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