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.
By Component
By End User
By Deployment Type
By Game Type
By Country: Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.
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
Chapter 2. Market Overview
Chapter 4. LAMEA Game-Based Learning Market by Component
Chapter 5. LAMEA Game-Based Learning Market by End User
Chapter 6. LAMEA Game-Based Learning Market by Deployment Type
Chapter 7. LAMEA Game-Based Learning Market by Game Type
Chapter 8. LAMEA Game-Based Learning Market by Country
Chapter 9. Company Profiles
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
LOADING...