
Game-based Learning Market in US 2021-2025
Description
Game-based Learning Market in US 2021-2025
Technavio has been monitoring the game-based learning market in US and it is poised to grow by $ 4.98 bn during 2021-2025, progressing at a CAGR of 20.31% during the forecast period. Our report on the game-based learning market in US provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.
The report offers an up-to-date analysis regarding the current market scenario, latest trends and drivers, and the overall market environment. The market is driven by the increasing investments from venture capitalists and growing focus on early education. In addition, increasing investments from venture capitalists is anticipated to boost the growth of the market as well.
The game-based learning market in US analysis includes product and end-user segments.
Technavio's game-based learning market in US is segmented as below:
By Product
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on game-based learning market in US covers the following areas:
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.
Companies Mentioned
Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Filament Games, GAMELEARN SL, iCivics Inc., John Wiley and Sons Inc., LearningWare Inc., Lumos Labs Inc., Microsoft Corp.
Technavio has been monitoring the game-based learning market in US and it is poised to grow by $ 4.98 bn during 2021-2025, progressing at a CAGR of 20.31% during the forecast period. Our report on the game-based learning market in US provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.
The report offers an up-to-date analysis regarding the current market scenario, latest trends and drivers, and the overall market environment. The market is driven by the increasing investments from venture capitalists and growing focus on early education. In addition, increasing investments from venture capitalists is anticipated to boost the growth of the market as well.
The game-based learning market in US analysis includes product and end-user segments.
Technavio's game-based learning market in US is segmented as below:
By Product
- Knowledge and skill-based games
- Cognitive ability games
- Other games
- Academic users
- Non-academic users
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on game-based learning market in US covers the following areas:
- Game-based learning market sizing
- Game-based learning market forecast
- Game-based learning market industry analysis
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.
Companies Mentioned
Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Filament Games, GAMELEARN SL, iCivics Inc., John Wiley and Sons Inc., LearningWare Inc., Lumos Labs Inc., Microsoft Corp.
Table of Contents
120 Pages
- Executive Summary
- Market ecosystem
- Value chain analysis
- Market definition
- Market segment analysis
- Market size 2020
- Market outlook: Forecast for 2020 - 2025
- Five forces summary
- Bargaining power of buyers
- Bargaining power of suppliers
- Threat of new entrants
- Threat of substitutes
- Threat of rivalry
- Market condition
- Market segments
- Comparison by Product
- Knowledge and skill-based games - Market size and forecast 2020-2025
- Cognitive ability games - Market size and forecast 2020- 2025
- Other games - Market size and forecast 2020-2025
- Market opportunity by Product
- Market segments
- Comparison by End-user
- Academic users - Market size and forecast 2020-2025
- Non-academic users - Market size and forecast 2020- 2025
- Market opportunity by End-user
- Customer landscape
- Market drivers
- Market challenges
- Market trends
- Vendor landscape
- Landscape disruption
- Competitive scenario
- Vendors covered
- Market positioning of vendors
- Banzai Labs Inc.
- BrainQuake Inc.
- BreakAway Ltd. Inc.
- Filament Games
- GAMELEARN SL
- iCivics Inc.
- John Wiley and Sons Inc.
- LearningWare Inc.
- Lumos Labs Inc.
- Microsoft Corp.
- Scope of the report
- Currency conversion rates for US$
- Research methodology
- List of abbreviations
Pricing
Currency Rates
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