Game Based Learning
Information Technology

Global Game Based Learning Market Outlook, Opportunities And Strategies

Learn about the global game-based learning market through The Business Research Company, which provides information on game-based learning market size, game-based learning market drivers and restraints, game-based learning market players, the COVID-19 impact on the game-based learning market, and more.

 

The global game-based learning market size is expected to grow from $9.54 billion in 2021 to $11.73 billion in 2022 at a compound annual growth rate (CAGR) of 22.97%. The change in the game-based learning market growth trend is mainly due to the companies stabilizing their output after catering to the demand that grew exponentially during the COVID-19 pandemic. The market is expected to reach $27.52 billion in 2026 at a CAGR of 23.77%.

 

The rising focus on personalized learning is expected to propel the growth of the game-based learning market.

 

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The game-based learning market consists of sales of game-based learning solutions by entities (organizations, sole traders, and partnerships) that provide solutions for engaging the learners. Game-based learning refers to embedding the gaming principles within learning activities, for improving the motivation and engagement of the users. The various components involved in game-based learning include badges, points systems, leader boards, quizzes, classroom response systems, discussion boards, and others. Game-based learning is the use of active learning techniques through various games for enhancing student learning. The user gains knowledge through playing the game, which also improves problem-solving and critical thinking skills.

 

Global Game-Based Learning Market Segments Include:

By Component: Solution, Service

By Deployment Mode: Cloud, On-Premise

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 Geography: The market is segmented into North America, South America, Asia-Pacific, Eastern Europe, Western Europe, Middle East and Africa. Among these regions, North America was the largest region in the game-based learning market in 2021.

 

Strategic partnerships and collaborations between companies are a key trend gaining popularity in the game-based learning market. Major players operating in the market are partnering and collaborating to develop and offer innovative services.

 

TBRC’s game-based learning market report covers:

Major Market Players: BreakAway games, Gamelearn, Recurrence Inc, StratBeans Consulting, Simulearn, Playgen, Fundamentor, Kuato Studios, G-Cube, Hornbill FX, MLevel, Gametize, LearningWare, Inc, Indusgeeks, Growth Engineering, MAK Technologies, Lumos Labs, Games2Train, SCVNGR, Will Interactive, LearningWare, Kahoot, Frontier Developments, Minecraft, Spin Master, Schell Games, Tangible Play, Raptivity, Banzai Labs, Cognitive Toybox, and Idnusgeeks.

Regions: Asia-Pacific, China, Western Europe, Eastern Europe, North America, USA, South America, Middle East and Africa.

Countries: Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.

Time Series: Five years historic (2016-21) and ten years forecast (2022-2026-2031)

 

The Game Based Learning Global Market Report 2022 –Market Size, Trends, And Global Forecast 2022-2026 is one of a series of new reports from The Business Research Company that provides game-based learning market overviews, analyzes and forecasts market size, share, game-based learning market players, game-based learning market segments and geographies, leading competitor revenues, profiles and market shares.

 

TBRC’s game-based learning market report identifies top countries and segments for opportunities and strategies based on market trends and leading competitors’ approaches.

 

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