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Game-based Learning Market in US 2021-2025

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    Report

  • 120 Pages
  • January 2022
  • Region: United States
  • TechNavio
  • ID: 5547413
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The publisher has been monitoring the game-based learning market in US and it is poised to grow by $4.98 bn during 2021-2025, progressing at a CAGR of 20.31% during the forecast period. The report on the game-based learning market in US provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, latest trends and drivers, and the overall market environment. The market is driven by the increasing investments from venture capitalists and growing focus on early education.

The game-based learning market in US analysis includes product and end-user segments.

The game-based learning market in US is segmented as below:


By Product

  • Knowledge and skill-based games
  • Cognitive ability games
  • Other games

By End-user

  • Academic users
  • Non-academic users

This study identifies the evolving teaching methodologies as one of the prime reasons driving the game-based learning market growth in US during the next few years.

The report on game-based learning market in US covers the following areas:

  • Game-based learning market sizing
  • Game-based learning market forecast
  • Game-based learning market industry analysis

The publisher's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading game-based learning market in US vendors that include Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Filament Games, GAMELEARN SL, iCivics Inc., John Wiley and Sons Inc., LearningWare Inc., Lumos Labs Inc., and Microsoft Corp. Also, the game-based learning market in US analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.

Table of Contents

Executive Summary
  • Market Overview

Market Landscape
  • Market ecosystem
  • Value chain analysis

Market Sizing
  • Market definition
  • Market segment analysis
  • Market size 2020
  • Market outlook: Forecast for 2020 - 2025

Five Forces Analysis
  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

Market Segmentation by Product
  • Market segments
  • Comparison by Product
  • Knowledge and skill-based games - Market size and forecast 2020-2025
  • Cognitive ability games - Market size and forecast 2020-2025
  • Other games - Market size and forecast 2020-2025
  • Market opportunity by Product

Market Segmentation by End-user
  • Market segments
  • Comparison by End-user
  • Academic users - Market size and forecast 2020-2025
  • Non-academic users - Market size and forecast 2020-2025
  • Market opportunity by End-user

Customer landscape
  • Market drivers
  • Market challenges
  • Market trends

Vendor Landscape
  • Landscape disruption

Vendor Analysis
  • Vendors covered
  • Market positioning of vendors
  • Banzai Labs Inc.
  • BrainQuake Inc.
  • BreakAway Ltd. Inc.
  • Filament Games
  • GAMELEARN SL
  • iCivics Inc.
  • John Wiley and Sons Inc.
  • LearningWare Inc.
  • Lumos Labs Inc.
  • Microsoft Corp.

Appendix
  • Scope of the report
  • Currency conversion rates for US$
  • Research methodology
  • List of abbreviations

List of Exhibits
  • Key Finding 1
  • Key Finding 2
  • Key Finding 5
  • Key Finding 6
  • Key Finding 7
  • Parent market
  • Market characteristics
  • Offerings of vendors included in the market definition
  • Market segments
  • Global - Market size and forecast 2020 - 2025 ($ million)
  • Global market: Year-over-year growth 2020 - 2025 (%)
  • Five forces analysis 2020 & 2025
  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition - Five forces 2020
  • Product - Market share 2020-2025 (%)
  • Comparison by Product
  • Knowledge and skill-based games - Market size and forecast 2020-2025 ($ million)
  • Knowledge and skill-based games - Year-over-year growth 2020-2025 (%)
  • Cognitive ability games - Market size and forecast 2020-2025 ($ million)
  • Cognitive ability games - Year-over-year growth 2020-2025 (%)
  • Other games - Market size and forecast 2020-2025 ($ million)
  • Other games - Year-over-year growth 2020-2025 (%)
  • Market opportunity by Product
  • End-user - Market share 2020-2025 (%)
  • Comparison by End-user
  • Academic users - Market size and forecast 2020-2025 ($ million)
  • Academic users - Year-over-year growth 2020-2025 (%)
  • Non-academic users - Market size and forecast 2020-2025 ($ million)
  • Non-academic users - Year-over-year growth 2020-2025 (%)
  • Market opportunity by End-user
  • Customer landscape
  • Impact of drivers and challenges
  • Vendor landscape
  • Landscape disruption
  • Industry risks
  • Vendors covered
  • Market positioning of vendors
  • Banzai Labs Inc. - Overview
  • Banzai Labs Inc. - Product and service
  • Banzai Labs Inc. - Key offerings
  • Banzai Labs Inc. - Key customers
  • Banzai Labs Inc. - Segment focus
  • BrainQuake Inc. - Overview
  • BrainQuake Inc. - Product and service
  • BrainQuake Inc. - Key offerings
  • BrainQuake Inc. - Key customers
  • BrainQuake Inc. - Segment focus
  • BreakAway Ltd. Inc. - Overview
  • BreakAway Ltd. Inc. - Product and service
  • BreakAway Ltd. Inc. - Key offerings
  • BreakAway Ltd. Inc. - Key customers
  • BreakAway Ltd. Inc. - Segment focus
  • Filament Games - Overview
  • Filament Games - Product and service
  • Filament Games - Key offerings
  • Filament Games - Key customers
  • Filament Games - Segment focus
  • GAMELEARN SL - Overview
  • GAMELEARN SL - Product and service
  • GAMELEARN SL - Key offerings
  • GAMELEARN SL - Key customers
  • GAMELEARN SL - Segment focus
  • iCivics Inc. - Overview
  • iCivics Inc. - Product and service
  • iCivics Inc. - Key offerings
  • iCivics Inc. - Key customers
  • iCivics Inc. - Segment focus
  • John Wiley and Sons Inc. - Overview
  • John Wiley and Sons Inc. - Product and service
  • John Wiley and Sons Inc. - Key offerings
  • John Wiley and Sons Inc. - Key customers
  • John Wiley and Sons Inc. - Segment focus
  • LearningWare Inc. - Overview
  • LearningWare Inc. - Product and service
  • LearningWare Inc. - Key offerings
  • LearningWare Inc. - Key customers
  • LearningWare Inc. - Segment focus
  • Lumos Labs Inc. - Overview
  • Lumos Labs Inc. - Product and service
  • Lumos Labs Inc. - Key offerings
  • Lumos Labs Inc. - Key customers
  • Lumos Labs Inc. - Segment focus
  • Microsoft Corp. - Overview
  • Microsoft Corp. - Business segments
  • Microsoft Corp. - Key offerings
  • Microsoft Corp. - Key customers
  • Microsoft Corp. - Segment focus
  • Currency conversion rates for US$
  • Research Methodology
  • Validation techniques employed for market sizing
  • Information sources
  • List of abbreviations

Executive Summary

The publisher recognizes the following companies as the key players in the game-based learning market in US: Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Filament Games, GAMELEARN SL, iCivics Inc., John Wiley and Sons Inc., LearningWare Inc., Lumos Labs Inc., and Microsoft Corp.

Commenting on the report, an analyst from the research team said: 'The latest trend gaining momentum in the market is evolving teaching methodologies.'

According to the report, one of the major drivers for this market is the increasing investments from venture capitalists.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Banzai Labs Inc.
  • BrainQuake Inc.
  • BreakAway Ltd. Inc.
  • Filament Games
  • GAMELEARN SL
  • iCivics Inc.
  • John Wiley and Sons Inc.
  • LearningWare Inc.
  • Lumos Labs Inc.
  • Microsoft Corp.