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Global K-12 Game-based Learning Market 2017-2021

About K-12 Game-based Learning

Game-based learning connects educational content with a computer or video games and is used by students interested in subjects, including STEM, language learning, and social sciences. It has been designed to balance subject matter with gameplay, having certain defined learning outcomes. Game-based learning helps the students learn in an immersive and engaging environment. Moreover, it aids the educators in motivating the learners to perform and understand complex topics with ease in limited time.

Technavio’s analysts forecast the global k-12 game-based learning market to grow at a CAGR of 27.55% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global k-12 game-based learning market for 2017-2021. To calculate the market size, the report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

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

  • APAC
  • Europe
  • North America
  • ROW
Technavio's report, Global K-12 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 the key vendors operating in this market.

Key vendors
  • GlassLab
  • Microsoft
  • Osmo
  • PlayGen
Other prominent vendors
  • Banzai Labs
  • BrainQuake
  • Filament Games
  • Gameloft
  • iCivics
  • Infinite Dreams
  • Schell Games
Market driver
  • Surging investments from venture capitalists
  • For a full, detailed list, view our report
Market challenge
  • Less content-curriculum integration
  • For a full, detailed list, view our report
Market trend
  • Emergence of visual technologies like AR and VR
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2020 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 – Global K-12 Game-based Learning Market 2017-2021

Technavio recognizes the following companies as the key players in the global k-12 game-based learning market: GlassLab, Microsoft, Osmo, and PlayGen.

Other Prominent Vendors in the market are: Banzai Labs, BrainQuake, Filament Games, Gameloft, iCivics, Infinite Dreams, and Schell Games.

Commenting on the report, an analyst from Technavio’s team said: “One trend in the market is emergence of visual technologies like AR and VR. Visual technologies, such as augmented reality (AR) and virtual reality (VR), are increasingly becoming popular among the students and educators as the modern K-12 classrooms get revolutionized by new learning methodologies. Vendors are incorporating AR and VR to enhance the educational experience of students by creating immersive learning environments.”

According to the report, one driver in the market is surging investments from venture capitalists. Many schools across the globe are collaborating with start-ups launching educational games, thereby enhancing the learning experience for both students and teachers. These start-ups have been receiving investments and funding from various angel investors to strengthen the product portfolio and carry out R&D for the new products. This, in turn, has boosted the demand for game-based learning in K-12 schools across the world. In addition, various companies engaged in offering Virtual Reality (VR) and Augmented Reality (AR) technologies are increasingly providing innovative solutions for students to explore educational lessons on e-learning platforms.

Further, the report states that one challenge in the market is less content-curriculum integration. Digital games and applications are mainly used by students for entertainment purposes and not for learning purposes. However, to make the game-based learning effective for students, the games must be associated with certain curriculum-based concepts and linked with learning outcomes. Moreover, games are often stereotyped to distract students and impact their development as the continuous use of games eats up a major portion of their time and results in health concerns, such as visual impairments and obesity.

Companies Mentioned

GlassLab, Microsoft, Osmo, PlayGen, Banzai Labs, BrainQuake, Filament Games, Gameloft, iCivics, Infinite Dreams, and Schell Games.

  • Executive summary
  • Scope of the report
  • Research methodology
  • Introduction
    • Global education technology market
      • Table Edtech impact
  • Market landscape
    • Global K-12 game-based learning market
      • Table Global K-12 game-based learning market segmentation
    • Five forces analysis
      • Table Five forces analysis
  • Geographical segmentation
    • Global K-12 game-based learning market by geography
      • Table Global K-12 game-based learning market by geography (%)
      • Table Global K-12 game-based learning by geography ($ millions)
    • K-12 game-based learning market in North America
      • Table K-12 game-based learning market in North America 2016-2021 ($ millions)
    • K-12 game-based learning market in Europe
      • Table K-12 game-based learning market in Europe 2016-2021 ($ millions)
    • K-12 game-based learning market in APAC
      • Table K-12 game-based learning market in APAC 2016-2021 ($ millions)
    • K-12 game-based learning market in ROW
      • Table K-12 game-based learning market in ROW 2016-2021 ($ millions)
  • Market segmentation by school level
    • Global K-12 game-based learning by school level
      • Table Global K-12 game-based learning market by school level (%)
      • Table Global K-12 game-based learning by school level ($ millions)
    • Global K-12 game-based learning market for middle school level
      • Table Global K-12 game-based learning market for middle school level 2016-2021($ millions)
    • Global K-12 game-based learning market for high school level
      • Table Global K-12 game-based learning market for high school level 2016-2021($ millions)
    • Global K-12 game-based learning market for elementary school level
      • Table Global K-12 game-based learning market for elementary school level 2016-2021($ millions)
  • Market segmentation by product
    • Global K-12 game-based learning market by product
      • Table Global K-12 game-based learning market by product 2016-2021 (%)
      • Table Global K-12 game-based learning market by product 2016-2021 ($ millions)
    • Global K-12 game-based learning market by subject-specific games
      • Table Global K-12 game-based learning market by subject-specific games 2016-2021($ millions)
    • Global K-12 game-based learning market by language learning games
      • Table Global K-12 game-based learning market by language learning games 2016-2021($ millions)
    • Global K-12 game-based learning market by others
      • Table Global K-12 game-based learning market by others 2016-2021 ($ millions)
  • Decision framework
  • Drivers and challenges
    • Market drivers
    • Market challenges
  • Market trends
    • Emergence of visual technologies like AR and VR
    • Surging demand for IoT and wearable devices
    • Growing importance of personalized and adaptive learning
  • Vendor landscape
    • Competitive scenario
    • Competitive benchmarking
      • Table Vendor analysis
  • Key vendor analysis
    • GlassLab
    • Microsoft
    • Osmo
    • PlayGen
  • Other prominent vendors
  • Appendix
    • List of abbreviations
  • Explore Technavio

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