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Game-Based Learning Market by Game Type, Deployment, End-User - Global Forecast 2025-2030

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    Report

  • 192 Pages
  • October 2024
  • Region: Global
  • 360iResearch™
  • ID: 5674180
UP TO OFF until Dec 31st 2024
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The Game-Based Learning Market grew from USD 9.68 billion in 2023 to USD 11.81 billion in 2024. It is expected to continue growing at a CAGR of 21.70%, reaching USD 38.31 billion by 2030.

Game-Based Learning (GBL) refers to the integration of digital games into educational contexts to enhance learning experiences and outcomes. This approach capitalizes on the engagement and motivation that games naturally evoke, aiming to foster knowledge acquisition, skill development, and problem-solving abilities. The necessity for GBL has surged due to increasing digitalization, the need for interactive and personalized learning experiences, and the growing understanding of diverse learning styles among students. Applications span from K-12 education to corporate training and higher education, where GBL can be used to teach complex subjects such as mathematics, science, languages, and soft skills through simulations and scenario-based outcomes. Key growth influencers include technological advancements like AI and AR/VR, greater access to technology, and supportive educational policies promoting innovation in pedagogy. Opportunities lie in developing culturally relevant and inclusive content, expanding mobile and cloud-based platforms, and leveraging data analytics to enhance personalized learning experiences. Companies can gain competitive advantages by partnering with educational institutions for content co-creation and investing in research to align GBL products with cognitive and constructive learning theories.

However, market growth faces challenges including high development costs, ensuring content aligns with educational standards, and resistance to change from traditional teaching methods. Additionally, potential over-reliance on digital platforms may lead to decreased in-person social interactions among learners. Innovative opportunities exist in creating hybrid learning environments that blend GBL with teacher-led instruction, developing more accessible platforms for underserved regions, and enhancing adaptive learning experiences through AI. Continuous R&D into behavioral analytics and gamification strategy could further unlock personalized and scalable learning solutions. The GBL market is dynamic, with rapid technological evolution demanding agile and forward-looking strategies from businesses seeking to capitalize on this transformative educational trend.

Understanding Market Dynamics in the Game-Based Learning Market

The Game-Based Learning Market is rapidly evolving, shaped by dynamic supply and demand trends. These insights provide companies with actionable intelligence to drive investments, develop strategies, and seize emerging opportunities. A comprehensive understanding of market dynamics also helps organizations mitigate political, geographical, technical, social, and economic risks while offering a clearer view of consumer behavior and its effects on manufacturing costs and purchasing decisions.
  • Market Drivers
    • Rising demand for quality education with a modern and interactive approach
    • Improved availability of digital infrastructure for learning
    • Growing usage of game-based learning in the commercial sector for training & skill development
  • Market Restraints
    • Limited availability of IT infrastructure and lack of understanding among trainers in implementing game-based learning
  • Market Opportunities
    • Growing integration of AR, VR, and AI in educational gamification
    • Adoption of game-based learning for language learning
  • Market Challenges
    • Potential barriers in creating suitable game designs that meet the learning objectives and curriculum

Exploring Porter’s Five Forces for the Game-Based Learning Market

Porter’s Five Forces framework further strengthens the insights of the Game-Based Learning Market, delivering a clear and effective methodology for understanding the competitive landscape. This tool enables companies to evaluate their current competitive standing and explore strategic repositioning by assessing businesses’ power dynamics and market positioning. It is also instrumental in determining the profitability of new ventures, helping companies leverage their strengths, address weaknesses, and avoid potential pitfalls.

Applying PESTLE Analysis to the Game-Based Learning Market

External macro-environmental factors deeply influence the performance of the Game-Based Learning Market, and the PESTLE analysis provides a comprehensive framework for understanding these influences. By examining Political, Economic, Social, Technological, Legal, and Environmental elements, this analysis offers organizations critical insights into potential opportunities and risks. It also helps businesses anticipate changes in regulations, consumer behavior, and economic trends, enabling them to make informed, forward-looking decisions.

Analyzing Market Share in the Game-Based Learning Market

The Game-Based Learning Market share analysis evaluates vendor performance. This analysis provides a clear view of each vendor’s standing in the competitive landscape by comparing key metrics such as revenue, customer base, and other critical factors. Additionally, it highlights market concentration, fragmentation, and trends in consolidation, empowering vendors to make strategic decisions that enhance their market position.

Evaluating Vendor Success with the FPNV Positioning Matrix in the Game-Based Learning Market

The Game-Based Learning Market FPNV Positioning Matrix is crucial in evaluating vendors based on business strategy and product satisfaction levels. By segmenting vendors into four quadrants - Forefront (F), Pathfinder (P), Niche (N), and Vital (V) - this matrix helps users make well-informed decisions that best align with their unique needs and objectives in the market.

Key Company Profiles

The report delves into recent significant developments in the Game-Based Learning Market, highlighting leading vendors and their innovative profiles. These include Breakout Inc., Schell Games, Layup by Creative eLearning Pvt. Ltd., Blooket LLC, ThreatGEN, Gametize, Hornbill FX Private Limited, Classcraft Studios Inc., Harbinger Systems Private Limited, GoSkills Ltd., Centrical, Lumos Labs, Inc., Animated Technologies Ltd., QuoDeck Technologies PLC, EdApp by SafetyCulture, Smart Lumies, Inc., Prodigy Education Inc., Gamelearn S.L., Kahoot! ASA, BrainPOP, SimuLearn, Esus e-Learning, Flocabulary, Duolingo, Inc., Hoopla, Batia Infotech, Stratbeans Consulting Pvt. Ltd., The Game Agency, LLC, Archy Learning, Microsoft Corporation, BreakAway Games, SweetRush Inc., Kuato Studios, Spin Master Ltd., Cognitive ToyBox, Inc., Hurix Systems Pvt. Ltd., Quizlet, Inc., Discovery Kids by Discovery Communications, LLC, Tophatmonocle Corp., and Gimkit.

Market Segmentation & Coverage

This research report categorizes the Game-Based Learning Market to forecast the revenues and analyze trends in each of the following sub-markets:
  • Game Type
    • AI-Based Games
    • AR & VR Games
    • Assessment & Evaluation Games
    • Language Learning Games
    • Location-Based Games
    • Training, Knowledge & Skill-Based Games
  • Deployment
    • On-Cloud
    • On-Premise
  • End-User
    • Consumer
    • Education
    • Enterprises
      • BFSI
      • Consumer Goods & Retail
      • Healthcare & Lifesciences
      • Manufacturing
    • Government
  • Region
    • Americas
      • Argentina
      • Brazil
      • Canada
      • Mexico
      • United States
        • California
        • Florida
        • Illinois
        • New York
        • Ohio
        • Pennsylvania
        • Texas
    • Asia-Pacific
      • Australia
      • China
      • India
      • Indonesia
      • Japan
      • Malaysia
      • Philippines
      • Singapore
      • South Korea
      • Taiwan
      • Thailand
      • Vietnam
    • Europe, Middle East & Africa
      • Denmark
      • Egypt
      • Finland
      • France
      • Germany
      • Israel
      • Italy
      • Netherlands
      • Nigeria
      • Norway
      • Poland
      • Qatar
      • Russia
      • Saudi Arabia
      • South Africa
      • Spain
      • Sweden
      • Switzerland
      • Turkey
      • United Arab Emirates
      • United Kingdom

The report provides a detailed overview of the market, exploring several key areas:

  1. Market Penetration: A thorough examination of the current market landscape, featuring comprehensive data from leading industry players and analyzing their reach and influence across the market.
  2. Market Development: The report identifies significant growth opportunities in emerging markets and assesses expansion potential within established segments, providing a roadmap for future development.
  3. Market Diversification: In-depth coverage of recent product launches, untapped geographic regions, significant industry developments, and strategic investments reshaping the market landscape.
  4. Competitive Assessment & Intelligence: A detailed analysis of the competitive landscape, covering market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, technological advancements, and innovations in manufacturing by key market players.
  5. Product Development & Innovation: Insight into groundbreaking technologies, R&D efforts, and product innovations that will drive the market in future.

Additionally, the report addresses key questions to assist stakeholders in making informed decisions:

  1. What is the current size of the market, and how is it expected to grow?
  2. Which products, segments, and regions present the most attractive investment opportunities?
  3. What are the prevailing technology trends and regulatory factors influencing the market?
  4. How do top vendors rank regarding market share and competitive positioning?
  5. What revenue sources and strategic opportunities guide vendors' market entry or exit decisions?

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Rising demand for quality education with a modern and interactive approach
5.1.1.2. Improved availability of digital infrastructure for learning
5.1.1.3. Growing usage of game-based learning in the commercial sector for training & skill development
5.1.2. Restraints
5.1.2.1. Limited availability of IT infrastructure and lack of understanding among trainers in implementing game-based learning
5.1.3. Opportunities
5.1.3.1. Growing integration of AR, VR, and AI in educational gamification
5.1.3.2. Adoption of game-based learning for language learning
5.1.4. Challenges
5.1.4.1. Potential barriers in creating suitable game designs that meet the learning objectives and curriculum
5.2. Market Segmentation Analysis
5.2.1. Game Type: Integration of AR and VR in game-based learning, offering immersive experience and maintaining learner engagement
5.2.2. Deployment: Utilization of on-cloud & on-premise learning due to their flexibility and cost-efficiency
5.3. Porter’s Five Forces Analysis
5.3.1. Threat of New Entrants
5.3.2. Threat of Substitutes
5.3.3. Bargaining Power of Customers
5.3.4. Bargaining Power of Suppliers
5.3.5. Industry Rivalry
5.4. PESTLE Analysis
5.4.1. Political
5.4.2. Economic
5.4.3. Social
5.4.4. Technological
5.4.5. Legal
5.4.6. Environmental
5.5. Client Customization
6. Game-Based Learning Market, by Game Type
6.1. Introduction
6.2. AI-Based Games
6.3. AR & VR Games
6.4. Assessment & Evaluation Games
6.5. Language Learning Games
6.6. Location-Based Games
6.7. Training, Knowledge & Skill-Based Games
7. Game-Based Learning Market, by Deployment
7.1. Introduction
7.2. On-Cloud
7.3. On-Premise
8. Game-Based Learning Market, by End-User
8.1. Introduction
8.2. Consumer
8.3. Education
8.4. Enterprises
8.4.1. BFSI
8.4.2. Consumer Goods & Retail
8.4.3. Healthcare & Lifesciences
8.4.4. Manufacturing
8.5. Government
9. Americas Game-Based Learning Market
9.1. Introduction
9.2. Argentina
9.3. Brazil
9.4. Canada
9.5. Mexico
9.6. United States
10. Asia-Pacific Game-Based Learning Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.10. South Korea
10.11. Taiwan
10.12. Thailand
10.13. Vietnam
11. Europe, Middle East & Africa Game-Based Learning Market
11.1. Introduction
11.2. Denmark
11.3. Egypt
11.4. Finland
11.5. France
11.6. Germany
11.7. Israel
11.8. Italy
11.9. Netherlands
11.10. Nigeria
11.11. Norway
11.12. Poland
11.13. Qatar
11.14. Russia
11.15. Saudi Arabia
11.16. South Africa
11.17. Spain
11.18. Sweden
11.19. Switzerland
11.20. Turkey
11.21. United Arab Emirates
11.22. United Kingdom
12. Competitive Landscape
12.1. Market Share Analysis, 2023
12.2. FPNV Positioning Matrix, 2023
12.3. Competitive Scenario Analysis
12.3.1. Imarticus Learning Acquires Heromindmine.
12.3.2. Microsoft Plans to Create Its Own Mobile Games Store Like Apple and Google.
12.3.3. Spin Master's Trendsetting 2023 Portfolio of Fun and Games Reimagines Everyday Play.
12.3.4. Duolingo Launches Its Flagship English Learning Product For Indian Kids.
12.3.5. Prodigy Education to Lead Thought Leadership Panel on Digital Game-Based Learning At SXSW EDU.
12.3.6. Edtech Start-Up Upsurge Raises Pre-Seed Funding From JCBL India.
12.3.7. Imarticus Learning Launches Startonboard to Ease Onboarding of Employees.
12.3.8. India’s Game-Based Savings App Fello Nets USD 4 Million.
12.3.9. U.S. Tech Firm Pi Square Technologies Opens Hornbill Studios For Global Animation and VFX Services in Hyderabad.
12.3.10. Spin Master Expands Digital Games Ecosystem with Acquisition of Nørdlight.
12.3.11. Duolingo Adds Branded Questions to Jackbox Games to Encourage Language Learning.
12.3.12. Spin Master Strikes Multiyear Games Licensing Deal With Sony’s PlayStation.
12.3.13. Breakout EDU Earns ESSA Certification.
12.3.14. AWS Launches Game-Based Courses to Teach Cloud Skills.
12.3.15. Imarticus Has Acquired Stratonboard, A Game-Based Learning Platform.
List of Figures
FIGURE 1. GAME-BASED LEARNING MARKET RESEARCH PROCESS
FIGURE 2. GAME-BASED LEARNING MARKET SIZE, 2023 VS 2030
FIGURE 3. GLOBAL GAME-BASED LEARNING MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 5. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 6. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2023 VS 2030 (%)
FIGURE 7. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 8. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2023 VS 2030 (%)
FIGURE 9. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 10. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
FIGURE 11. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 12. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 13. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 14. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
FIGURE 15. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 16. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 17. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 18. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 19. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 20. GAME-BASED LEARNING MARKET SHARE, BY KEY PLAYER, 2023
FIGURE 21. GAME-BASED LEARNING MARKET, FPNV POSITIONING MATRIX, 2023
List of Tables
TABLE 1. GAME-BASED LEARNING MARKET SEGMENTATION & COVERAGE
TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
TABLE 3. GLOBAL GAME-BASED LEARNING MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 4. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
TABLE 5. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 6. GAME-BASED LEARNING MARKET DYNAMICS
TABLE 7. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 8. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY AI-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
TABLE 9. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY AR & VR GAMES, BY REGION, 2018-2030 (USD MILLION)
TABLE 10. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ASSESSMENT & EVALUATION GAMES, BY REGION, 2018-2030 (USD MILLION)
TABLE 11. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY LANGUAGE LEARNING GAMES, BY REGION, 2018-2030 (USD MILLION)
TABLE 12. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY LOCATION-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
TABLE 13. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY TRAINING, KNOWLEDGE & SKILL-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
TABLE 14. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 15. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ON-CLOUD, BY REGION, 2018-2030 (USD MILLION)
TABLE 16. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ON-PREMISE, BY REGION, 2018-2030 (USD MILLION)
TABLE 17. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 18. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY CONSUMER, BY REGION, 2018-2030 (USD MILLION)
TABLE 19. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY EDUCATION, BY REGION, 2018-2030 (USD MILLION)
TABLE 20. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
TABLE 21. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY BFSI, BY REGION, 2018-2030 (USD MILLION)
TABLE 22. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY CONSUMER GOODS & RETAIL, BY REGION, 2018-2030 (USD MILLION)
TABLE 23. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY HEALTHCARE & LIFESCIENCES, BY REGION, 2018-2030 (USD MILLION)
TABLE 24. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY MANUFACTURING, BY REGION, 2018-2030 (USD MILLION)
TABLE 25. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 26. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GOVERNMENT, BY REGION, 2018-2030 (USD MILLION)
TABLE 27. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 28. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 29. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 30. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 31. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 32. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 33. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 34. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 35. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 36. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 37. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 38. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 39. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 40. CANADA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 41. CANADA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 42. CANADA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 43. CANADA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 44. MEXICO GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 45. MEXICO GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 46. MEXICO GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 47. MEXICO GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 48. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 49. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 50. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 51. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 52. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
TABLE 53. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 54. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 55. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 56. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 57. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 58. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 59. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 60. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 61. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 62. CHINA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 63. CHINA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 64. CHINA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 65. CHINA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 66. INDIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 67. INDIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 68. INDIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 69. INDIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 70. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 71. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 72. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 73. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 74. JAPAN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 75. JAPAN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 76. JAPAN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 77. JAPAN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 78. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 79. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 80. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 81. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 82. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 83. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 84. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 85. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 86. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 87. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 88. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 89. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 90. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 91. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 92. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 93. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 94. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 95. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 96. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 97. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 98. THAILAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 99. THAILAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 100. THAILAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 101. THAILAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 102. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 103. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 104. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 105. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 106. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 107. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 108. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 109. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 110. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 111. DENMARK GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 112. DENMARK GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 113. DENMARK GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 114. DENMARK GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 115. EGYPT GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 116. EGYPT GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 117. EGYPT GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 118. EGYPT GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 119. FINLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 120. FINLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 121. FINLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 122. FINLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 123. FRANCE GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 124. FRANCE GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 125. FRANCE GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 126. FRANCE GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 127. GERMANY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 128. GERMANY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 129. GERMANY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 130. GERMANY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 131. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 132. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 133. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 134. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 135. ITALY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 136. ITALY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 137. ITALY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 138. ITALY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 139. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 140. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 141. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 142. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 143. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 144. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 145. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 146. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 147. NORWAY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 148. NORWAY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 149. NORWAY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 150. NORWAY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 151. POLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 152. POLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 153. POLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 154. POLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 155. QATAR GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 156. QATAR GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 157. QATAR GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 158. QATAR GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 159. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 160. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 161. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 162. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 163. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 164. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 165. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 166. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 167. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 168. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 169. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 170. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 171. SPAIN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 172. SPAIN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 173. SPAIN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 174. SPAIN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 175. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 176. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 177. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 178. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 179. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 180. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 181. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 182. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 183. TURKEY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 184. TURKEY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 185. TURKEY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 186. TURKEY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 187. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 188. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 189. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 190. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 191. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
TABLE 192. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
TABLE 193. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 194. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
TABLE 195. GAME-BASED LEARNING MARKET SHARE, BY KEY PLAYER, 2023
TABLE 196. GAME-BASED LEARNING MARKET, FPNV POSITIONING MATRIX, 2023

Companies Mentioned

The leading players in the Game-Based Learning market, which are profiled in this report, include:
  • Breakout Inc.
  • Schell Games
  • Layup by Creative eLearning Pvt. Ltd.
  • Blooket LLC
  • ThreatGEN
  • Gametize
  • Hornbill FX Private Limited
  • Classcraft Studios Inc.
  • Harbinger Systems Private Limited
  • GoSkills Ltd.
  • Centrical
  • Lumos Labs, Inc.
  • Animated Technologies Ltd.
  • QuoDeck Technologies PLC
  • EdApp by SafetyCulture
  • Smart Lumies, Inc.
  • Prodigy Education Inc.
  • Gamelearn S.L.
  • Kahoot! ASA
  • BrainPOP
  • SimuLearn
  • Esus e-Learning
  • Flocabulary
  • Duolingo, Inc.
  • Hoopla
  • Batia Infotech
  • Stratbeans Consulting Pvt. Ltd.
  • The Game Agency, LLC
  • Archy Learning
  • Microsoft Corporation
  • BreakAway Games
  • SweetRush Inc.
  • Kuato Studios
  • Spin Master Ltd.
  • Cognitive ToyBox, Inc.
  • Hurix Systems Pvt. Ltd.
  • Quizlet, Inc.
  • Discovery Kids by Discovery Communications, LLC
  • Tophatmonocle Corp.
  • Gimkit

Methodology

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Table Information