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Europe 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: Europe
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5571292
The Europe Game-Based Learning Market is expected to witness market growth of 18.7% CAGR during the forecast period (2021-2027).

Flight simulators demonstrate the effectiveness of game-based learning. Pilots typically use flight simulators throughout their training. They are given very clear goals and are required to practice until they are able to achieve them. The end result is far more effective than listening to lectures and reading theory. Also, game-based learning is more than just giving pupils instructional games. It's about changing students' approach toward learning and learning's approach toward students. The idea is to motivate students to appreciate the learning experience as a whole.

When students learn through games, they have a greater sense of ownership over the content, which promotes retention. Simultaneously, the use of diverse techniques and goal-based learning caters to a wide range of learning styles. A game can be tailored to a student's primary, secondary, or tertiary learning style. Games can even incorporate numerous disciplines into a single game, making them a flexible learning tool.

The 12th European Conference on Game-Based Learning had brought together educators, policymakers, game designers, and industry executives from throughout Europe. In addition, the conference plays a significant role in driving game-based learning into the mainstream and spotlights key research on educational games by encouraging a vibrant exchange of ideas amongst people interested in novel approaches to education across the continent and around the world.

Also, European Schoolnet brings together education ministries from 34 countries to collaborate on the research and development of innovative teaching approaches. The organization is dedicated to using technology to improve education and ensuring that education across the continent is matched with the technological skills that 21st-century employers require. European Schoolnet has placed a strong emphasis on game-based learning. In the fall of 2017, European Schoolnet collaborated with Triseum to collect and analyze information from classrooms in five countries: Norway, Portugal, Greece, Italy, and Poland. Open Education Europa is a European Commission program aiming at assisting educators across Europe in sharing ideas on how to improve education using digital technology.

Making Games in Collaboration for Learning (MAGICAL) was one significant effort that focused on the learning opportunities that educators may uncover by allowing students to create their own digital games. Students with no coding abilities can utilize a platform built by a group of researchers to construct their own games.

The Germany market dominated the Europe 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 $2,111 million by 2027. The UK market is poised to grow at a CAGR of 17.8% during (2021 - 2027). Additionally, The France market is expected to exhibit a CAGR of 19.6% 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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

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
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

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 Europe Game-Based Learning Market, by Component
1.4.2 Europe Game-Based Learning Market, by End User
1.4.3 Europe Game-Based Learning Market, by Deployment Type
1.4.4 Europe Game-Based Learning Market, by Game Type
1.4.5 Europe 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. Europe Game-Based Learning Market by Component
4.1 Europe Solution Market by Country
4.2 Europe Services Market by Country
Chapter 5. Europe Game-Based Learning Market by End User
5.1 Europe Education Market by Country
5.2 Europe Consumer Market by Country
5.3 Europe Healthcare Market by Country
5.4 Europe Retail & eCommerce Market by Country
5.5 Europe Government & Defense Market by Country
5.6 Europe Manufacturing Market by Country
5.7 Europe IT & Telecom Market by Country
5.8 Europe Others Market by Country
Chapter 6. Europe Game-Based Learning Market by Deployment Type
6.1 Europe Cloud Market by Country
6.2 Europe On-premise Market by Country
Chapter 7. Europe Game-Based Learning Market by Game Type
7.1 Europe Training, knowledge & skill-based Games Market by Country
7.2 Europe Assessment & Evaluation Games Market by Country
7.3 Europe AI-based Games Market by Country
7.4 Europe AR VR Games Market by Country
7.5 Europe Language Learning Games Market by Country
7.6 Europe Others Market by Country
Chapter 8. Europe Game-Based Learning Market by Country
8.1 Germany Game-Based Learning Market
8.1.1 Germany Game-Based Learning Market by Component
8.1.2 Germany Game-Based Learning Market by End User
8.1.3 Germany Game-Based Learning Market by Deployment Type
8.1.4 Germany Game-Based Learning Market by Game Type
8.2 UK Game-Based Learning Market
8.2.1 UK Game-Based Learning Market by Component
8.2.2 UK Game-Based Learning Market by End User
8.2.3 UK Game-Based Learning Market by Deployment Type
8.2.4 UK Game-Based Learning Market by Game Type
8.3 France Game-Based Learning Market
8.3.1 France Game-Based Learning Market by Component
8.3.2 France Game-Based Learning Market by End User
8.3.3 France Game-Based Learning Market by Deployment Type
8.3.4 France Game-Based Learning Market by Game Type
8.4 Russia Game-Based Learning Market
8.4.1 Russia Game-Based Learning Market by Component
8.4.2 Russia Game-Based Learning Market by End User
8.4.3 Russia Game-Based Learning Market by Deployment Type
8.4.4 Russia Game-Based Learning Market by Game Type
8.5 Spain Game-Based Learning Market
8.5.1 Spain Game-Based Learning Market by Component
8.5.2 Spain Game-Based Learning Market by End User
8.5.3 Spain Game-Based Learning Market by Deployment Type
8.5.4 Spain Game-Based Learning Market by Game Type
8.6 Italy Game-Based Learning Market
8.6.1 Italy Game-Based Learning Market by Component
8.6.2 Italy Game-Based Learning Market by End User
8.6.3 Italy Game-Based Learning Market by Deployment Type
8.6.4 Italy Game-Based Learning Market by Game Type
8.7 Rest of Europe Game-Based Learning Market
8.7.1 Rest of Europe Game-Based Learning Market by Component
8.7.2 Rest of Europe Game-Based Learning Market by End User
8.7.3 Rest of Europe Game-Based Learning Market by Deployment Type
8.7.4 Rest of Europe 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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