+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

North America 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

  • PDF Icon

    Report

  • 83 Pages
  • February 2022
  • Region: North America
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5571293
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.

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.

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 North America Game-Based Learning Market, by Component
1.4.2 North America Game-Based Learning Market, by End User
1.4.3 North America Game-Based Learning Market, by Deployment Type
1.4.4 North America Game-Based Learning Market, by Game Type
1.4.5 North America 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. North America Game-Based Learning Market by Component
4.1 North America Solution Market by Country
4.2 North America Services Market by Country
Chapter 5. North America Game-Based Learning Market by End User
5.1 North America Education Market by Country
5.2 North America Consumer Market by Country
5.3 North America Healthcare Market by Country
5.4 North America Retail & eCommerce Market by Country
5.5 North America Government & Defense Market by Country
5.6 North America Manufacturing Market by Country
5.7 North America IT & Telecom Market by Country
5.8 North America Others Market by Country
Chapter 6. North America Game-Based Learning Market by Deployment Type
6.1 North America Cloud Market by Country
6.2 North America On-premise Market by Country
Chapter 7. North America Game-Based Learning Market by Game Type
7.1 North America Training, knowledge & skill-based Games Market by Country
7.2 North America Assessment & Evaluation Games Market by Country
7.3 North America AI-based Games Market by Country
7.4 North America AR VR Games Market by Country
7.5 North America Language Learning Games Market by Country
7.6 North America Others Market by Country
Chapter 8. North America Game-Based Learning Market by Country
8.1 US Game-Based Learning Market
8.1.1 US Game-Based Learning Market by Component
8.1.2 US Game-Based Learning Market by End User
8.1.3 US Game-Based Learning Market by Deployment Type
8.1.4 US Game-Based Learning Market by Game Type
8.2 Canada Game-Based Learning Market
8.2.1 Canada Game-Based Learning Market by Component
8.2.2 Canada Game-Based Learning Market by End User
8.2.3 Canada Game-Based Learning Market by Deployment Type
8.2.4 Canada Game-Based Learning Market by Game Type
8.3 Mexico Game-Based Learning Market
8.3.1 Mexico Game-Based Learning Market by Component
8.3.2 Mexico Game-Based Learning Market by End User
8.3.3 Mexico Game-Based Learning Market by Deployment Type
8.3.4 Mexico Game-Based Learning Market by Game Type
8.4 Rest of North America Game-Based Learning Market
8.4.1 Rest of North America Game-Based Learning Market by Component
8.4.2 Rest of North America Game-Based Learning Market by End User
8.4.3 Rest of North America Game-Based Learning Market by Deployment Type
8.4.4 Rest of North America 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

Loading
LOADING...