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Australia Game Based Learning Market Overview, 2030

Published Aug 31, 2025
Length 83 Pages
SKU # BORM20366544

Description

Australia’s Game-Based Learning GBL market has undergone substantial evolution, originating from the period of early educational CD-ROMs in the 1990s to the present day’s immersive environmental science simulations that utilize AR, VR, and real-time data. Initially, GBL functioned as an auxiliary resource in classrooms, providing interactive content designed to engage students beyond the confines of traditional textbooks. The purpose and scope of GBL in Australia are intricately linked to addressing the nation’s extensive geographic landscape and scattered population, which present challenges for consistent educational delivery. GBL facilitates remote learning by offering accessible, engaging content that bridges the gaps created by distance, while also playing a vital role in vocational training programs, especially in sectors such as mining, agriculture, and healthcare, where practical skills are crucial. The introduction of GBL in Australia was a gradual process, propelled by initiatives aimed at overcoming geographic obstacles through the digital integration of schools and training facilities. Early government initiatives and collaborations with edtech firms contributed to the incorporation of gamified content into educational curricula, while the expansion of broadband services enabled online and blended learning models. From a technical standpoint, GBL is characterized as the incorporation of game mechanics such as rewards, challenges, and storytelling within educational frameworks to enhance learner motivation, engagement, and knowledge retention. In Australia, GBL serves both classroom and field-based learning, providing students with interactive theoretical lessons alongside simulated real-world environments where they can safely and repeatedly apply concepts. Australian research and development have been at the leading edge of gamified STEM education, creating innovative tools such as VR-based science laboratories and environmental monitoring games that have garnered international recognition for their effectiveness and adaptability.

According to the research report, ""Australia Game Based Learning Market Overview, 2030,"" published by Bonafide Research, the Australia Game Based Learning market is expected to reach a market size of more than USD 1.00 Billion by 2030. As online and blended learning gain traction, GBL provides engaging and interactive solutions that tackle the issues of learner isolation and accessibility. Recent advancements feature innovative gamified programs that honor Indigenous culture education, utilizing storytelling and interactive quests to enhance awareness and preservation of Australia's rich heritage. Furthermore, marine science VR simulations offer immersive experiences for students and trainees to investigate ocean ecosystems, promoting environmental stewardship through experiential learning. Key players in the market concentrate on delivering gamified remote learning solutions specifically designed for rural and regional schools, integrating low-bandwidth technologies and offline functionalities to guarantee consistent access despite connectivity obstacles. These companies frequently partner with government and educational organizations to incorporate culturally relevant content and localized curriculum standards. There are increasing opportunities in the domains of environmental education and eco-tourism training, where gamified modules replicate real-world scenarios such as wildlife conservation, sustainable agriculture, and eco-friendly tourism operations, equipping learners for emerging green jobs and reinforcing Australia's commitment to environmental sustainability. Throughout this growth, strict compliance with Australia's Privacy Act 1988 ensures that digital learning platforms uphold strong protections for student data, safeguarding sensitive information and fostering trust among users, parents, and institutions. This regulatory adherence is essential as GBL platforms increasingly manage personal information and behavioral data to customize learning experiences. Australia's GBL market is influenced by the necessity to connect remote learners, preserve cultural heritage, and promote environmental awareness.

Australia’s Game-Based Learning GBL market by component is divided into solutions and services aimed at addressing the distinct educational and training requirements of its varied and geographically spread population. A key solution is remote learning gamification, which plays a pivotal role in converting conventional lessons into interactive, game-like experiences that boost engagement and motivation, particularly in rural and remote regions where access to classrooms is restricted. These platforms frequently integrate reward systems, challenges, and social interaction features to mimic the dynamics of face-to-face learning. Another significant solution is VR environmental science, which provides immersive simulations that enable students to investigate ecosystems, perform virtual fieldwork, and interact with intricate scientific concepts in ways that are otherwise unattainable in traditional classroom settings. These VR experiences foster experiential learning and environmental consciousness, aligning with Australia’s commitment to sustainability education. Moreover, AI-powered STEM tutors offer personalized instruction, adjusting in real-time to each learner’s strengths and weaknesses, thus enhancing understanding and skill retention in subjects such as mathematics, coding, and engineering. These AI tutors facilitate differentiated learning at scale, accommodating diverse student needs. On the services front, rural integration programs are essential, involving partnerships between edtech providers, local schools, and government agencies to implement GBL tools that function effectively in low-bandwidth environments and correspond with regional curricula. These initiatives encompass teacher training and technical support to guarantee successful adoption. In the corporate training domain, GBL is increasingly employed to enhance employee skills in industries such as mining, agriculture, and healthcare, utilizing simulations and scenario-based games to cultivate practical skills and compliance knowledge in engaging manners. Solutions and services establish a comprehensive framework for educational advancement.

Australia’s Game-Based Learning GBL market by game type is divided into Location-Based Games, AR/VR Games, AI-Based Games, Language Learning, Skill-Based Learning, Simulation and Others. Location-based eco-games utilize GPS and AR technology to fully engage learners in outdoor settings, promoting the exploration of local flora and fauna while fostering environmental awareness and conservation initiatives. These games frequently incorporate Indigenous knowledge, linking players to Australia’s natural and cultural heritage in captivating manners. In the realm of STEM education, AR/VR marine biology simulations are particularly notable as they provide students with virtual access to Australia’s extensive and varied marine ecosystems, enabling hands-on interaction with coral reefs, marine species, and ecological processes without the need to leave the classroom. Such immersive experiences enhance scientific comprehension and encourage environmental stewardship. AI-powered math coaches facilitate personalized learning by identifying individual student challenges and adjusting problems and feedback accordingly, which proves especially beneficial for students in remote regions with limited access to teachers. Language acquisition is also prioritized, with English and foreign language apps utilizing gamified frameworks to instruct vocabulary, grammar, and conversational skills, often incorporating speech recognition and interactive dialogues to enhance learner confidence and fluency. Vocational training is addressed through gamified mining simulations and other industry-specific modules, offering safe, realistic practice environments for skill development in mining, agriculture, and healthcare sectors critical industries within Australia’s economy. These simulations include scenario-based challenges, safety protocols, and equipment operation to adequately prepare workers for real-world demands. These other game types encompass financial literacy games, disaster preparedness drills, and soft skills training modules, each crafted to engage a wide range of learners through narrative storytelling, rewards, and collaboration.

In Australia, the Game-Based Learning GBL by platform is divided into online and offline is significantly influenced by ongoing initiatives to enhance broadband access in rural and remote areas. Urban centers enjoy the advantages of a strong internet infrastructure that supports high-speed online learning; however, numerous rural communities continue to encounter connectivity issues, rendering offline GBL solutions vital. Offline GBL generally encompasses downloadable content, preloaded applications, and local device storage, allowing learners to engage with interactive educational games without the necessity of a constant internet connection. This method guarantees uninterrupted learning in regions where broadband is limited, unreliable, or costly. Offline modes frequently synchronize progress and updates whenever connectivity is restored, establishing a hybrid model that optimizes accessibility and flexibility. Conversely, online GBL capitalizes on Australia’s expanding broadband networks, including recent governmental efforts aimed at rural broadband enhancement, such as the rollout of the National Broadband Network NBN and satellite internet services. These advancements enable access to cloud-based gamified platforms, real-time multiplayer learning experiences, and AI-driven personalized tutoring, all of which require stable, high-speed connections to provide dynamic content, immediate feedback, and collaborative features. The expansion of 5G networks further promises to improve online GBL capabilities, facilitating richer AR/VR experiences and seamless video streaming. Nevertheless, despite advancements in infrastructure, geographic and socioeconomic disparities indicate that offline solutions remain essential for educational equity, ensuring that all students irrespective of their location can take advantage of gamified learning. Australia’s GBL ecosystem embodies a dual strategy: online GBL fosters innovation and interactivity where connectivity is robust, while offline GBL ensures inclusivity and continuous access in underserved areas.

In Australia, the game-based learning market by end-user is divided into IT & Telecom, Retail, Consumer, Manufacturing, Government, Education, Healthcare & Life Sciences and Others there is a notably strong demand for Game-Based Learning GBL among the mining, education, and government training sectors, each influenced by unique yet interconnected priorities. The mining industry, which is a fundamental part of the Australian economy, requires advanced training solutions that prioritize workforce safety, operational efficiency, and adherence to strict regulations. GBL provides immersive simulations and scenario-based training modules that enable workers to practice equipment handling, hazard identification, and emergency response in safe virtual environments. This interactive, gamified approach enhances skill retention and minimizes costly accidents, addressing the sector’s urgent need for effective and scalable upskilling. In the education sector, the demand is driven by the need to improve student engagement, particularly in remote and rural schools where access to quality resources may be limited. Schools are increasingly implementing gamified STEM curricula, VR environmental labs, and AI-driven personalized learning platforms to enhance academic performance and cultivate 21st-century skills such as critical thinking and collaboration. GBL also facilitates vocational pathways by incorporating practical skill modules that align with industry standards. Simultaneously, government training programs utilize GBL to enhance the skills of public sector employees and support national initiatives, including digital literacy campaigns and Indigenous workforce development. These programs employ gamified compliance training, leadership development games, and culturally relevant content to boost participation and effectiveness. Government-supported projects often focus on rural outreach and inclusion, ensuring that training solutions are accessible throughout Australia’s diverse geography. The demand across these sectors illustrates a collective acknowledgment of GBL’s potential to transform conventional learning into engaging, adaptive, and outcome-oriented experiences. As digital infrastructure continues to grow and technologies advance, the appetite for GBL is expected to increase.

Considered in this report
• Historic Year: 2019
• Base year: 2024
• Estimated year: 2025
• Forecast year: 2030

Aspects covered in this report
• Game Based Learning Market with its value and forecast along with its segments
• Various drivers and challenges
• On-going trends and developments
• Top profiled companies
• Strategic recommendation

By Component
• Solution
• Services

By Game Type
• Location-Based Games
• AR/VR Games
• AI-Based Games
• Language Learning
• Skill-Based Learning
• Simulation
• Others

By Platform
• Offline
• Online

By End-user
• IT & Telecom
• Retail
• Consumer
• Manufacturing
• Government
• Education
• Healthcare & Life Sciences
• Others

Table of Contents

83 Pages
1. Market Structure
1.1. Market Considerate
1.2. Assumptions
1.3. Limitations
1.4. Abbreviations
1.5. Sources
1.6. Definitions
2. Research Methodology
2.1. Secondary Research
2.2. Primary Data Collection
2.3. Market Formation & Validation
2.4. Report Writing, Quality Check & Delivery
3. Australia Geography
3.1. Population Distribution Table
3.2. Australia Macro Economic Indicators
4. Market Dynamics
4.1. Key Insights
4.2. Recent Developments
4.3. Market Drivers & Opportunities
4.4. Market Restraints & Challenges
4.5. Market Trends
4.6. Supply chain Analysis
4.7. Policy & Regulatory Framework
4.8. Industry Experts Views
5. Australia Game Based Learning Market Overview
5.1. Market Size By Value
5.2. Market Size and Forecast, By Component
5.3. Market Size and Forecast, By Game Type
5.4. Market Size and Forecast, By Platform
5.5. Market Size and Forecast, By End-user
5.6. Market Size and Forecast, By Region
6. Australia Game Based Learning Market Segmentations
6.1. Australia Game Based Learning Market, By Component
6.1.1. Australia Game Based Learning Market Size, By Solution, 2019-2030
6.1.2. Australia Game Based Learning Market Size, By Services, 2019-2030
6.2. Australia Game Based Learning Market, By Game Type
6.2.1. Australia Game Based Learning Market Size, By Location-Based Games, 2019-2030
6.2.2. Australia Game Based Learning Market Size, By AR/VR Games, 2019-2030
6.2.3. Australia Game Based Learning Market Size, By AI-Based Games, 2019-2030
6.2.4. Australia Game Based Learning Market Size, By Language Learning, 2019-2030
6.2.5. Australia Game Based Learning Market Size, By Skill-Based Learning, 2019-2030
6.2.6. Australia Game Based Learning Market Size, By Simulation, 2019-2030
6.2.7. Australia Game Based Learning Market Size, By Others, 2019-2030
6.3. Australia Game Based Learning Market, By Platform
6.3.1. Australia Game Based Learning Market Size, By Offline, 2019-2030
6.3.2. Australia Game Based Learning Market Size, By Online, 2019-2030
6.4. Australia Game Based Learning Market, By End-user
6.4.1. Australia Game Based Learning Market Size, By IT & Telecom, 2019-2030
6.4.2. Australia Game Based Learning Market Size, By Retail, 2019-2030
6.4.3. Australia Game Based Learning Market Size, By Consumer, 2019-2030
6.4.4. Australia Game Based Learning Market Size, By Government, 2019-2030
6.4.5. Australia Game Based Learning Market Size, By Education, 2019-2030
6.4.6. Australia Game Based Learning Market Size, By Healthcare & Life Sciences , 2019-2030
6.4.7. Australia Game Based Learning Market Size, By Others, 2019-2030
6.5. Australia Game Based Learning Market, By Region
6.5.1. Australia Game Based Learning Market Size, By North, 2019-2030
6.5.2. Australia Game Based Learning Market Size, By East, 2019-2030
6.5.3. Australia Game Based Learning Market Size, By West, 2019-2030
6.5.4. Australia Game Based Learning Market Size, By South, 2019-2030
7. Australia Game Based Learning Market Opportunity Assessment
7.1. By Component, 2025 to 2030
7.2. By Game Type, 2025 to 2030
7.3. By Platform, 2025 to 2030
7.4. By End-user, 2025 to 2030
7.5. By Region, 2025 to 2030
8. Competitive Landscape
8.1. Porter's Five Forces
8.2. Company Profile
8.2.1. Skillsoft
8.2.1.1. Company Snapshot
8.2.1.2. Company Overview
8.2.1.3. Financial Highlights
8.2.1.4. Geographic Insights
8.2.1.5. Business Segment & Performance
8.2.1.6. Product Portfolio
8.2.1.7. Key Executives
8.2.1.8. Strategic Moves & Developments
8.2.2. Prodigy Education Inc.
8.2.3. Kahoot! AS
8.2.4. Playlunch Games Pty Ltd
8.2.5. Makers Empire 3D
9. Strategic Recommendations
10. Disclaimer
List of Figures
Figure 1: Australia Game Based Learning Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 2: Market Attractiveness Index, By Component
Figure 3: Market Attractiveness Index, By Game Type
Figure 4: Market Attractiveness Index, By Platform
Figure 5: Market Attractiveness Index, By End-user
Figure 6: Market Attractiveness Index, By Region
Figure 7: Porter's Five Forces of Australia Game Based Learning Market
List of Table
s
Table 1: Influencing Factors for Game Based Learning Market, 2024
Table 2: Australia Game Based Learning Market Size and Forecast, By Component (2019 to 2030F) (In USD Million)
Table 3: Australia Game Based Learning Market Size and Forecast, By Game Type (2019 to 2030F) (In USD Million)
Table 4: Australia Game Based Learning Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 5: Australia Game Based Learning Market Size and Forecast, By End-user (2019 to 2030F) (In USD Million)
Table 6: Australia Game Based Learning Market Size and Forecast, By Region (2019 to 2030F) (In USD Million)
Table 7: Australia Game Based Learning Market Size of Solution (2019 to 2030) in USD Million
Table 8: Australia Game Based Learning Market Size of Services (2019 to 2030) in USD Million
Table 9: Australia Game Based Learning Market Size of Location-Based Games (2019 to 2030) in USD Million
Table 10: Australia Game Based Learning Market Size of AR/VR Games (2019 to 2030) in USD Million
Table 11: Australia Game Based Learning Market Size of AI-Based Games (2019 to 2030) in USD Million
Table 12: Australia Game Based Learning Market Size of Language Learning (2019 to 2030) in USD Million
Table 13: Australia Game Based Learning Market Size of Skill-Based Learning (2019 to 2030) in USD Million
Table 14: Australia Game Based Learning Market Size of Simulation (2019 to 2030) in USD Million
Table 15: Australia Game Based Learning Market Size of Others (2019 to 2030) in USD Million
Table 16: Australia Game Based Learning Market Size of Offline (2019 to 2030) in USD Million
Table 17: Australia Game Based Learning Market Size of Online (2019 to 2030) in USD Million
Table 18: Australia Game Based Learning Market Size of IT & Telecom (2019 to 2030) in USD Million
Table 19: Australia Game Based Learning Market Size of Retail (2019 to 2030) in USD Million
Table 20: Australia Game Based Learning Market Size of Consumer (2019 to 2030) in USD Million
Table 21: Australia Game Based Learning Market Size of Government (2019 to 2030) in USD Million
Table 22: Australia Game Based Learning Market Size of Education (2019 to 2030) in USD Million
Table 23: Australia Game Based Learning Market Size of Healthcare & Life Sciences (2019 to 2030) in USD Million
Table 24: Australia Game Based Learning Market Size of Others (2019 to 2030) in USD Million
Table 25: Australia Game Based Learning Market size of North (2019 to 2030) in USD Million
Table 26: Australia Game Based Learning Market Size of East (2019 to 2030) in USD Million
Table 27: Australia Game Based Learning Market Size of West (2019 to 2030) in USD Million
Table 28: Australia Game Based Learning Market Size of South (2019 to 2030) in USD Million
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