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Game-Based Learning Market Forecast Report by Game Type, Deployment Type, End-user, Countries and Company Analysis 2024-2032

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    Report

  • 200 Pages
  • October 2024
  • Region: Global
  • Renub Research
  • ID: 6010042
The Global Game-Based Learning Market was US$19.32 billion in 2023 and is expected to the reach US$75.26 billion by 2032 with CAGR of 16.31% from the year 2024 to 2032. This rapid growth can be attributed to the enhanced use of digital learning tools, the enhancement of high interaction learning methods, and the addition of gamification in training and learning methods in organizations and institutions.

Game-Based Learning Overview

Game-based learning is an instruction method that integrates game elements, mechanics, and principles to accelerate learning processes. As strategy, it takes advantage of the best practice presented by applying gaming principles into enhancing the efficiency of knowledge storage and accessibility, decision-making and problem solving. As a kind of game, GBL can take form of video games and or include simulation games and is used in many forms of institutions ranging from schools, universities and corporate training.

Learning through games is part of the worldwide tendencies in experiential learning that embrace the use of technologies. It is on the rise across the globe due to the enhanced creation of learning flexibility and operational interactivity. In schools, it makes it easier for students to understand such subjects as math science and history and learn them in an entertaining way. E-learning assisting universities in preparing with real life, for career areas such as medicine and technology. Some of the areas that companies adopt game-based training for in the corporate world are soft skills, compliance, a leadership development. This trend brings out the more active participation or participation in activities as well as the continuity of learning in education.

Growth Drivers for the Global Game-Based Learning Market

Increasing Adoption of Digital Learning Tools

The increased use of technology in compliance with the education system plays a major role in fueling GBL market. Many parents and students took the opportunity to choose an online platform for studying in order to make the learning process more interesting for children and help businesses adapt to new learning systems. As for advantages and benefits of the game-based learning, these are the following points: Games enable creating realistic and actual environments that allow getting the point through learners’ attention and motivation. The change in learning delivery modes including use of the internet especially during the COVID-19 pandemic also contributed to this causing GBL to become a popular method for increasing student interaction in online and blended learning system. As the pace of digital transformation increases GBL is playing a greater role in redesign of education and training worldwide.

Growing Emphasis on Personalized Learning

Customization of the learning process is the other aspects that has favoured growth of game-based learning since it is able to provide learners with customized games. Using GBL platforms, learners have more flexibility in learning and are able to work at their own pace and therefore receive feedback that cater to their needs. This is most helpful in corporate training, in which organizations also apply GBL to teach selected sets of skills and enhance workforce productivity. The developing customer base for school and other higher learning institutions with specific educational content also propels GBL because it provides an appealing common ground for school and students by adopting different approaches that would meet the learners’ requirements. Personalization enhances learning carrier and this in turn makes the market to expand because of the improved results that are likely to be obtained.

Rising Popularity of Gamification in Corporate Training

The growth factor contributing to game-based learning is the higher dependency of the corporate sector to train the employees. Organizational has been successful in the use of game design elements in to motivate employees, increase their knowledge and to increase retention by using rewards, challenges and simulations in corporate training programs. Healthcare, Finance and Technology industries amongst others incorporate GBL as a way of mastering various competencies including leadership, communication, and regulation. The game-based learning contributes to the fact that the graduates more quickly, more effectively and with less costs can be prepared for the quantitative and qualitative demands of work, achieve improved results in enhancing employee training and satisfaction, productivity, and establish itself as an effective method of improving the corporate training programs of the modern companies of the world market.

North America Game-Based Learning Industry

United States Game-Based Learning

The market for the game-based learning in the United States is progressing as applications of digital technology in learning and training increases. People through playing games in schools, universities and even business employ game-based learning to enhance understanding, enable the users to recall knowledge easily and to make the learning process more enjoyable. E-learning platforms and gamification are also being used more for to train employees within the companies. It is vital that learners and employees engage in game - based learning to build their skill level at school and at their places of work. The United States is at the forefront of this and it is applying innovation to develop even superior learning conditions. According to a five-year study in Florida financed by USD 8 million by The U. S. Department of Education in Legends of Learning that was initiated in April of 2024.This particular importance is an attempt to examine how the process of gamification is effective in enhancing the general attitude of fifth graders in Miami-Dade County Public Schools and their performance in science classes as reflected by science standardized tests.

Europe Game-Based Learning Market

France Game-Based Learning

The market for game-based learning in France is emerging because the use of technologies in learning increases, both at schools and in businesses. For instance, the use of the video games in French educational system in subjects like STEM is on the right track to positively engaging students. The corporate world in France is also applying the elements of gamification on training programs to improve the levels of skill and performance of employees. Gamification is gradually getting adopted in France to provide effective and innovative approaches of learning that is healthier than that of a sobering rote memorization technique. The European Union’s DEAP (Digital Education Action Plan) based on the program 2021-2027 for strengthening digital learning with the development of innovative learning tools such as digital games for making the learning process more interesting and stimulating. This is one with the plan to make education as inclusive and accessible as possible to the digital platform.

Asia Pacific Game-Based Learning Market

India Game-Based Learning

In India, learning through games is slowly and steadily becoming popular as educational institutions and businesses opt for digitization. In schools and in the place of work, games have been used in learning in order to offer attractive methods of learning in schools. This is fuels by the advancements of digital structures, and improvement of internet connectivity in the country of India. To promote the program, Duolingo has rolled out a free application in March of 2023 that will help teach kids in India between the ages of 3-8 English. The app carries out activities in the form of games which is focused on enhancing literacy of children.

Middle East & Africa Game-Based Learning Market

Saudi Arabia Game-Based Learning

As the Kingdom of Saudi Arabia has embarked on the process of education and training the game-based learning is gradually gaining popularity in the KSA. Schools have adopted game-models as a way of passing information in order to make the learning process more effective especially for subjects such as science and technology. Also, Saudi businesses are now turning to gamified training solutions for enhancing its workforce knowledge and, general efficiency. The country is also investing in digitalization and new forms of learning also making game-based learning an important trend in educational and training sector in Saudi Arabia. April 2024, Endless Studios is in partnership with many universities in the UAE and has just signed an MoU with New York University Abu Dhabi to improve on the educational services.

Global Game-Based Learning Company Analysis

The major participants in the Game-Based Learning market includes Amazon Web Services, Inc., Google LLC, Duolingo, Inc., Mojang Studios, Kahoot! ASA, Epic Games, Age of Learning, Inc., Tangible Play, Inc.

Global Game-Based Learning Company News

In April 2024, to promote soft skills, Kairos, a Bengaluru-based learning technology startup, launches a game-based learning platform. For the first time in India, learning and development experts will be able to make soft-skill training memorable and interesting for learners with the aid of Kairos' cutting-edge suite of digital games, physical games, and tools, together with extensive resources.

In April 2024, as part of the Education Innovation and Research (EIR) grant program, the U.S. Department of Education has chosen the Legends of Learning platform to receive a $8 million award to investigate the efficacy of game-based learning in Florida.

In February 2024, Kahoot! declared that it would add Indonesian to its online platform and mobile apps. This effort aims to reach out to new markets and offer entertaining and enriching educational experiences to locals of all ages. With over 15 million players throughout the course of the previous year, Kahoot! has cemented its standing as Indonesia's preferred interactive learning platform.

In January 2024, The International Society for Technology in Education (ISTE) and Mojang Studios, the developers of the game-based learning platform Minecraft Education, have partnered to create Level Up Learning, a series of online events. This program aims to promote the game-based learning methodology of the platform and address the evolving issues in education.

Game Type - Industry is divided into 5 viewpoints:

1. Training, Knowledge & skill-based Games
2. Assessment & Evaluation Games
3. AI-based Games
4. AR VR Games
5. Language Learning Games

Deployment Type - Industry is divided into 2 viewpoints:

1. On Premise
2. Cloud

End User - Industry is divided into 8 viewpoints:

1. Education
2. Consumer
3. Healthcare & Life Sciences
4. Retail
5. Government
6. IT & Telecom
7. Manufacturing
8. Others

Country: Industry is divided into 25 Countries

North America

  • United States
  • Canada

Europe

  • France
  • Germany
  • Italy
  • Spain
  • United Kingdom
  • Belgium
  • Netherlands
  • Turkey

Asia Pacific

  • China
  • Japan
  • India
  • Australia
  • South Korea
  • Thailand
  • Malaysia
  • Indonesia
  • New Zealand

Latin America

  • Brazil
  • Mexico
  • Argentina

Middle East & Africa

  • South Africa
  • Saudi Arabia
  • UAE

All companies have been covered with 5 Viewpoints

1. Overview
2. Key Persons
3. Recent Development & Strategies
4. Product Portfolio
5. Financial Insight

Company Analysis

1. Amazon Web Services, Inc.
2. Google LLC
3. Duolingo, Inc.
4. Mojang Studios
5. Kahoot! ASA
6. Epic Games
7. Age of Learning, Inc.
8. Tangible Play, Inc.

Key Questions Answered in Report:

1. How big is the Game-Based Learning industry?
2. What is the Game-Based Learning industry growth rate?
3. Who are the key players in Game-Based Learning industry?
4. What are the factors driving the Game-Based Learning industry?
5. Which Region held the largest market share in the Game-Based Learning industry?
6. What segments are covered in the Game-Based Learning Market report?

Table of Contents

1 Introduction2 Research & Methodology3 Executive Summary
4 Market Dynamics
4.1 Growth Drivers
4.2 Challenges
5 Global Game-Based Learning Market
6 Market Share Analysis
6.1 Game Type
6.2 Deployment Type
6.3 End User
6.4 Country
7 Game Type
7.1 Training, Knowledge & skill-based Games
7.2 Assessment & Evaluation Games
7.3 AI-based Games
7.4 AR VR Games
7.5 Language Learning Games
8 Deployment Type
8.1 On Premise
8.2 Cloud
9 End User
9.1 Education
9.2 Consumer
9.3 Healthcare & Life Sciences
9.4 Retail
9.5 Government
9.6 IT & Telecom
9.7 Manufacturing
9.8 Others
10 Country
10.1 North America
10.1.1 United States
10.1.2 Canada
10.2 Europe
10.2.1 France
10.2.2 Germany
10.2.3 Italy
10.2.4 Spain
10.2.5 United Kingdom
10.2.6 Belgium
10.2.7 Netherlands
10.2.8 Turkey
10.3 Asia Pacific
10.3.1 China
10.3.2 Japan
10.3.3 India
10.3.4 Australia
10.3.5 South Korea
10.3.6 Thailand
10.3.7 Malaysia
10.3.8 Indonesia
10.3.9 New Zealand
10.4 Latin America
10.4.1 Brazil
10.4.2 Mexico
10.4.3 Argentina
10.5 Middle East & Africa
10.5.1 South Africa
10.5.2 Saudi Arabia
10.5.3 UAE
11 Porter’s Five Forces
11.1 Bargaining Power of Buyers
11.2 Bargaining Power of Suppliers
11.3 Degree of Rivalry
11.4 Threat of New Entrants
11.5 Threat of Substitutes
12 SWOT Analysis
12.1 Strength
12.2 Weakness
12.3 Opportunity
12.4 Threat
13 Key Players
13.1 Amazon Web Services, Inc.
13.1.1 Overview
13.1.2 Key Persons
13.1.3 Recent Development & Strategies
13.1.4 Product Portfolio
13.1.5 Financial Insights
13.2 Google LLC
13.2.1 Overview
13.2.2 Key Persons
13.2.3 Recent Development & Strategies
13.2.4 Product Portfolio
13.2.5 Financial Insights
13.3 Duolingo, Inc.
13.3.1 Overview
13.3.2 Key Persons
13.3.3 Recent Development & Strategies
13.3.4 Product Portfolio
13.3.5 Financial Insights
13.4 Mojang Studios
13.4.1 Overview
13.4.2 Key Persons
13.4.3 Recent Development & Strategies
13.4.4 Product Portfolio
13.4.5 Financial Insights
13.5 Kahoot! ASA
13.5.1 Overview
13.5.2 Key Persons
13.5.3 Recent Development & Strategies
13.5.4 Product Portfolio
13.5.5 Financial Insights
13.6 Epic Games
13.6.1 Overview
13.6.2 Key Persons
13.6.3 Recent Development & Strategies
13.6.4 Product Portfolio
13.6.5 Financial Insights
13.7 Age of Learning, Inc.
13.7.1 Overview
13.7.2 Key Persons
13.7.3 Recent Development & Strategies
13.7.4 Product Portfolio
13.7.5 Financial Insights
13.8 Tangible Play, Inc.
13.8.1 Overview
13.8.2 Key Persons
13.8.3 Recent Development & Strategies
13.8.4 Product Portfolio
13.8.5 Financial Insights

Companies Mentioned

  • Amazon Web Services, Inc.
  • Google LLC
  • Duolingo, Inc.
  • Mojang Studios
  • Kahoot! ASA
  • Epic Games
  • Age of Learning, Inc.
  • Tangible Play, Inc.

Methodology

In this report, for analyzing the future trends for the studied market during the forecast period, the publisher has incorporated rigorous statistical and econometric methods, further scrutinized by secondary, primary sources and by in-house experts, supported through their extensive data intelligence repository. The market is studied holistically from both demand and supply-side perspectives. This is carried out to analyze both end-user and producer behavior patterns, in the review period, which affects price, demand and consumption trends. As the study demands to analyze the long-term nature of the market, the identification of factors influencing the market is based on the fundamentality of the study market.

Through secondary and primary researches, which largely include interviews with industry participants, reliable statistics, and regional intelligence, are identified and are transformed to quantitative data through data extraction, and further applied for inferential purposes. The publisher's in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. These analytical tools and models sanitize the data & statistics and enhance the accuracy of their recommendations and advice.

Primary Research

The primary purpose of this phase is to extract qualitative information regarding the market from the key industry leaders. The primary research efforts include reaching out to participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions. The publisher also established professional corporate relations with various companies that allow us greater flexibility for reaching out to industry participants and commentators for interviews and discussions, fulfilling the following functions:

  • Validates and improves the data quality and strengthens research proceeds
  • Further develop the analyst team’s market understanding and expertise
  • Supplies authentic information about market size, share, growth, and forecast

The researcher's primary research interview and discussion panels are typically composed of the most experienced industry members. These participants include, however, are not limited to:

  • Chief executives and VPs of leading corporations specific to the industry
  • Product and sales managers or country heads; channel partners and top level distributors; banking, investment, and valuation experts
  • Key opinion leaders (KOLs)

Secondary Research

The publisher refers to a broad array of industry sources for their secondary research, which typically includes, however, is not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Patent and regulatory databases for understanding of technical & legal developments
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic new articles, webcasts, and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecasts
 

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