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LAMEA Game-Based Learning Market Size, Share & Industry Trends Analysis Report By Component (Solution and Services), By End User, By Deployment Type, By Game Type, By Country and Growth Forecast, 2021-2027

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    Report

  • 97 Pages
  • February 2022
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5571290
The Latin America, Middle East and Africa Game-Based Learning Market is expected to witness market growth of 24.1% CAGR during the forecast period (2021-2027).

The most frequently mentioned feature of games is their ability to motivate people. The premise is that through a variety of motivational game elements, games for entertainment have been proved to be able to drive learners to stay engaged for a long period of time. Incentives such as stars, points, leader boards, badges, and trophies, as well as game dynamics and activities that learners love or find fascinating, are among these aspects.

One of the most frequently claimed reasons to use digital games for learning is that they provide a wide range of ways to engage learners, which is related to motivation. Game characters emotionally engage the student, while social features like collaborative play encourage socio-cultural engagement. The purpose of all of these sorts of engagement is to increase the learner's cognitive engagement with the learning mechanism. Games that do not create cognitive engagement are unlikely to aid the learner in achieving their learning objective. Activities in Brazilian elementary and secondary schools have improved the situation of digital education in the country.

In Brazilian public scholar environments, information and communication technologies (ICT) are frequently presented from an entertainment standpoint, and computing laboratories are occasionally used by jobs that are frequently unrelated to pedagogical programs. In addition, due to a lack of or poor level of understanding, instructors at the basic and secondary school levels are typically unable to establish teaching methods utilizing any computational methodology. 

Tamboro is a Brazilian educational startup that teaches social and emotional learning (SEL) skills through a game-based learning platform. In accordance with the Brazilian Basic Education syllabus, Tamboro provides individualized and adaptive learning capabilities for basic education. The utilization of new technology and hybrid learning approaches is made a playful and engaging experience for both students and teachers through implementation in collaboration with each school.

The Brazil market dominated the LAMEA Game-Based Learning Market by Country in 2020, and is expected to continue to be a dominant market till 2027; thereby, achieving a market value of $641.4 million by 2027. The Argentina market is exhibiting a CAGR of 24.8% during (2021 - 2027). Additionally, The UAE market is expected to showcase CAGR of 23.8% during (2021 - 2027).

Based on Component, the market is segmented into Solution and Services. Based on End User, the market is segmented into Education, Consumer, Healthcare, Retail & eCommerce, Government & Defense, Manufacturing, IT & Telecom, and Others. Based on Deployment Type, the market is segmented into Cloud and On-Premise. Based on Game Type, the market is segmented into Training, knowledge & skill-based Games, Assessment & Evaluation Games, AI-based Games, AR VR Games, Language Learning Games and Others. Based on countries, the market is segmented into Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Kahoot! AS, Spin Master Corp., Breakaway Games, Raptivity (Harbinger Group), StratBeans Consulting Pvt. Ltd., Schell Games, BYJU'S (Tangible Play, Inc.), Frontier Developments plc, Bublar Group AB (Vobling AB), and Recurrence, Inc.

Scope of the Study


Market Segments Covered in the Report:


By Component
  • Solution
  • Services

By End User
  • Education
  • Consumer
  • Healthcare
  • Retail & eCommerce
  • Government & Defense
  • Manufacturing
  • IT & Telecom
  • Others

By Deployment Type
  • Cloud
  • On-premise

By Game Type
  • Training, knowledge & skill-based Games
  • Assessment & Evaluation Games
  • AI-based Games
  • AR VR Games
  • Language Learning Games
  • Others

By Country: Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

Key Market Players


List of Companies Profiled in the Report:

  • Kahoot! AS
  • Spin Master Corp.
  • Breakaway Games
  • Raptivity (Harbinger Group)
  • StratBeans Consulting Pvt. Ltd.
  • Schell Games
  • BYJU'S (Tangible Play, Inc.)
  • Frontier Developments plc
  • Bublar Group AB (Vobling AB)
  • Recurrence, Inc.

Unique Offerings from the Publisher

  • Exhaustive coverage
  • The highest number of market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 LAMEA Game-Based Learning Market, by Component
1.4.2 LAMEA Game-Based Learning Market, by End User
1.4.3 LAMEA Game-Based Learning Market, by Deployment Type
1.4.4 LAMEA Game-Based Learning Market, by Game Type
1.4.5 LAMEA Game-Based Learning Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Strategies Deployed in Game-Based Learning Market
Chapter 4. LAMEA Game-Based Learning Market by Component
4.1 LAMEA Solution Market by Country
4.2 LAMEA Services Market by Country
Chapter 5. LAMEA Game-Based Learning Market by End User
5.1 LAMEA Education Market by Country
5.2 LAMEA Consumer Market by Country
5.3 LAMEA Healthcare Market by Country
5.4 LAMEA Retail & eCommerce Market by Country
5.5 LAMEA Government & Defense Market by Country
5.6 LAMEA Manufacturing Market by Country
5.7 LAMEA IT & Telecom Market by Country
5.8 LAMEA Others Market by Country
Chapter 6. LAMEA Game-Based Learning Market by Deployment Type
6.1 LAMEA Cloud Market by Country
6.2 LAMEA On-premise Market by Country
Chapter 7. LAMEA Game-Based Learning Market by Game Type
7.1 LAMEA Training, knowledge & skill-based Games Market by Country
7.2 LAMEA Assessment & Evaluation Games Market by Country
7.3 LAMEA AI-based Games Market by Country
7.4 LAMEA AR VR Games Market by Country
7.5 LAMEA Language Learning Games Market by Country
7.6 LAMEA Others Market by Country
Chapter 8. LAMEA Game-Based Learning Market by Country
8.1 Brazil Game-Based Learning Market
8.1.1 Brazil Game-Based Learning Market by Component
8.1.2 Brazil Game-Based Learning Market by End User
8.1.3 Brazil Game-Based Learning Market by Deployment Type
8.1.4 Brazil Game-Based Learning Market by Game Type
8.2 Argentina Game-Based Learning Market
8.2.1 Argentina Game-Based Learning Market by Component
8.2.2 Argentina Game-Based Learning Market by End User
8.2.3 Argentina Game-Based Learning Market by Deployment Type
8.2.4 Argentina Game-Based Learning Market by Game Type
8.3 UAE Game-Based Learning Market
8.3.1 UAE Game-Based Learning Market by Component
8.3.2 UAE Game-Based Learning Market by End User
8.3.3 UAE Game-Based Learning Market by Deployment Type
8.3.4 UAE Game-Based Learning Market by Game Type
8.4 Saudi Arabia Game-Based Learning Market
8.4.1 Saudi Arabia Game-Based Learning Market by Component
8.4.2 Saudi Arabia Game-Based Learning Market by End User
8.4.3 Saudi Arabia Game-Based Learning Market by Deployment Type
8.4.4 Saudi Arabia Game-Based Learning Market by Game Type
8.5 South Africa Game-Based Learning Market
8.5.1 South Africa Game-Based Learning Market by Component
8.5.2 South Africa Game-Based Learning Market by End User
8.5.3 South Africa Game-Based Learning Market by Deployment Type
8.5.4 South Africa Game-Based Learning Market by Game Type
8.6 Nigeria Game-Based Learning Market
8.6.1 Nigeria Game-Based Learning Market by Component
8.6.2 Nigeria Game-Based Learning Market by End User
8.6.3 Nigeria Game-Based Learning Market by Deployment Type
8.6.4 Nigeria Game-Based Learning Market by Game Type
8.7 Rest of LAMEA Game-Based Learning Market
8.7.1 Rest of LAMEA Game-Based Learning Market by Component
8.7.2 Rest of LAMEA Game-Based Learning Market by End User
8.7.3 Rest of LAMEA Game-Based Learning Market by Deployment Type
8.7.4 Rest of LAMEA Game-Based Learning Market by Game Type
Chapter 9. Company Profiles
9.1 Kahoot! AS
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Regional Analysis
9.1.4 Research & Development Expenses
9.1.5 Recent strategies and developments:
9.1.5.1 Partnerships, Collaborations, and Agreements:
9.1.5.2 Acquisitions and Mergers:
9.1.5.3 Product Launches and Product Expansions:
9.2 Spin Master Corp.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental Analysis
9.2.4 Recent strategies and developments:
9.2.4.1 Acquisitions and Mergers:
9.3 Breakaway Games
9.3.1 Company Overview
9.4 Raptivity (Harbinger Group)
9.4.1 Company Overview
9.5 StratBeans Consulting Pvt. Ltd.
9.5.1 Company Overview
9.6 Schell Games
9.6.1 Company Overview
9.6.2 Recent strategies and developments:
9.6.2.1 Product Launches and Product Expansions:
9.7 BYJU'S (Tangible Play, Inc.)
9.7.1 Company Overview
9.7.2 Recent strategies and developments:
9.7.2.1 Partnerships, Collaborations, and Agreements:
9.7.2.2 Product Launches and Product Expansions:
9.8 Frontier Developments plc
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Research & Development Expenses
9.9 Bublar Group AB (Vobling AB)
9.9.1 Company Overview
9.9.2 Financial Analysis
9.10. Recurrence, Inc.
9.10.1 Company Overview
9.10.2 Recent strategies and developments:
9.10.2.1 Partnerships, Collaborations, and Agreements:

Companies Mentioned

  • Kahoot! AS
  • Spin Master Corp.
  • Breakaway Games
  • Raptivity (Harbinger Group)
  • StratBeans Consulting Pvt. Ltd.
  • Schell Games
  • BYJU'S (Tangible Play, Inc.)
  • Frontier Developments plc
  • Bublar Group AB (Vobling AB)
  • Recurrence, Inc.

Methodology

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