 & 2022
Figure 14: Global: Game-Based Learning (Offline) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 15: Global: Game-Based Learning (Game Purchase) Market: Sales Value (in Million US$), 2017 & 2022
Figure 16: Global: Game-Based Learning (Game Purchase) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 17: Global: Game-Based Learning (Advertising) Market: Sales Value (in Million US$), 2017 & 2022
Figure 18: Global: Game-Based Learning (Advertising) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 19: Global: Game-Based Learning (Others) Market: Sales Value (in Million US$), 2017 & 2022
Figure 20: Global: Game-Based Learning (Others) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 21: Global: Game-Based Learning (K-12 Game-Based Learning) Market: Sales Value (in Million US$), 2017 & 2022
Figure 22: Global: Game-Based Learning (K-12 Game-Based Learning) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 23: Global: Game-Based Learning (Higher Game-Based Learning) Market: Sales Value (in Million US$), 2017 & 2022
Figure 24: Global: Game-Based Learning (Higher Game-Based Learning) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 25: North America: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
Figure 26: North America: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 27: Europe: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
Figure 28: Europe: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 29: Asia Pacific: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
Figure 30: Asia Pacific: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 31: Middle East and Africa: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
Figure 32: Middle East and Africa: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 33: Latin America: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
Figure 34: Latin America: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028


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