The North America Game-Based Learning Market is expected to witness market growth of 17.9% CAGR during the forecast period (2021-2027).
In response to the growing need for high-quality education with a modern and interactive approach, several educational institutions have boosted their usage of game-based learning approaches. Additionally, the adoption of tablet and e-learning approaches in schools around the world has pushed the demand for game-based learning methods. A rise in the use of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has also offered an immersive and engaging experience to students. Some of the key trends of the Game-based Learning market are the rapid rise of social media, growing income levels, expanding smartphone adoption, increased access to high-speed internet, and others.
One of the examples of employing game-based learning in higher education and academic libraries is digital badges. For instance, Purdue's Passport, allows users to graphically display their work as real evidence of their knowledge. Each badge has metadata that shows when the user received it, what criteria they had to meet to earn it, and the name of the organization that gave it to them. The badge can be used as a motivator for students to participate in learning activities, as well as a way for external stakeholders to check what skills they have mastered.
Moreover, libraries at Portland State University employ digital badges in a community health initiative to recognize undergraduates' critical thinking abilities. The badges provide students with both recognition and certification for talents that may not be examined in a regular classroom setting. Additionally, badges provide a fun factor as well as an opportunity for students to take pride in their achievements in a visible manner.
The US market dominated the North America 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 $8,067.6 million by 2027. The Canada market is estimated to grow at CAGR of 20.6% during (2021 - 2027). Additionally, The Mexico market is expected to witness 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 U.S., Mexico, Canada, and Rest of North America.
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: US, Canada, Mexico, and Rest of North America.
In response to the growing need for high-quality education with a modern and interactive approach, several educational institutions have boosted their usage of game-based learning approaches. Additionally, the adoption of tablet and e-learning approaches in schools around the world has pushed the demand for game-based learning methods. A rise in the use of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has also offered an immersive and engaging experience to students. Some of the key trends of the Game-based Learning market are the rapid rise of social media, growing income levels, expanding smartphone adoption, increased access to high-speed internet, and others.
One of the examples of employing game-based learning in higher education and academic libraries is digital badges. For instance, Purdue's Passport, allows users to graphically display their work as real evidence of their knowledge. Each badge has metadata that shows when the user received it, what criteria they had to meet to earn it, and the name of the organization that gave it to them. The badge can be used as a motivator for students to participate in learning activities, as well as a way for external stakeholders to check what skills they have mastered.
Moreover, libraries at Portland State University employ digital badges in a community health initiative to recognize undergraduates' critical thinking abilities. The badges provide students with both recognition and certification for talents that may not be examined in a regular classroom setting. Additionally, badges provide a fun factor as well as an opportunity for students to take pride in their achievements in a visible manner.
The US market dominated the North America 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 $8,067.6 million by 2027. The Canada market is estimated to grow at CAGR of 20.6% during (2021 - 2027). Additionally, The Mexico market is expected to witness 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 U.S., Mexico, Canada, and Rest of North America.
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: US, Canada, Mexico, and Rest of North America.
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.
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- Exhaustive coverage
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Table of Contents
Chapter 1. Market Scope & Methodology
Chapter 2. Market Overview
Chapter 4. North America Game-Based Learning Market by Component
Chapter 5. North America Game-Based Learning Market by End User
Chapter 6. North America Game-Based Learning Market by Deployment Type
Chapter 7. North America Game-Based Learning Market by Game Type
Chapter 8. North America 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
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