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Game-Based Learning Market: Current Analysis and Forecast (2022-2028)

Published Jan 12, 2022
Length 160 Pages
SKU # Univ17631857

Description

Game-Based Learning Market: Current Analysis and Forecast (2022-2028)

Game-based learning incorporates the characteristics and principles of games into learning activities. Here, learning activities promote student engagement and motivation to learn. Components of game-based learning include points systems, badges, leaderboards, discussion boards, quizzes and classroom response systems.

The game-based learning market is expected to witness a CAGR of around 21% during the forecast period owing to the growing trend of gaming coupled with the technological advancements in the game development industry. The growing prevalence of gaming across the globe and increasing adoption of cloud-based learning models in both developed and developing countries are boosting the market growth. For instance, according to exploding topics, there are approximately 3.09 billion active video gamers worldwide. Additionally, companies are moving to cloud-based models to take advantage of new technologies such as microlearning, augmented learning, and virtual reality. Additionally, cloud-based technology is gaining momentum in the education sector due to its low-cost and flexible teaching methods for students.
  • Based on component, the market is segmented into solutions and services. The solutions segment is expected to achieve a higher market share during the forecast period. The increasing implementation of modern and interactive teaching approaches for maintaining quality education is expected to drive the market during the forecast period. Furthermore, the introduction of tablets and smartphones for e-learning in schools and colleges around the world is expected to drive the market during the forecast period.
  • On the basis of deployment, the market is bifurcated into on-premises and cloud. The cloud segment is expected to grow with a significant CAGR during the forecast period. The growth of the cloud segment is mainly governed by factors, such as easy deployment, flexibility, and cost-effective pricing structure. Furthermore, the cloud enables project managers to synchronize and connect with multiple teams to get real-time information across the project sites. It has become the most preferred way to deploy learning games and is predicted to maintain its growth over the forecast period.
  • Based on end-user, the game-based learning market is classified into education, consumer, enterprises, and governments. The education sector accounted for a larger share in 2021 and is expected to showcase similar growth during the forecast period. Features such as amplified recalling ability for better retention and its potential to foster creative thinking and problem-solving capabilities are expected to drive the market during the forecast period. Furthermore, the implementation of games enables healthy competition amongst students and simultaneously introduces them to goals and feedback.
  • For a better understanding of the market adoption of the game-based learning industry, the market is analyzed based on its worldwide presence in the countries such as North America (U.S., Canada, Rest of North America), Europe (Germany, U.K., France, Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. North America is expected to lead the game-based learning market in 2021 and is expected to retain its domination throughout the forecast period. The rapid adoption of game-based learning solutions in the region is attributed to the growing integration of superior technology such as AI, AR/VR, and cloud technology. Furthermore, the presence of developed economies in the region such as The United States and Canada have advanced connectivity, which gives their citizens access to uninterrupted network connectivity which helps them to get seamless gaming experience is also expected to influence the market growth during the forecast period. In addition, the robust growth of the ICT sector in the region coupled with the presence of key players such as Schell games, Cognitive ToyBox Inc, is expected to elevate the market during the forecast period.
  • Some of the major players operating in the market include Kahoot, Frontier Developments plc, Mojang, BreakAway Games, Schell Games, Monkimun Inc, Smart Lumies Ltd, Cognitive ToyBox Inc, Paratus Knowledge Ventures Pvt Ltd, and Indusgeeks Solutions Pvt Ltd.

Table of Contents

160 Pages
1 MARKET INTRODUCTION
1.1. Market Definitions
1.2. Main Objective
1.3. Stakeholders
1.4. Limitation
2 RESEARCH METHODOLOGY OR ASSUMPTION
2.1. Research Process of the Game Based Learning Market
2.2. Research Methodology of the Game Based Learning Market
2.3. Respondent Profile
3 MARKET SYNOPSIS
4 EXECUTIVE SUMMARY
5 IMPACT OF COVID-19 ON THE GAME BASED LEARNING MARKET
6 GAME BASED LEARNING MARKET REVENUE (USD BN), 2020-2028F
7 MARKET INSIGHTS BY COMPONENT
7.1. Solutions
7.2. Services
8 MARKET INSIGHTS BY DEPLOYMENT
8.1. On-Premises
8.2. Cloud
9 MARKET INSIGHTS BY END-USER
9.1. Education
9.2. Consumer
9.3. Enterprises
9.4. Governments
10 MARKET INSIGHTS BY REGION
10.1. North America
10.1.1. U.S.
10.1.2. Canada
10.1.3. Rest of North America
10.2. Europe
10.2.1. Germany
10.2.2. The United Kingdom
10.2.3. France
10.2.4. Italy
10.2.5. Spain
10.2.6. Rest of Europe
10.3. Asia-Pacific
10.3.1. China
10.3.2. Japan
10.3.3. India
10.3.4. Rest of Asia-Pacific
10.4. Rest of World
11 GAME BASED LEARNING MARKET DYNAMICS
11.1. Market Drivers
11.2. Market Challenges
11.3. Impact Analysis
12 GAME BASED LEARNING MARKET OPPORTUNITIES
13 GAME BASED LEARNING MARKET TRENDS
14 DEMAND AND SUPPLY-SIDE ANALYSIS
14.1. Demand Side Analysis
14.2. Supply Side Analysis
15 VALUE CHAIN ANALYSIS
16 COMPETITIVE SCENARIO
16.1. Competitive Landscape
16.1.1. Porters Fiver Forces Analysis
17 COMPANY PROFILED
17.1. Kahoot
17.2. Frontier Developments plc
17.3. Mojang
17.4. BreakAway Games
17.5. Schell Games
17.6. Monkimun Inc
17.7. Smart Lumies Ltd
17.8. Cognitive ToyBox Inc
17.9. Paratus Knowledge Ventures Pvt Ltd
17.10. Indusgeeks Solutions Pvt Ltd.
18 DISCLAIMER
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