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Game-Based Learning Market

Game-Based Learning Market Size, Share & Trends Analysis Report

Game-Based Learning Market Size, Share, Statistics & Trends Analysis Report By Game Type (AR VR games, AI based games, Location based games, Assessment and evaluation games, Training, knowledge and skill based games, Language learning games, Others), By End-user (Consumer, Education, Government, Enterprises), Based On Region, And Segment Forecasts, 2022 - 2029

Published
Report ID : BMRC 2119
Number of pages : 300
Published Date : Apr 2023
Category : Technology And Media
Delivery Timeline : 48 hrs

The Game-Based Learning Market is valued at USD 13.29 Billion in 2022 and is expected to reach USD 47.05 Billion by 2029 with a CAGR of 19.8% over the forecast period.

Global Game-Based Learning Market: Global Size, Trends, Competitive, Historical & Forecast Analysis, 2023-2029- The rising demand in game-based learning app, e-learning etc. as well as rising demand in the game-based education, and entertainment are the main factors expected to accelerate growth for the Global Game-Based Learning Market.

Scope-

The game-based learning market encompasses the use of games and interactive digital media for educational purposes. This includes a wide range of games and simulations that are designed to help students learn and improve their skills in various subject areas, such as math, science, history, language learning, and more. The market for game-based learning has been growing rapidly in recent years, as educators and institutions increasingly recognize the benefits of using games as a teaching tool. Game-based learning can provide a more engaging and immersive learning experience for students, allowing them to learn through trial and error, problem-solving, and exploration.

The Covid-19 pandemic has had a significant impact on the global game-based learning market. With the widespread closure of schools and universities, there has been a sharp increase in demand for online learning solutions. Game-based learning, which combines education with engaging and interactive games, has emerged as a popular option for educators looking to engage their students in remote learning environments.

The game-based learning market is segmented on the basis of game type, end-user and region & country level. On the basis of game type, global game-based learning market is segmented into  AR VR games, AI based games, location based games, assessment and evaluation games, training, knowledge and skill based games, language learning games and Others. On the basis of end-user, global game-based learning market is segmented into consumer, education, government and enterprises.

The regions covered in this game-based learning market report is Asia-Pacific, North America, Europe, and the Rest of the World. Based on a country level, the market of game-based learning is subdivided into the U.S., Mexico, Canada, U.K., France, Germany, Italy, China, Japan, India, Southeast Asia, Middle East Asia (UAE, Saudi Arabia, Egypt) GCC, Africa, etc.

Key Players–

Some of the key players for game-based learning are -

  • Centrical
  • Novartis
  • Cisco Systems Inc.
  • Cognitive Toybox Inc.
  • Duolingo
  • EI Design Pvt. Ltd.
  • ELM Learning
  • Elucidat
  • Gamelearn
  • Filament Games
  • Gametize
  • G-cube
  • Goodbye Kansas Group (Bublar Group)
  • Hurix Digital
  • Kahoot! ASA
  • Kineo
  • Learnbrite
  • Learning Pool
  • Raptivity
  • Schell Games
  • Arena Pharmaceuticals
  • others

Segmentation-

By Game Type:

  • AR VR games
  • AI based games
  • Location based games
  • Assessment and evaluation games
  • Training, knowledge and skill based games
  • Language learning games
  • Others

By End-user:

  • Consumer
  • Education
  • Government
  • Enterprises

By Regional & Country Analysis:

  • North America

    • U.S.
    • Mexico
    • Canada
  • Europe

    • UK
    • France
    • Germany
    • Italy
  • The Asia Pacific

    • China
    • Japan
    • India
    • Southeast Asia
  • South America

    • Brazil,
    • Argentina
    • Columbia
  • The Middle East and Africa

    • GCC
    • Africa
    • Rest of the Middle East and Africa

Increasing Adoption of Digital Learning Solutions, the Growing Use of Mobile Devices and Rising Demand in the Game-Based Education, Entertainment and Others are Some of the Major Factors Driving the Market Growth

Increasing adoption of digital learning solutions is one of the major factors driving the demand for game-based learning solutions. For example; Minecraft Education Edition is a game-based learning platform that allows students to learn a wide range of subjects while playing the popular game Minecraft. The platform has been adopted by schools and universities around the world, and is used to teach subjects such as coding, history, and language arts. Another example is Duolingo, a language-learning app that uses game-like elements to make learning fun and engaging. The app has been downloaded over 500 million times and is used by schools and universities to teach languages such as Spanish, French, and German. Overall, game-based learning is becoming increasingly popular as schools and universities look for ways to make learning more engaging and effective in the digital age. Several educational institutions have increased their use of game-based learning methods because of the pandemic which has increased the use of game-based learning apps.

In addition, the growing use of mobile devices is also fuelling the growth of the game-based learning market. Mobile devices such as smartphones and tablets have become ubiquitous, making it easier for students to access educational content anytime, anywhere. This has opened up new opportunities for game-based learning solutions, which can be accessed on-the-go. Rising demand in the game-based education and entertainment is also supplementing the market growth. According to digital shift 2021 Newzoo, has revealed that mobile gaming brought in more than US $93 billion in 2021, accounting for more than half (52%) of the total gaming revenue for the year. It is helpfully to playing sports and games increases self-confidence, communication skill, confidence, increase the speed of decision-making and problem solving, absorb information in a fun way, increase memory capacity, etc.

However, game-based learning solutions require high-speed internet connectivity and advanced hardware such as computers and gaming consoles. In regions where the infrastructure is not well-developed, the adoption of game-based learning solutions may be limited. Despite that, growth in demand for e-learning, digital learning, and online learning techniques may offer more opportunities for the further growth of the global game-based learning market.

North America is expected to dominate the global please write the opportunities for global game-based learning market

North America is expected to dominate the global please write the opportunities for global game-based learning market within the forecast period. The game-based learning market in North America is a highly competitive and dynamic market, with a range of large and small players offering a wide variety of game-based learning solutions. The market is expected to grow significantly in the coming years, driven by increasing demand for personalized and engaging learning solutions. In addition, presence of major players is also supplementing the market growth in this region. For example; the market is dominated by a few major players such as Microsoft Corporation, McGraw Hill Education, and Pearson Education, which offer a range of game-based learning solutions across different industries and educational levels. These players have strong brand recognition, extensive resources, and established distribution channels, which give them a competitive advantage in the market.

Asia-Pacific is expected to witness a fastest growth in the global game-based learning market due to the rising demand for digital education and the increasing penetration of smartphones and tablets. For example; Byju’s academy, Notebook learning portal, and Ehuayu are Chinese game-based learning mobile apps for teaching software and speaking Chinese. Game-based learning is an efficient way of delivering courses as the resources are available from anywhere and at any time.    

News-

Microsoft and WhiteHat Jr Launched Game-Based Learning for Students

On December 10th, 2021; Microsoft India and WhiteHat Jr were collaborating to give students and teachers across India access to personalized and immersive learning experiences with the popular video game, Minecraft.

Arena Pharmaceuticals using Gaming to Demonstrate the Potential of New Medicine to Healthcare Professionals

On June 17th, 2021; Arena Pharmaceuticals, a new biotech firm based in San Diego and a client of Havas Health, decided to try a more engaging path, and partnered with Game Loft to develop a game to educate their professionals about a new drug that can be used in the treatment of IBD (inflammatory bowel disease), which affects people who have certain GI syndromes like ulcerative colitis or Crohn's disease.

Report Analysis Details
Historical data 2016 - 2021
Forecast Period 2022 - 2029
Market Size in 2022: USD 13.29 Billion
Base year considered 2021
Forecast Period CAGR %:

19.8%

Market Size Expected in 2029: USD 47.05 Billion
Tables, Charts & Figures: 175
Pages 300
Game-Based Learning Companies Centrical, Novartis, Cisco Systems Inc., Cognitive Toybox Inc., Duolingo, EI Design Pvt. Ltd., ELM Learning, Elucidat, Gamelearn, Filament Games, Gametize, G-cube, Goodbye Kansas Group (Bublar Group), Hurix Digital, Kahoot! ASA, Kineo, Learnbrite, Learning Pool, Raptivity, Schell Games, Arena Pharmaceuticals, and others
Segments Covered By Game Type, By End-user
Regional Analysis North America, U.S., Mexico, Canada, Europe, UK, France, Germany, Italy, Asia Pacific, China, Japan, India, Southeast Asia, South America, Brazil, Argentina, Columbia, The Middle East and Africa, GCC, Africa, Rest of the Middle East and Africa
SUMMARY
VishalSawant
Vishal Sawant
Business Development
vishal@brandessenceresearch.com
+91 8830 254 358
Segmentation
Segments

By Game Type:

  • AR VR games
  • AI based games
  • Location based games
  • Assessment and evaluation games
  • Training, knowledge and skill based games
  • Language learning games
  • Others

By End-user:

  • Consumer
  • Education
  • Government
  • Enterprises
Country
Regions and Country

North America

  • U.S.
  • Canada

Europe

  • Germany
  • France
  • U.K.
  • Italy
  • Spain
  • Sweden
  • Netherlands
  • Turkey
  • Switzerland
  • Belgium
  • Rest of Europe

Asia-Pacific

  • South Korea
  • Japan
  • China
  • India
  • Australia
  • Philippines
  • Singapore
  • Malaysia
  • Thailand
  • Indonesia
  • Rest of APAC

Latin America

  • Mexico
  • Colombia
  • Brazil
  • Argentina
  • Peru
  • Rest of South America

Middle East and Africa

  • Saudi Arabia
  • UAE
  • Egypt
  • South Africa
  • Rest of MEA
Company
Key Players
  • Centrical
  • Novartis
  • Cisco Systems Inc.
  • Cognitive Toybox Inc.
  • Duolingo
  • EI Design Pvt. Ltd.
  • ELM Learning
  • Elucidat
  • Gamelearn
  • Filament Games
  • Gametize
  • G-cube
  • Goodbye Kansas Group (Bublar Group)
  • Hurix Digital
  • Kahoot! ASA
  • Kineo
  • Learnbrite
  • Learning Pool
  • Raptivity
  • Schell Games
  • Arena Pharmaceuticals
  • others

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