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Game-Based Learning: Global Markets

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    Report

  • 122 Pages
  • November 2022
  • Region: Global
  • BCC Research
  • ID: 5697710

This report provides an overview of the GBL market and analyzes market trends. Using 2021 as the base year, the report provides market data for the forecast period 2022 through 2027 by estimating with values derived from manufacturers’ total revenues. Revenue forecasts for this period are segmented based on component, game type, industry and geography.

The report also includes a section on the leading players in the market. It also explains the main drivers, competitive landscape and current GBL market trends. The report concludes with a focus on the GBL vendor landscape, including detailed profiles of the major players operating in the global GBL market.

Report Includes

  • 36 data tables and 31 additional tables
  • In-depth overview of the global market for game-based learning (GBL) technology
  • Analyses of the global market trends, with historic market revenue (sales data) from 2021, estimates for 2022, and projections of compound annual growth rates (CAGRs) through 2027
  • Evaluation and forecast the game-based learning market size, projected growth trends, and corresponding market share analysis by component, game type, end user, deployment, and geographic region
  • Assessment of major driving trends, challenges, and opportunities in this innovation driven market, along with current trends, new developments, and regulatory implications within the marketplace
  • Discussion of the industry value chain analysis providing a systematic study of the key intermediaries involved, which could further assist stakeholders in formulating appropriate strategies
  • Market share analysis of the key market participants, along with their research priorities, product portfolios, and competitive landscape
  • Descriptive company profiles of the leading global players, including Minecraft, Layup, Centrical and Gametize

Table of Contents

Chapter 1 Introduction
1.1 Overview
1.2 Study Goals and Objectives
1.3 Reasons for Doing this Study
1.4 Scope of Report
1.5 Information Sources
1.6 Methodology
1.7 Intended Audience
1.8 Geographic Breakdown
1.9 Analyst's Credentials
1.10 Custom Research
1.11 Related Research Reports

Chapter 2 Summary and Highlights
2.1 Overview

Chapter 3 Market and Technology Background
3.1 Gbl History and Overview
3.2 Porter's Five Forces Analysis of Gbl
3.2.1 Bargaining Power of Buyers
3.2.2 Bargaining Power of Suppliers
3.2.3 Threat from Substitutes
3.2.4 Threat from New Entrants
3.2.5 Competitive Rivalry
3.3 Patent Analysis
3.3.1 Patents by Title, Code, Status and Abstract
3.4 Impact of Covid-19 on Gbl
3.5 Future of Gbl

Chapter 4 Market Dynamics
4.1 Market Drivers
4.1.1 Rising Adoption of Digital Learning Solutions
4.1.2 Supportive Government and Organization Initiatives
4.1.3 Increased Prominence of Social Learning
4.1.4 Increase in Strategic Initiatives
4.2 Market Opportunities
4.2.1 Launch of 5G Network and Increasing Penetration of Mobile Learning
4.2.2 Growing Adoption of Online Learning in the Education and Corporate Sectors
4.3 Market Challenges
4.3.1 Increasing Incidence of Cyberattacks
4.3.2 Slow Internet Connection and Poor Infrastructure in Some Countries

Chapter 5 Market Breakdown by Component
5.1 Overview
5.2 Solutions
5.3 Services

Chapter 6 Market Breakdown by Game Type
6.1 Overview
6.2 Assessment and Evaluation Games
6.3 Training, Knowledge and Skill-Based Games
6.4 Language Learning Games
6.5 Ai-Based Games
6.6 Ar and Vr Games
6.7 Location- and Role-Based Games

Chapter 7 Market Breakdown by Industry
7.1 Overview
7.2 Education
7.3 Enterprises
7.4 Healthcare
7.5 Other Industries

Chapter 8 Market Breakdown by Region
8.1 Overview
8.2 Americas
8.3 Europe
8.4 Asia-Pacific
8.5 Middle East and Africa

Chapter 9 Competitive Landscape
9.1 Noteworthy Developments

Chapter 10 Company Profiles
10.1 Overview
10.2 Key Companies
  • Breakaway Ltd.
  • Centrical
  • Duolingo
  • Edapp
  • Filament Games
  • Gamelearn
  • Gametize
  • G-Cube
  • Growth Engineering
  • Indusgeeks Solutions Pvt. Ltd.
  • Kahoot!
  • Kuato Studios
  • Layup
  • Minecraft
  • Monkimun Inc.
Chapter 11 Appendix: Abbreviations
List of Tables
Summary Table: Global Market for GBL, by Industry, Through 2027
Table 1: Porter’s Five Forces Analysis: Overview
Table 2: Attack Types on Current Technologies
Table 3: School-Age Children Without Home Internet Access, by Region, 2020
Table 4: Global Market for GBL, by Component, Through 2027
Table 5: Global Market for GBL Solutions, by Region, Through 2027
Table 6: Global Market for GBL Services, by Region, Through 2027
Table 7: Global Market for GBL, by Game Type, Through 2027
Table 8: Traditional Measures of Psychometrics Being Converted and Absorbed Into GBA
Table 9: Global Market for GBL in Assessment and Evaluation Games, by Industry, Through 2027
Table 10: Global Market for GBL in Training, Knowledge and Skill-Based Games, by Industry, Through 2027
Table 11: Global Market for GBL in Language Learning Games, by Industry, Through 2027
Table 12: Global Market for GBL in AI-Based Games, by Industry, Through 2027
Table 13: Global Market for GBL in AR and VR Games, by Industry, Through 2027
Table 14: Global Market for GBL in Location- and Role-Based Games, Through 2027
Table 15: Global Market for GBL, by Industry, Through 2027
Table 16: Global Market for GBL in Education, by Game Type, Through 2027
Table 17: Global Market for GBL in Education, by Region, Through 2027
Table 18: Global Market for GBL in Enterprises, by Game Type, Through 2027
Table 19: Global Market for GBL in Enterprises, by Region, Through 2027
Table 20: Global Market for GBL in Healthcare, by Game Type, Through 2027
Table 21: Global Market for GBL in Healthcare, by Region, Through 2027
Table 22: Global Market for GBL in Other Industries, by Game Type, Through 2027
Table 23: Global Market for GBL in Other Industries, by Region, Through 2027
Table 24: Global Market for GBL, by Region, Through 2027
Table 25: Americas Market for GBL, by Industry, Through 2027
Table 26: Americas Market for GBL, by Component, Through 2027
Table 27: Americas Market for GBL, by Country, Through 2027
Table 28: European Market for GBL, by Industry, Through 2027
Table 29: European Market for GBL, by Component, Through 2027
Table 30: European Market for GBL, by Country, Through 2027
Table 31: APAC Market for GBL, by Industry, Through 2027
Table 32: APAC Market for GBL, by Component, Through 2027
Table 33: APAC Market for GBL, by Country, Through 2027
Table 34: MEA Market for GBL, by Industry, Through 2027
Table 35: MEA Market for GBL, by Component, Through 2027
Table 36: MEA Market for GBL, by Country, Through 2027
Table 37: GBL Market: Collaborations and Partnerships, 2020-2022
Table 38: GBL Market: Mergers and Acquisitions, 2020 and 2021
Table 39: GBL Market: Funding, 2020 and 2021
Table 40: Breakaway Ltd.: GBL Industries Served
Table 41: Centrical: GBL Offerings
Table 42: Centrical: Recent Developments
Table 43: Duolingo: Recent Financial Performance, 2020 and 2021
Table 44: Duolingo: GBL Offerings
Table 45: Duolingo: Recent Developments, 2022
Table 46: EdApp: GBL Offerings
Table 47: EdApp: Recent Developments
Table 48: Filament Games: GBL Industries Served
Table 49: Filament Games: Recent Developments
Table 50: Gamelearn: GBL Offerings
Table 51: Gametize: GBL Offerings
Table 52: G-Cube: GBL Offerings
Table 53: G-Cube: Recent Developments, 2021 and 2022
Table 54: Growth Engineering: GBL Offerings
Table 55: Growth Engineering: Recent Developments, 2021 and 2022
Table 56: Indusgeeks: GBL Offerings
Table 57: Kahoot!: Recent Financial Performance, 2020 and 2021
Table 58: Kahoot!: GBL Offerings
Table 59: Kahoot!: Recent Developments, 2021 and 2022
Table 60: Kuato Studios: GBL Offerings
Table 61: Kuato Studios: Recent Developments
Table 62: Layup: GBL Offerings
Table 63: Minecraft Education: GBL Offerings
Table 64: Minecraft Education: Recent Developments, 2021-2022
Table 65: Monkimun: GBL Offerings
Table 66: Monkimun: Recent Developments, 2020 and 2021
Table 67: Abbreviations Used in This Report

List of Figures
Summary Figure: Global Market for GBL, 2021-2027
Figure 1: Porter’s Five Forces Impact Analysis
Figure 2: Porter’s Five Forces Impact, 2021
Figure 3: Bargaining Power of Buyers
Figure 4: Bargaining Power of Suppliers
Figure 5: Threat from Substitutes
Figure 6: Threat from New Entrants
Figure 7: Competitive Rivalry
Figure 8: Porter’s Five Forces Impact During the Forecast Period, 2027
Figure 9: Global GBL Patents Applications, 2016-2021
Figure 10: Global GBL Patent Application Shares, by Region, 2021
Figure 11: Key Factors Impacting the GBL Market
Figure 12: Countries with Highest eLearning Adoption Rates, 2021
Figure 13: Global Smartphone Subscriptions, 2016-2021
Figure 14: Online Learners, 2016-2021
Figure 15: Enrollments in Digital Education, 2016-2021
Figure 16: Global Market Shares of GBL, by Component, 2021
Figure 17: Global Market Shares of GBL, by Component, 2027
Figure 18: Global Market Shares of GBL Solutions, by Region, 2021
Figure 19: Global Market Shares of GBL Solutions, by Region, 2027
Figure 20: Global Market Shares of GBL Services, by Region, 2021
Figure 21: Global Market Shares of GBL Services, by Region, 2027
Figure 22: Global Market Shares of GBL, by Game Type, 2021
Figure 23: Global Market Shares of GBL, by Game Type, 2027
Figure 24: Global Market Shares of GBL in Assessment and Evaluation Games, by Industry, 2021
Figure 25: Global Market Shares of GBL in Assessment and Evaluation Games, by Industry, 2027
Figure 26: Global Market Shares of GBL in Training, Knowledge and Skill-Based Games, by Industry, 2021
Figure 27: Global Market Shares of GBL in Training, Knowledge and Skill-Based Games, by Industry, 2027
Figure 28: Global Market Shares of GBL in Language Learning Games, by Industry, 2021
Figure 29: Global Market Shares of GBL in Language Learning Games, by Industry, 2027
Figure 30: Global Market Shares of GBL in AI-Based Games, by Industry, 2021
Figure 31: Global Market Shares of GBL in AI-Based Games, by Industry, 2027
Figure 32: Global Market Shares of GBL in AR and VR Games, by Industry, 2021
Figure 33: Global Market Shares of GBL in AR and VR Games, by Industry, 2027
Figure 34: Global Market Shares of GBL in Location- and Role-Based Games, by Industry, 2021
Figure 35: Global Market Shares of GBL in Location- and Role-Based Games, by Industry, 2027
Figure 36: Global Market Shares of GBL, by Industry, 2021
Figure 37: Global Market Shares of GBL, by Industry, 2027
Figure 38: Global Market Shares of GBL in Education, by Game Type, 2021
Figure 39: Global Market Shares of GBL in Education, by Game Type, 2027
Figure 40: Global Market Shares of GBL in Education, by Region, 2021
Figure 41: Global Market Shares of GBL in Education, by Region, 2027
Figure 42: Global Market Shares of GBL in Enterprises, by Game Type, 2021
Figure 43: Global Market Shares of GBL in Enterprises, by Game Type, 2027
Figure 44: Global Market Shares of GBL in Enterprises, by Region, 2021
Figure 45: Global Market Shares of GBL in Enterprises, by Region, 2027
Figure 46: Global Market Shares of GBL in Healthcare, by Game Type, 2021
Figure 47: Global Market Shares of GBL in Healthcare, by Game Type, 2027
Figure 48: Global Market Shares of GBL in Healthcare, by Region, 2021
Figure 49: Global Market Shares of GBL in Healthcare, by Region, 2027
Figure 50: Global Market Shares of GBL in Other Industries, by Game Type, 2021
Figure 51: Global Market Shares of GBL in Other Industries, by Game Type, 2027
Figure 52: Global Market Shares of GBL in Other Industries, by Region, 2021
Figure 53: Global Market Shares of GBL in Other Industries, by Region, 2027
Figure 54: Global Markets Shares of GBL, by Region, 2021
Figure 55: Global Market Shares of GBL, by Region, 2027
Figure 56: Americas Market Shares of GBL, by Industry, 2021
Figure 57: Americas Market Shares of GBL, by Industry, 2027
Figure 58: Americas Market Shares of GBL, by Component, 2021
Figure 59: Americas Market Shares of GBL, by Component, 2027
Figure 60: Americas Market Shares of GBL, by Country, 2021
Figure 61: Americas Market Shares of GBL, by Country, 2027
Figure 62: European Market Share of GBL, by Industry, 2021
Figure 63: European Market Shares of GBL, by Industry, 2021
Figure 64: European Market Shares of GBL, by Component, 2021
Figure 65: European Market Shares of GBL, by Component, 2021
Figure 66: European Market Shares of GBL, by Country, 2021
Figure 67: European Market Shares of GBL, by Country, 2027
Figure 68: APAC Market Shares of GBL, by Industry, 2021
Figure 69: APAC Market Shares of GBL, by Industry, 2027
Figure 70: APAC Market Shares of GBL, by Component, 2021
Figure 71: APAC Market Shares of GBL, by Component, 2027
Figure 72: APAC Market Shares of GBL, by Country, 2021
Figure 73: APAC Market Shares of GBL, by Country, 2027
Figure 74: MEA Market Shares of GBL, by Industry, 2021
Figure 75: MEA Market Shares of GBL, by Industry, 2027
Figure 76: MEA Market Shares of GBL, by Component, 2021
Figure 77: MEA Market Shares of GBL, by Component, 2027
Figure 78: MEA Market Shares of GBL, by Country, 2021
Figure 79: MEA Market Shares of GBL, by Country, 2027
Figure 80: GBL Market: Recent Development Trends, 2020-2022
Figure 81: Duolingo: Revenue Share, by Region or Country, 2021
Figure 82: Kahoot!: Revenue Share, by Region/Country, 2021

Executive Summary

The education industry is slowly shifting toward digitization. Delayed change is a positive thing, as it helps to prevent the hazards of implementing educational fads before they have been thoroughly evaluated. Therefore, it results in a system that is slow to adapt to the world of technology, which is changing at a rapid rate. The only way to really change the systemic approach to education is to boost that response rate, which is no easy undertaking.

New advances such as digital learning and subscription-based learning in learning styles have evolved with various functionalities that are significantly enriching the learning experience, as technology has continued to change the field of education. These learning strategies have improved the accessibility of educational institutions and their resources through e-Learning platforms. The learning experience for students is also enhanced specifically by these teaching strategies. According to Muzzy Lane, a technology company developing GBL software tools in the Education Technology space, students who use GBL are able to absorb practical information while having a distinctive learning experience.

Companies Mentioned

  • Breakaway Ltd.
  • Centrical
  • Duolingo
  • Edapp
  • Filament Games
  • Gamelearn
  • Gametize
  • G-Cube
  • Growth Engineering
  • Indusgeeks Solutions Pvt. Ltd.
  • Kahoot!
  • Kuato Studios
  • Layup
  • Minecraft
  • Monkimun Inc.

Table Information