Market Research Logo

Global Corporate Game-Based Learning Market 2017-2021

Global Corporate Game-Based Learning Market 2017-2021

About Corporate Game Based Learning

Game -based learning or serious games refer to all digital applications that are developed to impart learning through games. This encourages learning in players by sharpening their psychological receptivity, when engaged in gaming. Game-based learning utilizes various digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. The game-based learning products and services are increasingly demanded by the organizations as they provide learning integrated with game elements. The penetration of mobile devices in workplaces is playing a critical role in the adoption of game-based learning, as learners can independently play games while acquiring knowledge.

Technavio’s analysts forecast the global corporate game based learning market to grow at a CAGR of 11.68% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global corporate game based learning market for 2017-2021. To calculate the market size, the report provides actionable intelligence alongside the market size of various segments. To detail the major factors influencing the market (drivers, opportunities, industry-specific challenges, and other critical issues) and to track the competitive landscape of the market.

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

  • APAC
  • Europe
  • North America
  • ROW
Technavio's report, Global Corporate Game Based Learning Market 2017-2021, 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 operating in this market.

Key vendors
  • BreakAway Games
  • G-Cube
  • Growth Engineering
  • PlayGen
Other prominent vendors
  • Gamelearn
  • Indusgeeks Solutions
  • mLevel
  • StratBeans Consulting
  • Wrainb
Market driver
  • Increased employee engagement during training.
  • For a full, detailed list, view our report
Market challenge
  • Threat from open source tools.
  • For a full, detailed list, view our report
Market trend
  • Analytical applications in game-based learning.
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2021 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 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 – Global Corporate Game Based Learning Market 2017-2021

Technavio recognizes the following companies as the key players in the global corporate game based learning market: BreakAway Games, G-Cube, Growth Engineering, and PlayGen.

Other Prominent Vendors in the market are: Gamelearn, Indusgeeks Solutions, mLevel, StratBeans Consulting, and Wrainb.

Commenting on the report, an analyst from Technavio’s team said: “One trend in market is analytical applications in game-based learning. Big data plays a crucial role in every phase of online training provided to employees and has immense implications for the corporate sector. Various methods of providing training are followed with the help of online platform. Among them game-based learning is gaining exposure in varied sectors, including corporate sector. The adoption of these methods in workplaces produces large amounts of data about employee feedback, types of courses undertaken, and difficulties faced in understanding the training material. Organizations can extract and analyze the data with the help of learning analytics tools. Organizations can use the technology to monitor the learning activities of their employees. They can analyze the learning support required by employees as well as the enterprise areas needing additional focus that can result in modifying learning programs. The data collected offer a critical insight into the knowledge gaps that exists within organization employees as knowledge of such gaps only will lead to resolving the issues.”

According to the report, one driver in market is increased employee engagement during training. Organizations are facing various challenges in terms of enhancing their workplace culture, employee engagement, leadership, and learning and development. These aspects restrict internal and external growth of companies, as they inhibit productivity, which affects profit margins of companies. Therefore, businesses focus on engaging employees through constructive efforts. Companies are incorporating game-based learning methods as they offer learning via concepts of situated learning and constructivism. Constructivism refers to knowledge creation through visual interpretation of things, while learning in a real-life setting is known as situated learning. This kind of setting facilitates employees to practice and learn without failure. Traditionally, companies providing training and learning while explaining business processes to learners have been substituted with game-based learning, where learners are given the sole authority. Employees are given opportunities to practice and make mistakes, presenting to them real-life job issues. Simultaneously, the immediate progress feedback given to the players triggers their interest to play games. While playing, each step taken by the players displays their accountability while representing their abilities and knowledge. This factor also leads to enhanced employee engagement.

Further, the report states that one challenge in market is high cost of development. The process of developing games is expensive as it includes the cost of high-quality technical specifications, graphics, and animation. Developing a game is time consuming and requires expensive infrastructural additions, complex programming, and is required to ensure data integration and data quality. In addition, most vendors charge an additional amount for gaming software updates that include improved features. The game development involves the parameters of the type of games, technology, quality, and length of the game. Customers have various options of game types such as scenario, skilfulness, and action based that have different pricing. On an average, the cost of a game starts at $15,000, while custom-built games could cost from $50,000. In developing economies and other regions, this could be above the budget, resulting in low adoption. Though the benefits outstrip the costs of development, the initial amount of time and money devoted restricts organizations to undertake such initiatives.

Companies Mentioned

BreakAway Games, G-Cube, Growth Engineering, PlayGen, Gamelearn, Indusgeeks Solutions, mLevel, StratBeans Consulting, and Wrainb.

  • Executive summary
  • Scope of the report
  • Research Methodology
  • Introduction
    • Key market highlights
  • Market landscape
    • Global corporate e-learning market: overview
      • Table Benefits of game-based learning
    • Market size and forecast
      • Table Global corporate game-based learning market ($ millions)
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by product
    • Global corporate game-based learning market by product
      • Table Global corporate game-based learning market by product
    • Global corporate game-based learning market by generic product
      • Table Global corporate game-based learning market by generic product 2016-2021 ($ millions)
    • Global corporate game-based learning market by packaged product
      • Table Global corporate game-based learning market by packaged product 2016-2021 ($ millions)
  • Geographical segmentation
    • Global corporate game-based learning market by geography
      • Table Global corporate game-based learning market by geography
    • Corporate game-based learning market in North America
      • Table Corporate game-based learning market in North America 2016-2021 ($ millions)
    • Corporate game-based learning market in Europe
      • Table Corporate game-based learning market in Europe 2016-2021 ($ millions)
    • Corporate game-based learning market in APAC
      • Table Corporate game-based learning market in APAC 2016-2021 ($ millions)
    • Corporate game-based learning market in ROW
      • Table Corporate game-based learning market in the ROW 2016-2021 ($ millions)
  • Decision framework
  • Drivers and challenges
    • Market drivers
    • Impact of drivers on key customer segments
      • Table Impact of drivers
    • Market challenges
    • Impact of challenges on key customer segments
      • Table Impact of challenges
  • Market trends
    • Analytical applications in game-based learning
    • Emergence of wearable technology
    • Continuous learning opportunities
  • Vendor landscape
    • Competitive scenario
    • Competitive benchmarking
      • Table Vendor analysis
      • Table Key vendors: Strategic initiatives overview
  • Key vendor analysis
    • BreakAway Games
      • Table BreakAway Games: Product categories
    • G-Cube
      • Table G-Cube: Service Segmentation
    • Growth Engineering
      • Table Growth Engineering: Product segmentation
    • PlayGen
      • Table PlayGen: Service offerings
  • Other prominent vendors
    • Designing Digitally
    • Gamelearn
    • Indusgeeks Solutions
    • mLevel
    • StratBeans Consulting
    • Wrainbo
  • Appendix
    • List of abbreviations
  • Explore Technavio

Download our eBook: How to Succeed Using Market Research

Learn how to effectively navigate the market research process to help guide your organization on the journey to success.

Download eBook

Share this report