The game based learning market size has grown exponentially in recent years. It will grow from $17.07 billion in 2024 to $20.84 billion in 2025 at a compound annual growth rate (CAGR) of 22.1%. The growth in the historic period can be attributed to shift in educational paradigms, demand for interactive and engaging learning tools, focus on personalized learning, recognition of gamification benefits.
The game based learning market size is expected to see exponential growth in the next few years. It will grow to $54.69 billion in 2029 at a compound annual growth rate (CAGR) of 27.3%. The growth in the forecast period can be attributed to focus on skill development, rise of mobile learning platforms, application in corporate training, incorporation of analytics and data-driven insights. Major trends in the forecast period include incorporation of storytelling elements, mobile game-based learning apps, competency-based learning games.
The increase in smartphone penetration is expected to significantly boost the game-based learning market during the forecast period. As global smartphone ownership continues to rise, learners will gain enhanced access to interactive educational content anytime and anywhere, enabling continuous learning beyond traditional classroom settings. The engaging features of smartphones, including touch screens and motion sensors, improve the user experience, making game-based learning more enjoyable and effective. For example, in December 2023, Oberlo, a Lithuania-based cloud-based drop-shipping solution for online retailers and vendors, projected that the number of global smartphone users will reach approximately 4.74 billion in 2024, reflecting a 2.2% annual increase. Global smartphone usage is anticipated to grow to 5.14 billion users by 2028, adding about 100,000 users per year. Consequently, the rise in smartphone penetration will propel the game-based learning market.
The expansion in the video gaming industry is poised to drive the growth of the game-based learning market. The video gaming industry encompasses the development, production, distribution, and monetization of video games within the entertainment and technology sector. Game-based learning leverages the immersive nature of games to enhance player experiences, elevate employee training, and contribute to broader educational and societal goals. As per PWC's report in June 2022, the video games and esports market was valued at US$215.6 billion in 2021, with projections indicating growth to reach US$323.5 billion by 2026 at an annual rate of 8.5%. Asia Pacific, with US$109.4 billion in revenue in 2021, accounted for the majority, nearly double that of North America, making the growth in the video gaming industry a significant driver for the game-based learning market.
Major companies in the game-based learning market are concentrating on integrating media and education to improve user engagement with complex subjects. A collaboration between a prominent media outlet and an established game-based learning platform highlights the recognition of game-based learning as an effective means of enhancing financial literacy. For example, in August 2024, CNBC, a US-based business news channel, launched a new channel on Kahoot!, a Norwegian online game-based learning platform, to boost educational engagement around business and financial topics. This initiative will provide users worldwide with access to short-form videos and quiz games organized under the 'CNBC Explains' series, covering subjects such as Crypto, Economy, Politics, and Tech. This move reinforces CNBC's commitment to improving financial literacy and personal finance understanding among users, allowing them to engage with essential business news and concepts interactively.
Major companies are innovating solutions such as educational gaming platforms to maintain their market positions. An educational gaming platform is an online or digital environment hosting and delivering educational games and activities. For instance, in September 2022, Focus Games Ltd., an India-based provider of online educational games, introduced FocusGamesIndia.com. The activities on this platform facilitate teamwork among students and contribute to the development of the conscious competence necessary for successful performance in placements and post-qualification. These activities not only enhance students' ability to absorb and retain information but also help them build the self-confidence needed to practice effectively.
In February 2022, Imarticus Learning, a professional education firm based in India, acquired StratOnboard. This acquisition represents a major advancement for Imarticus Learning in enhancing its educational offerings with innovative game-based learning solutions, positioning the company for future growth in both domestic and international markets. StratOnboard is a game-based learning platform located in India.
Major companies operating in the game based learning market include Spin Master Corp., Mojang Studios AB, Kahoot! AS, Frontier Developments plc, G-Cube, Schell Games LLC, LearningWare Inc., Banzai Labs Inc., StratBeans Consulting LLC, Raptivity Technologies Pvt. Ltd., MAK Technologies India Pvt Ltd, Tangible Play, BreakAway Games Ltd., Gamelearn S.L., Lumos Labs Inc., Classcraft Education Inc., Simulearn LLC, Growth Engineering Ltd, Playgen Limited, Kuato Studios Inc., Recurrence Inc., Fundamentor Learning Ltd., Will Interactive, Cognite ToyBox Inc., Indusgeeks Learning Solutions Pvt Ltd, MLevel GmbH, Gametize Learning Labs Inc., Games2Train, SCVNGR Inc.
North America was the largest region in the game-based learning market in 2024. North America is expected to be the fastest-growing region in the forecast period. The regions covered in the game based learning market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the game based learning market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Game-based learning is an instructional approach that harnesses the efficacy of games to define and support learning outcomes.
Game-based learning comprises solutions and services, with the solution segment involving the sales of game-based learning solutions by entities providing engaging learning experiences. These solutions enhance content understanding and overall performance, fostering problem-solving, risk-taking, decision-making, and analytical thinking. Deployment modes include cloud and on-premises, offering games such as AR VR games, AI-based games, location-based games, assessment and evaluation games, training, knowledge, skill-based games, language learning games, and more. End-users range from consumers and education to government and enterprises.
The game-based learning market research report is one of a series of new reports that provides game-based learning market statistics, including game-based learning industry global market size, regional shares, competitors with a game-based learning market share, detailed game based learning market segments, market trends and opportunities, and any further data you may need to thrive in the game-based learning industry. This game-based learning market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The game-based learning market includes revenues earned by entities by providing game-based learning solutions for engaging the learners. Game-based learning refers to embedding the gaming principles within learning activities to improve the users' motivation and engagement. The components involved in game-based learning include badges, points systems, leader boards, quizzes, classroom response systems, and discussion boards. Game-based learning is using active learning techniques through various games to enhance student learning. The user gains knowledge by playing the game, improving problem-solving and critical thinking skills. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The game based learning market size is expected to see exponential growth in the next few years. It will grow to $54.69 billion in 2029 at a compound annual growth rate (CAGR) of 27.3%. The growth in the forecast period can be attributed to focus on skill development, rise of mobile learning platforms, application in corporate training, incorporation of analytics and data-driven insights. Major trends in the forecast period include incorporation of storytelling elements, mobile game-based learning apps, competency-based learning games.
The increase in smartphone penetration is expected to significantly boost the game-based learning market during the forecast period. As global smartphone ownership continues to rise, learners will gain enhanced access to interactive educational content anytime and anywhere, enabling continuous learning beyond traditional classroom settings. The engaging features of smartphones, including touch screens and motion sensors, improve the user experience, making game-based learning more enjoyable and effective. For example, in December 2023, Oberlo, a Lithuania-based cloud-based drop-shipping solution for online retailers and vendors, projected that the number of global smartphone users will reach approximately 4.74 billion in 2024, reflecting a 2.2% annual increase. Global smartphone usage is anticipated to grow to 5.14 billion users by 2028, adding about 100,000 users per year. Consequently, the rise in smartphone penetration will propel the game-based learning market.
The expansion in the video gaming industry is poised to drive the growth of the game-based learning market. The video gaming industry encompasses the development, production, distribution, and monetization of video games within the entertainment and technology sector. Game-based learning leverages the immersive nature of games to enhance player experiences, elevate employee training, and contribute to broader educational and societal goals. As per PWC's report in June 2022, the video games and esports market was valued at US$215.6 billion in 2021, with projections indicating growth to reach US$323.5 billion by 2026 at an annual rate of 8.5%. Asia Pacific, with US$109.4 billion in revenue in 2021, accounted for the majority, nearly double that of North America, making the growth in the video gaming industry a significant driver for the game-based learning market.
Major companies in the game-based learning market are concentrating on integrating media and education to improve user engagement with complex subjects. A collaboration between a prominent media outlet and an established game-based learning platform highlights the recognition of game-based learning as an effective means of enhancing financial literacy. For example, in August 2024, CNBC, a US-based business news channel, launched a new channel on Kahoot!, a Norwegian online game-based learning platform, to boost educational engagement around business and financial topics. This initiative will provide users worldwide with access to short-form videos and quiz games organized under the 'CNBC Explains' series, covering subjects such as Crypto, Economy, Politics, and Tech. This move reinforces CNBC's commitment to improving financial literacy and personal finance understanding among users, allowing them to engage with essential business news and concepts interactively.
Major companies are innovating solutions such as educational gaming platforms to maintain their market positions. An educational gaming platform is an online or digital environment hosting and delivering educational games and activities. For instance, in September 2022, Focus Games Ltd., an India-based provider of online educational games, introduced FocusGamesIndia.com. The activities on this platform facilitate teamwork among students and contribute to the development of the conscious competence necessary for successful performance in placements and post-qualification. These activities not only enhance students' ability to absorb and retain information but also help them build the self-confidence needed to practice effectively.
In February 2022, Imarticus Learning, a professional education firm based in India, acquired StratOnboard. This acquisition represents a major advancement for Imarticus Learning in enhancing its educational offerings with innovative game-based learning solutions, positioning the company for future growth in both domestic and international markets. StratOnboard is a game-based learning platform located in India.
Major companies operating in the game based learning market include Spin Master Corp., Mojang Studios AB, Kahoot! AS, Frontier Developments plc, G-Cube, Schell Games LLC, LearningWare Inc., Banzai Labs Inc., StratBeans Consulting LLC, Raptivity Technologies Pvt. Ltd., MAK Technologies India Pvt Ltd, Tangible Play, BreakAway Games Ltd., Gamelearn S.L., Lumos Labs Inc., Classcraft Education Inc., Simulearn LLC, Growth Engineering Ltd, Playgen Limited, Kuato Studios Inc., Recurrence Inc., Fundamentor Learning Ltd., Will Interactive, Cognite ToyBox Inc., Indusgeeks Learning Solutions Pvt Ltd, MLevel GmbH, Gametize Learning Labs Inc., Games2Train, SCVNGR Inc.
North America was the largest region in the game-based learning market in 2024. North America is expected to be the fastest-growing region in the forecast period. The regions covered in the game based learning market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the game based learning market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Game-based learning is an instructional approach that harnesses the efficacy of games to define and support learning outcomes.
Game-based learning comprises solutions and services, with the solution segment involving the sales of game-based learning solutions by entities providing engaging learning experiences. These solutions enhance content understanding and overall performance, fostering problem-solving, risk-taking, decision-making, and analytical thinking. Deployment modes include cloud and on-premises, offering games such as AR VR games, AI-based games, location-based games, assessment and evaluation games, training, knowledge, skill-based games, language learning games, and more. End-users range from consumers and education to government and enterprises.
The game-based learning market research report is one of a series of new reports that provides game-based learning market statistics, including game-based learning industry global market size, regional shares, competitors with a game-based learning market share, detailed game based learning market segments, market trends and opportunities, and any further data you may need to thrive in the game-based learning industry. This game-based learning market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The game-based learning market includes revenues earned by entities by providing game-based learning solutions for engaging the learners. Game-based learning refers to embedding the gaming principles within learning activities to improve the users' motivation and engagement. The components involved in game-based learning include badges, points systems, leader boards, quizzes, classroom response systems, and discussion boards. Game-based learning is using active learning techniques through various games to enhance student learning. The user gains knowledge by playing the game, improving problem-solving and critical thinking skills. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Game Based Learning Market Characteristics3. Game Based Learning Market Trends and Strategies4. Game Based Learning Market - Macro Economic Scenario Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics and Covid and Recovery on the Market32. Global Game Based Learning Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Game Based Learning Market34. Recent Developments in the Game Based Learning Market
5. Global Game Based Learning Growth Analysis and Strategic Analysis Framework
6. Game Based Learning Market Segmentation
7. Game Based Learning Market Regional and Country Analysis
8. Asia-Pacific Game Based Learning Market
9. China Game Based Learning Market
10. India Game Based Learning Market
11. Japan Game Based Learning Market
12. Australia Game Based Learning Market
13. Indonesia Game Based Learning Market
14. South Korea Game Based Learning Market
15. Western Europe Game Based Learning Market
16. UK Game Based Learning Market
17. Germany Game Based Learning Market
18. France Game Based Learning Market
19. Italy Game Based Learning Market
20. Spain Game Based Learning Market
21. Eastern Europe Game Based Learning Market
22. Russia Game Based Learning Market
23. North America Game Based Learning Market
24. USA Game Based Learning Market
25. Canada Game Based Learning Market
26. South America Game Based Learning Market
27. Brazil Game Based Learning Market
28. Middle East Game Based Learning Market
29. Africa Game Based Learning Market
30. Game Based Learning Market Competitive Landscape and Company Profiles
31. Game Based Learning Market Other Major and Innovative Companies
35. Game Based Learning Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Game Based Learning Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on game based learning market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for game based learning? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The game based learning market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Component: Solution; Services2) By Deployment Mode: Cloud; on-Premise
3) By Game Type: AR VR Games; AI-based Games; Location-based Games; Assessment and Evaluation Games; Training, Knowledge and Skill-based Games; Language Learning Games; Other Game Types
4) By End User: Consumer; Education; Government; Enterprises
Subsegments:
1) By Solution: Learning Management Systems (LMS); Game Development Software; Content Creation Tools; Assessment Tools2) By Services: Consulting Services; Implementation Services; Support and Maintenance Services; Training and Development Services
Key Companies Mentioned: Spin Master Corp.; Mojang Studios AB; Kahoot! AS; Frontier Developments plc; G-Cube
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
- Spin Master Corp.
- Mojang Studios AB
- Kahoot! AS
- Frontier Developments plc
- G-Cube
- Schell Games LLC
- LearningWare Inc.
- Banzai Labs Inc.
- StratBeans Consulting LLC
- Raptivity Technologies Pvt. Ltd.
- MAK Technologies India Pvt Ltd
- Tangible Play
- BreakAway Games Ltd.
- Gamelearn S.L.
- Lumos Labs Inc.
- Classcraft Education Inc.
- Simulearn LLC
- Growth Engineering Ltd
- Playgen Limited
- Kuato Studios Inc.
- Recurrence Inc.
- Fundamentor Learning Ltd.
- Will Interactive
- Cognite ToyBox Inc.
- Indusgeeks Learning Solutions Pvt Ltd
- MLevel GmbH
- Gametize Learning Labs Inc.
- Games2Train
- SCVNGR Inc.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 200 |
Published | March 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 20.84 Billion |
Forecasted Market Value ( USD | $ 54.69 Billion |
Compound Annual Growth Rate | 27.3% |
Regions Covered | Global |
No. of Companies Mentioned | 29 |