Game-based Learning Market by Offering (Gamified Learning, Microlearning, Simulation Learning, LMS, Adaptive Learning, Authoring Tools), Application (K-12, Higher Education, Corporate Training, STEM, Cognitive Development) - Global Forecast to 2030

The game-based learning market is expanding rapidly, with a projected market size rising from USD 6.23 billion in 2025 to USD 17.82 billion by 2030, at a CAGR of 23.4% during the forecast period. The game-based learning market is driven by the increasing adoption of digital learning tools, rising demand for personalized and engaging content, and growing applications across corporate and academic sectors. However, high development costs, limited digital infrastructure in some regions, and resistance to technology adoption act as key restraints.

“Neurodiversity & special needs learning segment to account for the fastest growth rate during the forecast period”

The neurodiversity and special needs learning segment within personalized learning and development is expected to witness the fastest growth in the game-based learning market during the forecast period. This growth is driven by the rising awareness and acceptance of neurodiverse learners, including individuals with autism, ADHD, and dyslexia, and the urgent need for inclusive education solutions. Game-based learning offers highly adaptable, visually rich, and interactive environments that cater to various cognitive and learning styles, helping improve engagement and retention. Advancements in assistive technologies and increased investments in inclusive education initiatives by governments and private institutions fuel demand for personalized, game-based interventions.

“Language learning segment of skill-based & subject-specific games to hold the largest market share during the forecast period”

The language learning segment of skill-based and subject-specific games is projected to hold a significant market share in the game-based learning market due to the growing global demand for multilingual proficiency, especially in English, Mandarin, and Spanish. Game-based platforms offer interactive and immersive environments that enhance vocabulary, pronunciation, and grammar skills through repetition, storytelling, and contextual gameplay. These tools are particularly effective in maintaining learner engagement and motivation, making them ideal for children and adults. The rising popularity of mobile-based language learning apps, combined with increased cross-border communication needs and the integration of AI for personalized learning paths, further strengthens the segment’s market position.

“North America leads in market share while Asia Pacific emerges as the fastest-growing region in the game-based learning market”

North America is anticipated to hold the largest share in the game-based learning market, driven by the widespread integration of digital learning tools across educational institutions and corporate environments, robust technological infrastructure, and strong government and private sector support for innovation in learning methodologies. The region also benefits from a high level of digital literacy and early adoption of emerging educational technologies. In contrast, Asia Pacific is expected to witness the fastest growth rate during the forecast period, fueled by a rapidly growing student population, increasing investments in educational technology, expanding internet and smartphone penetration, and rising demand for scalable, engaging, and skill-based learning solutions across emerging economies.

Breakdown of Primaries

In-depth interviews were conducted with chief executive officers (CEOs), innovation and technology directors, system integrators, and executives from various key organizations operating in the game-based learning market.

  • By Company: Tier I – 30%, Tier II – 45%, and Tier III – 25%
  • By Designation: C-Level Executives – 35%, D-Level Executives –25%, and others – 40%
  • By Region: North America – 35%, Europe – 20%, Asia Pacific – 30%, Middle East & Africa – 10%, and Latin America – 5%
The report includes a study of key players offering game-based learning. It profiles major vendors in the game-based learning market. These include Duolingo (US), Kahoot! (Norway), Skillsoft Corp (US), Stride Inc. (US), Frontier Developments (US), Pearson (UK), PRELOADED (UK), Game Strategies (Spain), Prodigy Education (Canada), Spin Master (Canada), Mojang Studios (Stockholm), BreakAway Games (US), Adobe (US), Schell Games (US), Stratbeans Learning Solutions (India), SimuLearn (US), Raptivity (US), Archy Learning (Australia), EI (US), Fundamentor (India), Indusgeeks (India), Kuato Studios (UK), Lingokids (Spain), Tenneo (US), Hornbill FX (India), Axonify (Canada), Kognito (US), QuoDeck Technologies Pvt. Ltd (India), Litmos (US), Gametize (Singapore), SweetRush Inc. (US), Quizizz (US), Simformer (US), Quizlet (US), SafetyCulture (Australia), Centrical (US), Extramarks (India), The Gamification Company (India), BI WORLDWIDE (US), and Age of Learning (US).

Research Coverage

This research report categorizes the game-based learning market based on offering (software and services), deployment mode (cloud & on-premises), game type (AR & VR games, AI-driven learning games, location-based education games, quiz, logic, & strategy games, skill-based, assessment & evaluation games, language & communication games, simulation & scenario-based games, role-playing & narrative-based games, and other game types (multiplayer & collaborative learning games and wellness, mindfulness, & social emotional learning games)), integration Type (web-based deployment, mobile-based deployment, immersive hardware (AR/VR headsets, smart glasses, mixed-reality tools), interactive display interfaces (smartboards, interactive whiteboards, touchscreen kiosks), and gaming consoles), application (academic education (K-12, higher education, and others (vocational & technical education and adult & continuing education)), corporate & workforce training (BFSI, telecommunications, manufacturing, technology & software, retail & ecommerce, and others (energy & utilities and transportation & logistics)), medical & healthcare training (safety & compliance and clinical skills simulation), personalized learning & development (cognitive & emotional development, neurodiversity & special needs learning, social-emotional learning, and mindfulness, therapy & wellness games), skill-based & subject-specific learning (language learning, coding & programming, STEM & subject-specific games, and others (cultural & heritage learning and simulation & exam preparation)), and region (North America, Europe, Asia Pacific, Middle East & Africa, and Latin America).

The scope of the report covers detailed information regarding the major factors, such as drivers, restraints, challenges, and opportunities, influencing the growth of the game-based learning market. A detailed analysis of the key industry players was done to provide insights into their business overview, solutions, and services; key strategies; contracts, partnerships, agreements, new product & service launches, and mergers and acquisitions; and recent developments associated with the game-based learning market. This report also covers the competitive analysis of upcoming startups in the game-based learning market ecosystem.

Key Benefits of Buying the Report

The report would provide the market leaders/new entrants with information on the closest approximations of the revenue numbers for the overall game-based learning market and its subsegments. It would help stakeholders understand the competitive landscape and gain more insights to better position their business and plan suitable go-to-market strategies. It also helps stakeholders understand the market’s pulse and provides information on key market drivers, restraints, challenges, and opportunities.

The report provides insights on the following pointers:
  • Analysis of key drivers (cognitive and psychological benefits of gamification increase its acceptance in learning environments, rising mobile technology penetration is expanding game-based learning accessibility, rising corporate focus on employee engagement and upskilling drives gbl integration in training), restraints (resistance from traditional educators and institutions slows down implementation, concerns over screen time and digital addiction affect adoption in younger demographics, difficulty in integrating GBL into existing curriculum structures acts as a deterrent), opportunities (growing demand for skill-based and experiential learning creates space for GBL expansion, Integration of AI and analytics into GBL platforms offers personalization at scale, growing use of GBL in language learning and STEM education presents niche opportunities), and challenges (balancing educational content with engaging gameplay while maintaining curriculum alignment standards, teacher training and digital competency gaps hinder effective GBL integration, limited infrastructure and internet access in rural regions hinder penetration)
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the game-based learning market
  • Market Development: Comprehensive information about lucrative markets – analysis of the game-based learning market across varied regions
  • Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the game-based learning market
  • Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players, such as Duolingo (US), Kahoot! (Norway), Skillsoft Corp (US), Stride Inc. (US), Frontier Developments (US), Pearson (UK), PRELOADED (UK), Game Strategies (Spain), Prodigy Education (Canada), Spin Master (Canada), Mojang Studios (Stockholm), BreakAway Games (US), Adobe (US), Schell Games (US), Stratbeans Learning Solutions (India), SimuLearn (US), Raptivity (US), Archy Learning (Australia), EI (US), Fundamentor (India), Indusgeeks (India), Kuato Studios (UK), Lingokids (Spain), Tenneo (US), Hornbill FX (India), Axonify (Canada), Kognito (US), QuoDeck Technologies Pvt. Ltd (India), Litmos (US), Gametize (Singapore), SweetRush Inc. (US), Quizizz (US), Simformer (US), Quizlet (US), SafetyCulture (Australia), Centrical (US), Extramarks (India), The Gamification Company (India), BI WORLDWIDE (US), and Age of Learning (US)
The report also helps stakeholders understand the pulse of the game-based learning market and provides them with information on key market drivers, restraints, challenges, and opportunities.


1 Introduction
1.1 Study Objectives
1.2 Market Definition
1.3 Market Scope
1.3.1 Market Segmentation And Regional Scope
1.3.2 Inclusions And Exclusions
1.3.3 Years Considered
1.3.4 Currency Considered
1.4 Stakeholders
1.5 Summary Of Changes
2 Research Methodology
2.1 Research Data
2.1.1 Secondary Data
2.1.2 Primary Data
2.1.2.1 List Of Primary Participants
2.1.2.2 Breakdown Of Primaries
2.1.2.3 Key Industry Insights
2.2 Market Breakup And Data Triangulation
2.3 Market Size Estimation
2.3.1 Top-down Approach
2.3.2 Bottom-up Approach
2.4 Market Forecast
2.5 Research Assumptions
2.6 Research Limitations
3 Executive Summary
4 Premium Insights
4.1 Attractive Opportunities For Players In Game-based Learning Market
4.2 Game-based Learning Market, By Software
4.3 North America: Game-based Learning Market, By Software And Application
4.4 Game-based Learning Market, By Region
5 Market Overview And Industry Trends
5.1 Introduction
5.2 Market Dynamics
5.2.1 Drivers
5.2.1.1 Cognitive And Psychological Benefits Of Gamification To Enhance Learner Engagement And Motivation
5.2.1.2 Rising Mobile Technology Penetration To Expand Game-based Learning Accessibility
5.2.1.3 Increasing Corporate Focus On Employee Engagement And Upskilling
5.2.2 Restraints
5.2.2.1 Resistance From Traditional Educators And Institutions
5.2.2.2 Concerns Over Screen Time And Digital Addiction Affect Adoption In Younger Population
5.2.2.3 Difficulty In Integrating Gbl Into Existing Curriculum Structures
5.2.3 Opportunities
5.2.3.1 Growing Demand For Skill-based And Experiential Learning To Create Space For Gbl Expansion
5.2.3.2 Integration Of Ai And Analytics Into Gbl Platforms To Unlock New Opportunities For Personalized Education
5.2.3.3 Growing Use Of Gbl In Language Learning And Stem Education To Present Niche Opportunities
5.2.4 Challenges
5.2.4.1 Balancing Educational Content With Engaging Gameplay While Maintaining Curriculum Alignment Standards
5.2.4.2 Teacher Training And Digital Competency Gaps To Hinder Effective Gbl Integration
5.2.4.3 Limited Infrastructure And Internet Access In Rural Regions To Hamper Gbl Adoption
5.3 Impact Of 2025 Us Tariff – Game-based Learning Market
5.3.1 Introduction
5.3.2 Key Tariff Rates
5.3.3 Price Impact Analysis
5.3.3.1 Strategic Shifts And Emerging Trends
5.3.4 Impact On Country/Region
5.3.4.1 Us
5.3.4.1.1 Strategic Shifts And Key Observations
5.3.4.2 China
5.3.4.2.1 Strategic Shifts And Key Observations
5.3.4.3 Europe
5.3.4.3.1 Strategic Shifts And Key Observations
5.3.4.4 India
5.3.4.4.1 Strategic Shifts And Key Observations
5.3.5 Impact On End-use Industries
5.3.5.1 Education (K-12 And Higher Education)
5.3.5.2 Corporate Training & Development
5.3.5.3 Defense & Security Training
5.3.5.4 Healthcare Education & Training
5.4 Evolution Of Game-based Learning
5.5 Supply Chain Analysis
5.6 Impact Of Generative Ai On Game-based Learning
5.6.1 Top Use Cases & Market Potential
5.6.1.1 Key Use Cases
5.6.2 Personalized Learning Paths
5.6.3 Narrative-driven Roleplay And Simulation
5.6.4 Assessment And Feedback
5.6.5 Language Learning
5.6.6 Puzzle/Strategy Game Design
5.6.7 Virtual Facilitators/Tutors
5.7 Ecosystem Analysis
5.7.1 Game-based Learning Market, Software Type
5.7.1.1 Gamified Learning Platforms
5.7.1.2 Microlearning Platforms
5.7.1.3 Simulation-based Learning Platforms
5.7.1.4 Integrated Lms Platforms
5.7.1.5 Adaptive Learning Systems
5.7.1.6 Ai Authoring Tools & Development Platforms
5.8 Investment And Funding Scenario
5.9 Case Study Analysis
5.9.1 Case Study 1: Hyundai Improves Employee Development And Productivity With Game-based Learning
5.9.2 Case Study 2: Clifton Public Schools Accelerates Math Engagement And Achievement With Prodigy Math Game
5.9.3 Case Study 3: University Of Illinois Enhances Nutrition Education With Kahoot! And Ai
5.9.4 Case Study 4: Maruti Suzuki Optimizes Workforce Training With Tenneo's (Formerly G-cube) Digital Learning Platform
5.9.5 Case Study 5: Large Healthcare Corporate Reduces Costs With Stratbeans' Online Learning Platform
5.10 Technology Analysis
5.10.1 Key Technologies
5.10.1.1 Game Engines
5.10.1.2 Artificial Intelligence (Ai)
5.10.1.3 Learning Analytics
5.10.1.4 Instructional Design Technologies
5.10.2 Complimentary Technologies
5.10.2.1 Immersive Audio Technologies
5.10.2.2 Procedural Content Generation
5.10.2.3 Haptics
5.10.3 Adjacent Technologies
5.10.3.1 Augmented Reality/Virtual Reality
5.10.3.2 Cloud Computing
5.10.3.3 Internet Of Things (Iot)
5.11 Regulatory Landscape
5.11.1 Regulatory Bodies, Government Agencies, And Other Organizations
5.11.2 Key Regulations
5.11.2.1 North America
5.11.2.2 Europe
5.11.2.3 Asia Pacific
5.11.2.4 Middle East & Africa
5.11.2.5 Latin America
5.12 Patent Analysis
5.12.1 Methodology
5.12.2 Patents Filed, By Document Type
5.12.3 Innovation And Patent Applications
5.13 Pricing Analysis
5.13.1 Average Selling Price Of Offering, By Key Players, 2025
5.13.2 Indicative Pricing Analysis, By Game Type, 2025
5.14 Key Conferences And Events, 2025–2026
5.15 Porter’s Five Forces Analysis
5.15.1 Threat Of New Entrants
5.15.2 Threat Of Substitutes
5.15.3 Bargaining Power Of Suppliers
5.15.4 Bargaining Power Of Buyers
5.15.5 Intensity Of Competitive Rivalry
5.16 Trends/Disruptions Impacting Customer Business
5.17 Key Stakeholders And Buying Criteria
5.17.1 Key Stakeholders In Buying Process
5.17.2 Buying Criteria
6 Game-based Learning Market, By Offering
6.1 Introduction
6.1.1 Offering: Game-based Learning Market Drivers
6.2 Software
6.2.1 Gamified Learning Platforms
6.2.1.1 Driving Engagement And Knowledge Retention With Points, Badges, And Leaderboards
6.2.2 Microlearning Platforms
6.2.2.1 Providing Quick, Focused Modules Tailored For On-the-go And Just-in-time Training
6.2.3 Simulation-based Learning Platforms
6.2.3.1 Enhancing Skill Development Through Risk-free, Experiential Learning Scenarios
6.2.4 Integrated Lms Platforms
6.2.4.1 Streamlining Training Delivery And Tracking While Boosting Learner Engagement
6.2.5 Other Software
6.3 Services
6.3.1 Professional Services
6.3.1.1 Driving Tailored Solutions Through Consulting, Integration, And Ongoing Support
6.3.1.2 Consulting Services
6.3.1.3 System Integration & Implementation
6.3.1.4 Support & Maintenance
6.3.2 Managed Services
6.3.2.1 Ensuring Platform Stability, Performance, And User Support Through Outsourced Management
7 Game-based Learning Market, By Deployment Mode
7.1 Introduction
7.1.1 Deployment Mode: Game-based Learning Market Drivers
7.2 On-premises
7.2.1 Offers Security, Customization, And Control For Regulated Sectors And Data-sensitive Institutions
7.3 Cloud
7.3.1 Provides Scalable, Cost-effective, And Accessible Solutions, Supporting Real-time Updates And Remote Learning
8 Game-based Learning Market, By Game Type
8.1 Introduction
8.1.1 Game Type: Game-based Learning Market Drivers
8.2 Ar & Vr Games
8.2.1 Provide Immersive, Experiential Learning For Practical, Spatial, And Scenario-based Training
8.3 Ai-driven Learning Games
8.3.1 Personalized, Adaptive, And Interactive Experiences Across Academic And Corporate Training
8.4 Location-based Educational Games
8.4.1 Real-world Settings To Promote Experiential, Mobile, And Interactive Learning
8.5 Quiz, Logic, And Strategy Games
8.5.1 Enhance Critical Thinking And Retention Through Interactive, Goal-based Challenges
8.6 Skill-based, Assessment & Evaluation Games
8.6.1 Assess Learner Competencies Through Interactive, Performance-driven Training Environments
8.7 Language & Communication Games
8.7.1 Build Fluency And Confidence Through Interactive, Speech- And Text-based Challenges
8.8 Simulation & Scenario-based Games
8.8.1 Replicate Real-life Scenarios To Develop Critical Thinking And Decision-making Skills
8.9 Role-playing & Narrative-based Games
8.9.1 Use Storytelling To Build Empathy, Decision-making, And Communication Skills
8.10 Other Game Types
9 Game-based Learning Market, By Integration Type
9.1 Introduction
9.1.1 Integration Type: Game-based Learning Market Drivers
9.2 Web-based Deployment
9.2.1 Offers Accessible, Scalable, And Cost-effective Solutions With Broad Platform Compatibility
9.3 Mobile-based Deployment
9.3.1 Enables Flexible, Personalized, And On-the-go Learning Through Smartphones And Tablets
9.4 Immersive Hardware
9.4.1 Enables Hands-on, Interactive Learning Through Ar, Vr, And Mixed Reality Tools
9.4.2 Ar/Vr Headsets
9.4.3 Smart Glasses
9.4.4 Mixed Reality Tools
9.5 Interactive Display Interfaces
9.5.1 Support Collaborative, Touch-enabled Learning Using Smartboards, Whiteboards, And Kiosks
9.5.2 Smartboards
9.5.3 Interactive Whiteboards
9.5.4 Touchscreen Kiosks
9.6 Gaming Consoles
9.6.1 Offer Immersive, Story-driven Educational Experiences With Multiplayer And Interactive Capabilities
10 Game-based Learning Market, By Application
10.1 Introduction
10.1.1 Application: Game-based Learning Market Drivers
10.2 Academic Education
10.2.1 K-12
10.2.1.1 Interactive Tools, Digital Access, And Skill-focused Learning To Increase Gbl Demand Across Primary And Secondary Education Segments
10.2.2 Higher Education
10.2.2.1 Fostering Real-world Skill Development And Supporting Digital-first Academic Strategies To Boost Demand For Gbl
10.2.3 Other Academic Education
10.3 Corporate And Workforce Training
10.3.1 Bfsi
10.3.1.1 Simulation-based Learning To Boost Performance, Engagement, And Adaptability In Finance
10.3.2 Telecommunications
10.3.2.1 Interactive, Mobile-friendly Training Solutions To Improve Technical Expertise And Customer Service Across Telecom Operations
10.3.3 Manufacturing
10.3.3.1 Simulations And Gamified Modules To Support Skill Development And Enhance Sop Compliance In Modern Industrial Operations
10.3.4 Technology & Software
10.3.4.1 Interactive Modules And Simulations To Help Teams Master Complex Technologies And Adapt To Rapid Innovation Cycles
10.3.5 Retail & E-commerce
10.3.5.1 Gamified Training To Equip Staff With Practical Skills, Driving Efficiency And Customer Satisfaction In Fast-paced Retail Settings
10.3.6 Other Corportae & Workforce Training
10.4 Medical & Healthcare Training
10.4.1 Safety & Compliance
10.4.1.1 Interactive Modules To Reinforce Critical Protocols And Regulations Across Diverse Clinical Environments
10.4.2 Clinical Skills Simulation
10.4.2.1 Immersive Learning Environments To Improve Diagnosis And Decision-making In Clinical Procedures
10.5 Personalized Learning & Development
10.5.1 Cognitive & Emotional Development
10.5.1.1 Interactive Games To Enhance Brain Function And Emotional Regulation, Offering A Dynamic Approach To Holistic Learner Development
10.5.2 Neurodiversity & Special Needs Learning
10.5.2.1 Customizable, Accessible Games To Support Cognitive, Social, And Emotional Growth In Learners With Diverse Developmental Needs
10.5.3 Social-emotional Learning
10.5.3.1 Interactive Games To Foster Empathy And Self-regulation, Supporting Emotional Wellness In Education And Therapeutic Settings
10.5.4 Mindfulness, Therapy & Wellness Games
10.5.4.1 Gamified Experiences To Support Stress Relief And Mental Health Through Personalized, Engaging, And Non-invasive Tools
10.6 Skill-based & Subject-specific Learning
10.6.1 Language Learning
10.6.1.1 Gamified Modules To Enhance Vocabulary And Retention By Simulating Real-world Communication And Adapting To Learner Proficiency Levels
10.6.2 Coding & Programming
10.6.2.1 Gamified Learning Platforms To Foster Logic, Creativity, And Career-ready Tech Skills
10.6.3 Stem & Subject-specific Games
10.6.3.1 Interactive Simulations And Subject-based Games To Deepen Understanding Across Core Stem And Academic Disciplines
10.6.4 Other Skill-based & Subject-specific Learning
11 Game-based Learning Market, By Region
11.1 Introduction
11.2 North America
11.2.1 North America: Game-based Learning Market Drivers
11.2.2 North America: Macroeconomic Outlook
11.2.3 Us
11.2.3.1 Early Adoption Combined With Its Decentralized Education System To Drive Market
11.2.4 Canada
11.2.4.1 Proactive Government Stance On Edtech Adoption To Drive Market
11.3 Europe
11.3.1 Europe: Game-based Learning Market Drivers
11.3.2 Europe: Macroeconomic Outlook
11.3.3 Uk
11.3.3.1 Focus On Digital Transformation In Education And Workplace Upskilling To Drive Market
11.3.4 Germany
11.3.4.1 Driving Ai-based Diagnostics And Ensuring Gdpr-compliant Nlp Solutions In Healthcare Systems To Drive Market
11.3.5 France
11.3.5.1 National Digital Inclusion Programs To Drive Market
11.3.6 Italy
11.3.6.1 Integrating Game-based Learning In K–12 Digital Transformation To Drive Market
11.3.7 Spain
11.3.7.1 Wide Use Of Game-based Learning Approaches In Bilingual Education To Drive Market
11.3.8 Rest Of Europe
11.4 Asia Pacific
11.4.1 Asia Pacific: Game-based Learning Market Drivers
11.4.2 Asia Pacific: Macroeconomic Outlook
11.4.3 China
11.4.3.1 Large-scale Digitalization Plans, Ai-powered Platforms, And Integration Of Game-based Content To Drive Market
11.4.4 India
11.4.4.1 Mobile-first Solutions, Curriculum Reform, And Widespread Adoption In K–12 And Skill Development To Boost Demand
11.4.5 Japan
11.4.5.1 Curriculum-integrated Digital Tools, Ai-enhanced Simulations, And Cross-sector Partnerships To Drive Market
11.4.6 South Korea
11.4.6.1 Strong Infrastructure, Ai Research, And Surge In Digital Learning To Drive Market
11.4.7 Australia & New Zealand
11.4.7.1 Rising Demand For Indigenous Learning And Vocational Training To Boost Market
11.4.8 Singapore
11.4.8.1 Integration Of Gbl Into National Learning Ecosystems Through Edtech Hubs, Ai-powered Platforms To Drive Market
11.4.9 Rest Of Asia Pacific
11.5 Middle East & Africa
11.5.1 Middle East & Africa: Game-based Learning Market Drivers
11.5.2 Middle East & Africa: Macroeconomic Outlook
11.5.3 Saudi Arabia
11.5.3.1 Collaboration With Global And Local Tech Providers To Integrate Gbl Into National Education Reforms
11.5.4 Uae
11.5.4.1 Smart Education Policies, Ai Integration, And Collaboration With Global Edtech And Gaming Firms To Drive Market
11.5.5 Qatar
11.5.5.1 Integration Of Gamified Stem And Language Platforms Across Schools And Technical Education Institutes To Drive Market
11.5.6 South Africa
11.5.6.1 Expanding Stem Access And Supporting Skill Development Through Mobile And Hybrid Learning Models To Boost Demand
11.5.7 Rest Of Middle East & Africa
11.6 Latin America
11.6.1 Latin America: Game-based Learning Market Drivers
11.6.2 Latin America: Macroeconomic Outlook
11.6.3 Brazil
11.6.3.1 Government-backed Pilot Programs And Rising Edtech Funding To Drive Market
11.6.4 Mexico
11.6.4.1 National Education Reform And Workforce Development To Boost Market
11.6.5 Argentina
11.6.5.1 Adoption Of Interactive And Gamified Learning Experiences In Primary And Secondary Schools To Drive Market
11.6.6 Rest Of Latin America
12 Competitive Landscape
12.1 Overview
12.2 Key Player Strategies/Right To Win, 2022–2025
12.3 Revenue Analysis, 2020–2024
12.4 Market Share Analysis, 2024
12.5 Brand/Product Comparative Analysis
12.5.1 Product Comparative Analysis, By Offering (Game-based Learning Platform)
12.5.1.1 Duolingo App (Duolingo)
12.5.1.2 Kahoot! At Home (Kahoot!)
12.5.1.3 Stride Learning/K12 Games (Stride Inc.)
12.5.1.4 Pearson Interactive Labs/Revel/Mylab (Pearson)
12.5.1.5 Quizlet Learn/Quizlet Live (Quizlet)
12.6 Company Valuation And Financial Metrics
12.7 Company Evaluation Matrix: Key Players, 2024
12.7.1 Stars
12.7.2 Emerging Leaders
12.7.3 Pervasive Players
12.7.4 Participants
12.7.5 Company Footprint: Key Players, 2024
12.7.5.1 Company Footprint
12.7.5.2 Regional Footprint
12.7.5.3 Offering Footprint
12.7.5.4 Game Type Footprint
12.7.5.5 Application Footprint
12.8 Company Evaluation Matrix: Startups/Smes, 2024
12.8.1 Progressive Companies
12.8.2 Responsive Companies
12.8.3 Dynamic Companies
12.8.4 Starting Blocks
12.8.5 Competitive Benchmarking: Startups/Smes, 2024
12.8.5.1 Detailed List Of Key Startups/Smes
12.8.5.2 Competitive Benchmarking Of Key Startups/Smes
12.9 Competitive Scenario And Trends
12.9.1 Product Launches And Enhancements
12.9.2 Deals
13 Company Profiles
13.1 Introduction
13.1.1 Duolingo
13.1.1.1 Business Overview
13.1.1.2 Products/Solutions/Services Offered
13.1.1.3 Recent Developments
13.1.1.3.1 Product Launches And Enhancements
13.1.1.3.2 Deals
13.1.1.4 Mnm View
13.1.1.4.1 Key Strengths
13.1.1.4.2 Strategic Choices
13.1.1.4.3 Weaknesses And Competitive Threats
13.1.2 Kahoot!
13.1.2.1 Business Overview
13.1.2.2 Products/Solutions/Services Offered
13.1.2.3 Recent Developments
13.1.2.3.1 Product Launches And Enhancements
13.1.2.3.2 Deals
13.1.2.4 Mnm View
13.1.2.4.1 Key Strengths
13.1.2.4.2 Strategic Choices
13.1.2.4.3 Weaknesses And Competitive Threats
13.1.3 Skillsoft
13.1.3.1 Business Overview
13.1.3.2 Products/Solutions/Services Offered
13.1.3.3 Recent Developments
13.1.3.3.1 Product Launches And Enhancements
13.1.3.3.2 Deals
13.1.3.4 Mnm View
13.1.3.4.1 Key Strengths
13.1.3.4.2 Strategic Choices
13.1.3.4.3 Weaknesses And Competitive Threats
13.1.4 Stride, Inc.
13.1.4.1 Business Overview
13.1.4.2 Products/Solutions/Services Offered
13.1.4.3 Recent Developments
13.1.4.3.1 Product Launches And Enhancements
13.1.4.3.2 Deals
13.1.4.4 Mnm View
13.1.4.4.1 Key Strengths
13.1.4.4.2 Strategic Choices
13.1.4.4.3 Weaknesses And Competitive Threats
13.1.5 Frontier Developments
13.1.5.1 Business Overview
13.1.5.2 Products/Solutions/Services Offered
13.1.5.3 Mnm View
13.1.5.3.1 Key Strengths
13.1.5.3.2 Strategic Choices
13.1.5.3.3 Weaknesses And Competitive Threats
13.1.6 Pearson
13.1.6.1 Business Overview
13.1.6.2 Products/Solutions/Services Offered
13.1.6.3 Recent Developments
13.1.6.3.1 Product Launches And Enhancements
13.1.6.3.2 Deals
13.1.7 Spin Master
13.1.7.1 Business Overview
13.1.7.2 Products/Solutions/Services Offered
13.1.7.3 Recent Developments
13.1.7.3.1 Product Launches And Enhancements
13.1.7.3.2 Deals
13.1.8 Adobe
13.1.8.1 Business Overview
13.1.8.2 Products/Solutions/Services Offered
13.1.8.3 Recent Developments
13.1.8.3.1 Product Launches And Enhancements
13.1.8.3.2 Deals
13.1.9 Mojang Studios
13.1.10 Ei
13.1.11 Quizlet
13.1.12 Safetyculture
13.1.13 Extramarks
13.1.14 Bi Worldwide
13.1.15 Age Of Learning
13.2 Other Players
13.2.1 Preloaded
13.2.2 Game Strategies
13.2.3 Prodigy Education
13.2.4 Breakaway Games
13.2.5 Schell Games
13.2.6 Stratbeans Learning Solutions
13.2.7 Simulearn
13.2.8 Raptivity
13.2.9 Fundamentor
13.2.10 Indusgeeks
13.2.11 Kuato Studios
13.2.12 Hornbill Fx
13.2.13 Quodeck Technologies
13.2.14 Gametize
13.2.15 Sweetrush
13.2.16 Archy Learning
13.2.17 Lingokids
13.2.18 Tenneo
13.2.19 Axonify
13.2.20 Kognito
13.2.21 Litmos
13.2.22 Quizizz
13.2.23 Simformer
13.2.24 Centrical
13.2.25 The Gamification Company
14 Adjacent And Related Markets
14.1 Introduction
14.2 Smart Learning Market - Global Forecast To 2029
14.2.1 Market Definition
14.2.2 Market Overview
14.2.2.1 Smart Learning Market, By Offering
14.2.2.2 Smart Learning Market, By Learning Type
14.2.2.3 Smart Learning Market, By End User
14.2.2.4 Smart Learning Market, By Region
14.3 Edtech And Smart Classrooms Market— Global Forecast To 2027
14.3.1 Market Definition
14.3.2 Market Overview
14.3.2.1 Edtech And Smart Classrooms Market, By Hardware
14.3.2.2 Edtech And Smart Classrooms Market, By Education System Solution
14.3.2.3 Edtech And Smart Classrooms Market, By End User
14.3.2.4 Edtech And Smart Classrooms Market, By Region
15 Appendix
15.1 Discussion Guide
15.2 Knowledgestore: Marketsandmarkets’ Subscription Portal
15.3 Available Customizations
15.4 Related Reports
15.5 Author Details

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