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Game-based Learning Market in the US 2018-2022

Game-based Learning Market in the US 2018-2022

About Game-based Learning

Game-based learning (GBL) is a type of gameplay that has defined learning outcomes. GBL is designed to balance subject matter with gameplay and enable players to retain and apply the learnings to the real world.

Technavio’s analysts forecast the Game-based Learning Market in the US to grow at a CAGR of 17.09% during the period 2017-2022.

Covered in this report

The report covers the present scenario and the growth prospects of the Game-based Learning Market in the US 2018-2022. To calculate the market size, the report considers the revenue generated from the by the vendors from their game-based learning solutions, which include the products and services offered to various customers in the academic and non-academic segments in the US.

The market is divided into the following segments based on geography:

  • US
Technavio's report Game-based Learning Market in the US 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • BreakAway Games
  • Filament Games
  • LearningWare
  • Playgen
  • Toolwire
  • Tangible Play
Market driver
  • Increasing investments from venture capitalists
  • For a full, detailed list, view our report
Market challenge
  • High development costs
  • For a full, detailed list, view our report
Market trend
  • Increasing popularity of mobile technologies
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2022 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


Press Release

Technavio Announces the Publication of its Research Report – Game-based Learning Market in the US 2018-2022

Technavio recognizes the following companies as the key players in the Game-based Learning Market in the US.

Commenting on the report, an analyst from Technavio’s team said: “One trend that is affecting the market is increasing popularity of mobile technologies

According to the report, one driver that is affecting the market is increasing investments from venture capitalists

Further, the report states that one challenge that is affecting the market is high development costs

Companies Mentioned

BreakAway Games
Filament Games
LearningWare
Playgen
Toolwire
Tangible Play

  • Executive summary
  • Scope of the report
  • Research methodology
  • Market landscape
    • Market ecosystem
      • Table EdTech impact
      • Table Parent market
      • Table Parent market: Global education technology market
    • Market characteristics
      • Table Market characteristics
    • Market segmentation analysis
      • Table Market segments
  • Market sizing
    • Market definition
      • Table Market definition - Inclusions and exclusions checklist
    • Market sizing 2017
      • Table Market size 2017
      • Table Validation techniques employed for market sizing 2017
    • Market size and forecast 2017-2022
      • Table Game-based learning market in the US - Market size and forecast 2017-2022 ($ mn)
      • Table Year-over-year growth 2018-2022 (%)
  • Five forces analysis
    • Table Five forces analysis 2017
    • Table Five forces analysis 2022
    • Bargaining power of buyers
      • Table Bargaining power of buyers
    • Bargaining power of suppliers
      • Table Bargaining power of suppliers
    • Threat of new entrants
      • Table Threat of new entrants
    • Threat of substitutes
      • Table Threat of substitutes
    • Threat of rivalry
      • Table Threat of rivalry
    • Market condition in 2017
      • Table Market condition - Five forces 2017
  • Market segmentation by product
    • Overview
      • Table Product - Market share 2017-2022 (%)
    • Comparison by product
      • Table Comparison by product
    • Knowledge and skill-based games- Market size and forecast 2017-2022
      • Table Knowledge and skill-based games - Market size and forecast 2017-2022 ($ mn)
      • Table Knowledge and skill-based games - Year-over-year growth 2018-2022 (%)
    • Cognitive ability-based games - Market size and forecast 2017-2022
      • Table Cognitive ability-based games - Market size and forecast 2017-2022 ($ mn)
      • Table Cognitive ability games - Year-over-year growth 2018-2022 (%)
    • Other games - Market size and forecast 2017-2022
      • Table Other games - Market size and forecast 2017-2022 ($ mn)
      • Table Other games - Year-over-year growth 2018-2022 (%)
    • Market opportunity by product
      • Table Market opportunity by product
  • Customer landscape
    • Table Customer landscape
  • Market segmentation by end-user
    • Overview
      • Table End-user - Market share 2017-2022 (%)
    • Comparison by end-user
      • Table Comparison by end-user
    • Academic- Market size and forecast 2017-2022
      • Table Academic - Market size and forecast 2017-2022 ($ mn)
      • Table Academic - Year-over-year growth 2018-2022 (%)
    • Non-academic - Market size and forecast 2017-2022
      • Table Non-academic - Market size and forecast 2017-2022 ($ mn)
      • Table Non-academic - Year-over-year growth 2018-2022 (%)
    • Market opportunity by end-user
      • Table Market opportunity by end-user
  • Decision framework
  • Drivers and challenges
    • Market drivers
    • Market challenges
  • Market trends
    • Increasing popularity of mobile technologies
    • Growing integration of visual technologies such as AR and VR
    • Rising focus on personalized learning
    • Surging demand for IoT and wearable devices
    • Increasing adoption in US military and healthcare sectors
  • Vendor landscape
    • Overview
      • Table Vendor landscape
    • Landscape disruption
      • Table Landscape disruption
    • Competitive scenario
  • Vendor analysis
    • Vendors covered
      • Table Vendors covered
    • Vendor classification
      • Table Vendor classification
    • Market positioning of vendors
      • Table Market positioning of vendors
    • BreakAway Games
      • Table Vendor overview
      • Table BreakAway Games - Business segments
      • Table BreakAway Games - Organizational developments
      • Table BreakAway Games - Key offerings
    • Filament Games
      • Table Vendor overview
      • Table Filament Games - Business segments
      • Table Filament Games - Organizational developments
      • Table Filament Games - Key offerings
    • LearningWare
      • Table Vendor overview
      • Table LearningWare - Business segments
      • Table LearningWare - Organizational developments
      • Table LearningWare - Key offerings
    • Playgen
      • Table Vendor overview
      • Table Playgen - Business segments
      • Table Playgen - Organizational developments
      • Table Playgen - Key offerings
    • Toolwire
      • Table Vendor overview
      • Table Toolwire - Business segments
      • Table Toolwire - Organizational developments
      • Table Toolwire - Key offerings
    • Tangible Play
      • Table Vendor overview
      • Table Tangible Play - Business segments
      • Table Tangible Play - Organizational developments
      • Table Tangible Play - Key offerings
  • Appendix
    • List of abbreviations
  • Explore Technavio

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