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Global Game-based Learning Market 2015-2019

Global Game-based Learning Market 2015-2019

About Game-based Learning

Game-based learning or serious games refer to all digital applications that impart learning through games. Psychological susceptibility of humans to engage in gaming encourages learning while playing games. Game-based learning includes digital products such as e-learning courseware, online audio and video content, social games, and mobile games. It is primarily used in educational institutions, healthcare organizations, and the military. It is also used by corporates for their employee training programs.

Technavio’s analysts forecast global game-based learning market to grow at a CAGR of 6.47% over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of the global game-based learning market for the period 2015-2019. To calculate the market size, the report considers revenue generated from global game-based learning worldwide.Technavio's report, Global Game-based Learning Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers North America, APAC, Europe, and ROW; it also covers the global game-based learning market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market. Key Regions

  • APAC
  • Europe
  • North Americas
  • ROW
Key Vendors
  • BreakAway
  • LearningWare
  • Lumos Labs
  • PlayGen.com
Other Prominent Vendors
  • Corporate Gameware
  • MAK Technologies
  • RallyOn
  • Sava Transmedia
  • Visual Purple
Market Driver
  • Increased Use of Mobile Educational Games
  • For a full, detailed list, view our report
Market Challenge
  • Limitations in Commercial Development
  • For a full, detailed list, view our report
Market Trend
  • Increasing Adoption of Gamification
  • For a full, detailed list, view our report
Key Questions Answered in this Report
  • What will the market size be in 2019 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 Game-Based Learning Market 2015-2019

Technavio recognizes the following companies as the key players in the Global Game-Based Learning Market: BreakAway, LearningWare, Lumos Labs and PlayGen.com

Other Prominent Vendors in the market are: Corporate Gameware, MAK Technologies, RallyOn, Sava Transmedia and Visual Purple

Commenting on the report, an analyst from Technavio’s team said: “Gamification is a significant trend that has emerged in recent years. Educational institutions are deploying mobile-gaming platforms and apps to engage students and motivate learning. There are various software developers that offer gaming solutions to schools and colleges. Gamification has a positive effect on corporate learning programs too. Games increase employee engagement and help reduce attrition rates. This has led to an increase in the purchase of virtual currency among corporations to upgrade levels and purchase add-ons. The global gamification market is set to grow during the forecast period, which will have a positive influence on the global game-based learning market.”

According to the report, the demand for mobile educational games has increased because of the growth in the use of smartphones and the growing popularity of the Internet. The games are used for self-paced learning. The market has witnessed a higher growth in mobile educational games compared to non-mobile educational games, the latter of which are played on PCs and laptops.

Further, the report states that most instructors are not experienced in graphics and animation, or in accessing software gaming platforms, which is why they are often unable to implement their ideas through gaming to increase the learning of their students. This limits the commercial development of potential gaming ideas.

Companies Mentioned

BreakAway, LearningWare, Lumos Labs, PlayGen.com, Corporate Gameware, MAK Technologies, RallyOn, Sava Transmedia, Visual Purple

  • Executive Summary
  • Scope of the Report
    • Market Overview
    • Product Offerings
  • Market Research Methodology
    • Market Research Process
    • Research Methodology
      • Table Market Research Methodology
  • Introduction
  • Market Landscape
    • Market Overview
    • Market Size and Forecast
      • Table Global Game-Based Learning Market 2015-2019 ($ millions)
    • Five Forces Analysis
  • Market Segmentation by Product
    • Global Game-Based Learning Market by Product
      • Table Global Game-Based Learning Market Segmentation by Product 2014
      • Table Global Game-Based Learning Market Segmentation by Product 2019
      • Table Global Game-Based Learning Market Segmentation by Product 2014-2019 ($ millions)
      • Table Global Game-Based Learning Market Segmentation by Product 2014-2019
    • Global Self-Paced Learning Market
      • Market Size and Forecast
        • Table Global Self-Paced Learning Market 2014-2019 ($ millions)
    • Global Institutional Learning Market
      • Market Size and Forecast
        • Table Global Institutional Learning Market 2014-2019 ($ millions)
    • Global Corporate Training Market
      • Market Size and Forecast
        • Table Global Corporate Training Market 2014-2019 ($ millions)
        • Table Global Game-Based Learning Market Segmentation by Product 2014-2019 ($ millions)
        • Table Global Game-Based Learning Market Segmentation by End-User 2014-2019
  • Geographical Segmentation
    • Global Game-Based Learning Market Segmentation by Region 2014-2019
      • Table Global Game-Based Learning Market Segmentation by Region 2014-2019 ($ millions)
      • Table Global Game-Based Learning Market Segmentation by Region 2014-2019
    • Game-Based Learning Market in APAC
      • Market Size and Forecast
        • Table Game-Based Learning Market Segmentation in APAC 2014-2019 ($ millions)
    • Game-Based Learning Market in North America
      • Market Size and Forecast
        • Table Game-Based Learning Market Segmentation in North America 2014-2019 ($ millions)
    • Game-Based Learning Market in Europe
      • Market Size and Forecast
        • Table Game-Based Learning Market Segmentation in Europe 2014-2019 ($ millions)
    • Game-Based Learning Market in ROW
      • Market Size and Forecast
        • Table Game-Based Learning Market Segmentation in ROW 2014-2019 ($ millions)
        • Table Global Game-Based Learning Market Segmentation by Region 2014-2019 ($ millions)
        • Table Global Game-Based Learning Market Segmentation by Region 2014-2019
  • Buying Criteria
  • Market Growth Drivers
    • Table Mobile Educational Games Market in North America 2014-2019 ($ millions)
    • Table Global E-learning Market 2014-2019 ($ billions)
  • Drivers and Their Impact
  • Market Challenges
  • Impact of Drivers and Challenges
  • Market Trends
  • Trends and Their Impact
  • Vendor Landscape
    • Competitive Scenario
    • Market Share Analysis 2014
    • Other Prominent Vendors
  • Key Vendor Analysis
    • BreakAway Games
      • Key Facts
      • Business Overview
      • SWOT Analysis
    • LearningWare
      • Key Facts
      • Business Overview
      • Product Segmentation
        • Table LearningWare: Product Segmentation 2013
      • SWOT Analysis
    • Lumos Labs
      • Key Facts
      • Business Overview
      • Business Strategy
      • Recent Developments
      • SWOT Analysis
    • PlayGen
      • Key Facts
      • Business Overview
      • Services
        • Table PlayGen: Services
      • Business Strategy
      • SWOT Analysis
  • Other Prominent Vendors
    • Corporate Gameware
    • Rallyon
    • Sava Transmedia
    • Visual Purple
    • VT MÄK
  • Other Reports in This Series

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