This report describes and explains the game-based learning market and covers 2019-2024, termed the historic period, and 2024-2029, 2034F termed the forecast period. The report evaluates the market across each region and for the major economies within each region.
The global game-based learning market reached a value of nearly $17.06 billion in 2024, having grown at a compound annual growth rate (CAGR) of 24.13% since 2019. The market is expected to grow from $17.06 billion in 2024 to $50.47 billion in 2029 at a rate of 24.22%. The market is then expected to grow at a CAGR of 24.03% from 2029 and reach $148.15 billion in 2034.
Growth in the historic period resulted from the increased adoption of digital learning platforms, rise in demand for soft skills, increasing internet penetration and rising focus on personalized learning. Factors that negatively affected growth in the historic period were cybersecurity risks.
Going forward, strong economic growth, increasing smartphone penetration, rising digital transformation, growth in the video gaming industry and favorable government support will drive the growth. Factor that could hinder the growth of the game-based learning market in the future include economic downturns.
The global game-based learning market is highly fragmented, with a large number of small players operating in the market. The top ten competitors in the market made up to 4.62% of the total market in 2023. Spin Master Corp. was the largest competitor with a 0.99% share of the market, followed by G-Cube Solutions. with 0.68%, Age of Learning Inc. with 0.63%, Hurix Digital Ltd. with 0.63%, Quizlet Inc. with 0.46%, BrainPop Educators LLC with 0.45%, Duolingo Inc. with 0.29%, Gamelearn SL. with 0.18%, Centrical with 0.17% and McGraw Hill Education Inc. with 0.14%.
North America was the largest region in the game-based learning market, accounting for 26.29% or $6.19 billion of the total in 2024. It was followed by Asia Pacific, Western Europe and then the other regions. Going forward, the fastest-growing regions in the game-based learning market will be Asia Pacific and South America where growth will be at CAGRs of 27.25% and 25.78% respectively. These will be followed by Middle East and North America where the markets are expected to grow at CAGRs of 24.88% and 24.06% respectively.
The game-based learning market is segmented by component into solution and services. The solution market was the largest segment of the game-based learning market segmented by component, accounting for 59.68% or $10.18 billion of the total in 2024. Going forward, the services segment is expected to be the fastest growing segment in the game-based learning market segmented by component, at a CAGR of 26.64% during 2024-2029.
The game-based learning market is segmented by deployment mode into cloud and on-premises. The cloud market was the largest segment of the game-based learning market segmented by deployment mode, accounting for 60.41% or $10.31 billion of the total in 2024. Going forward, the cloud segment is expected to be the fastest growing segment in the game-based learning market segmented by deployment mode, at a CAGR of 27.27% during 2024-2029.
The game-based learning market is segmented by game type into AR VR games, AI-based games, location-based games, assessment and evaluation games, training, knowledge and skill-based games, language learning games and other game types. The location-based games market was the largest segment of the game-based learning market segmented by game type, accounting for 25.86% or $4.41 billion of the total in 2024. Going forward, the AR VR games segment is expected to be the fastest growing segment in the game-based learning market segmented by game type, at a CAGR of 29.18% during 2024-2029.
The game-based learning market is segmented by end user into consumer, education, government and enterprises. The education market was the largest segment of the game-based learning market segmented by end user, accounting for 38.66% or $6.59 billion of the total in 2024. Going forward, the enterprises segment is expected to be the fastest growing segment in the game-based learning market segmented by end user, at a CAGR of 28.29% during 2024-2029.
The top opportunities in the game-based learning market segmented by component will arise in the solution segment, which will gain $17.86 billion of global annual sales by 2029. The top opportunities in the game-based learning market segmented by deployment mode will arise in the cloud segment, which will gain $24.12 billion of global annual sales by 2029. The top opportunities in the game-based learning market segmented by game type will arise in the AR VR games segment, which will gain $7.12 billion of global annual sales by 2029. The top opportunities in the game-based learning market segmented by end user will arise in the education segment, which will gain $14.33 billion of global annual sales by 2029. The game-based learning market size will gain the most in USA at $10.96 billion.
Market-trend-based strategies for the game-based learning market include artificial intelligence (AI) driven, game-based platforms for compliance and onboarding, focus on unveiling a new era in soft-skill training with games, focus on personalized learning with a new vocabulary game, focus on innovative learning series targets to enhance financial understanding and focus on new game-based training programs to enhance cloud skills and learning opportunities.
Player-adopted strategies in the game-based learning market include focus on expanding its business portfolio through new launches, focus on strategic partnerships to strengthen its presence and focus on technological advancements.
To take advantage of the opportunities, the analyst recommends the game-based learning companies to focus on AI-driven, game-based learning solutions for training and onboarding, focus on game-based soft-skill training platforms, focus on personalized vocabulary games for enhanced learning outcomes, focus on financial learning simulations to enhance financial literacy, focus on game-based training programs to enhance cloud skills, focus on the services market for rapid growth, focus on the cloud market for accelerated growth, focus on AR/VR games for fastest growth, expand in emerging markets, focus on expanding distribution channels through strategic partnerships, focus on developing flexible and value-based pricing models, focus on leveraging digital marketing channels, focus on building strategic partnerships for co-branding opportunities and focus on the enterprise market for high growth.
The global game-based learning market reached a value of nearly $17.06 billion in 2024, having grown at a compound annual growth rate (CAGR) of 24.13% since 2019. The market is expected to grow from $17.06 billion in 2024 to $50.47 billion in 2029 at a rate of 24.22%. The market is then expected to grow at a CAGR of 24.03% from 2029 and reach $148.15 billion in 2034.
Growth in the historic period resulted from the increased adoption of digital learning platforms, rise in demand for soft skills, increasing internet penetration and rising focus on personalized learning. Factors that negatively affected growth in the historic period were cybersecurity risks.
Going forward, strong economic growth, increasing smartphone penetration, rising digital transformation, growth in the video gaming industry and favorable government support will drive the growth. Factor that could hinder the growth of the game-based learning market in the future include economic downturns.
The global game-based learning market is highly fragmented, with a large number of small players operating in the market. The top ten competitors in the market made up to 4.62% of the total market in 2023. Spin Master Corp. was the largest competitor with a 0.99% share of the market, followed by G-Cube Solutions. with 0.68%, Age of Learning Inc. with 0.63%, Hurix Digital Ltd. with 0.63%, Quizlet Inc. with 0.46%, BrainPop Educators LLC with 0.45%, Duolingo Inc. with 0.29%, Gamelearn SL. with 0.18%, Centrical with 0.17% and McGraw Hill Education Inc. with 0.14%.
North America was the largest region in the game-based learning market, accounting for 26.29% or $6.19 billion of the total in 2024. It was followed by Asia Pacific, Western Europe and then the other regions. Going forward, the fastest-growing regions in the game-based learning market will be Asia Pacific and South America where growth will be at CAGRs of 27.25% and 25.78% respectively. These will be followed by Middle East and North America where the markets are expected to grow at CAGRs of 24.88% and 24.06% respectively.
The game-based learning market is segmented by component into solution and services. The solution market was the largest segment of the game-based learning market segmented by component, accounting for 59.68% or $10.18 billion of the total in 2024. Going forward, the services segment is expected to be the fastest growing segment in the game-based learning market segmented by component, at a CAGR of 26.64% during 2024-2029.
The game-based learning market is segmented by deployment mode into cloud and on-premises. The cloud market was the largest segment of the game-based learning market segmented by deployment mode, accounting for 60.41% or $10.31 billion of the total in 2024. Going forward, the cloud segment is expected to be the fastest growing segment in the game-based learning market segmented by deployment mode, at a CAGR of 27.27% during 2024-2029.
The game-based learning market is segmented by game type into AR VR games, AI-based games, location-based games, assessment and evaluation games, training, knowledge and skill-based games, language learning games and other game types. The location-based games market was the largest segment of the game-based learning market segmented by game type, accounting for 25.86% or $4.41 billion of the total in 2024. Going forward, the AR VR games segment is expected to be the fastest growing segment in the game-based learning market segmented by game type, at a CAGR of 29.18% during 2024-2029.
The game-based learning market is segmented by end user into consumer, education, government and enterprises. The education market was the largest segment of the game-based learning market segmented by end user, accounting for 38.66% or $6.59 billion of the total in 2024. Going forward, the enterprises segment is expected to be the fastest growing segment in the game-based learning market segmented by end user, at a CAGR of 28.29% during 2024-2029.
The top opportunities in the game-based learning market segmented by component will arise in the solution segment, which will gain $17.86 billion of global annual sales by 2029. The top opportunities in the game-based learning market segmented by deployment mode will arise in the cloud segment, which will gain $24.12 billion of global annual sales by 2029. The top opportunities in the game-based learning market segmented by game type will arise in the AR VR games segment, which will gain $7.12 billion of global annual sales by 2029. The top opportunities in the game-based learning market segmented by end user will arise in the education segment, which will gain $14.33 billion of global annual sales by 2029. The game-based learning market size will gain the most in USA at $10.96 billion.
Market-trend-based strategies for the game-based learning market include artificial intelligence (AI) driven, game-based platforms for compliance and onboarding, focus on unveiling a new era in soft-skill training with games, focus on personalized learning with a new vocabulary game, focus on innovative learning series targets to enhance financial understanding and focus on new game-based training programs to enhance cloud skills and learning opportunities.
Player-adopted strategies in the game-based learning market include focus on expanding its business portfolio through new launches, focus on strategic partnerships to strengthen its presence and focus on technological advancements.
To take advantage of the opportunities, the analyst recommends the game-based learning companies to focus on AI-driven, game-based learning solutions for training and onboarding, focus on game-based soft-skill training platforms, focus on personalized vocabulary games for enhanced learning outcomes, focus on financial learning simulations to enhance financial literacy, focus on game-based training programs to enhance cloud skills, focus on the services market for rapid growth, focus on the cloud market for accelerated growth, focus on AR/VR games for fastest growth, expand in emerging markets, focus on expanding distribution channels through strategic partnerships, focus on developing flexible and value-based pricing models, focus on leveraging digital marketing channels, focus on building strategic partnerships for co-branding opportunities and focus on the enterprise market for high growth.
Major Market Trends
- AI-Driven Game-Based Platform For Compliance and Onboarding
- Revolutionizing Soft-Skill Training With Game-Based Learning Platforms
- Personalized Vocabulary Learning Through Adaptive Game-Based Solutions
- Innovative Learning Series Targets Enhanced Financial Understanding
- Game-Based Training Programs Enhance Cloud Skills and Learning Opportunities
Key Mergers and Acquisitions
- University Games Acquired the Learning Journey International To Expand Educational Product Line
- Kirkbi a/S Acquired BrainPOP To Drive Digital Transformation in Education
- Imarticus Learning Acquired StratOnboard To Enhance Educational Offerings with Epistemic Games
- Axonify Acquired MLevel To Enhance Digital Learning and Modern Training Solutions
Table of Contents
1 Executive Summary
6 Market Characteristics
7 Major Market Trends
8 Game-Based Learning Market - Macro Economic Scenario
9 Global Market Size and Growth
10 Global Game-Based Learning Market Segmentation
11 Game-Based Learning Market, Regional and Country Analysis
12 Asia-Pacific Market
13 Western Europe Market
14 Eastern Europe Market
15 North America Market
16 South America Market
17 Middle East Market
18 Africa Market
19 Competitive Landscape and Company Profiles
20 Other Major and Innovative Companies
23 Key Mergers and Acquisitions
24 Opportunities and Strategies
25 Game-Based Learning Market, Conclusions and Recommendations
26 Appendix
Executive Summary
Game-Based Learning Global Market Opportunities And Strategies To 2034 provides the strategists; marketers and senior management with the critical information they need to assess the global game-based learning market as it emerges from the COVID-19 shut down.Reasons to Purchase:
- Gain a truly global perspective with the most comprehensive report available on this market covering 18 geographies.
- Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on the latest market research findings.
- Benchmark performance against key competitors.
- Utilize the relationships between key data sets for superior strategizing.
- Suitable for supporting your internal and external presentations with reliable high-quality data and analysis.
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 history and forecasts market growth by geography. It places the market within the context of the wider game-based learning market; and compares it with other markets.
The report covers the following chapters
- Introduction and Market Characteristics - Brief introduction to the segmentations covered in the market, definitions and explanations about the segment by component, by deployment mode, by game type and by end user.
- Key Trends - Highlights the major trends shaping the global market. This section also highlights likely future developments in the market.
- Macro-Economic Scenario - The report provides an analysis of the impact of the COVID-19 pandemic, impact of the Russia-Ukraine war and impact of rising inflation on global and regional markets, providing strategic insights for businesses in the game-based learning market.
- Global Market Size And Growth - Global historic (2019-2024) and forecast (2024-2029, 2034F) market values and drivers and restraints that support and control the growth of the market in the historic and forecast periods.
- Regional And Country Analysis - Historic (2019-2024) and forecast (2024-2029, 2034F) market values and growth and market share comparison by region and country.
- Market Segmentation - Contains the market values (2019-2024) (2024-2029, 2034F) and analysis for each segment by component, by deployment mode, by game type and by end user in the market. Historic (2019-2024) and forecast (2024-2029) and (2029-2034) market values and growth and market share comparison by region market.
- Regional Market Size and Growth - Regional market size (2024), historic (2019-2024) and forecast (2024-2029, 2034F) market values and growth and market share comparison of countries within the region. This report includes information on all the regions Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa and major countries within each region.
- Competitive Landscape - Details on the competitive landscape of the market, estimated market shares and company profiles of the leading players.
- Competitive Benchmarking - Briefs on the financials comparison between major players in the market.
- Competitive Dashboard - Briefs on competitive dashboard of major players.
- Key Mergers and Acquisitions - Information on recent mergers and acquisitions in the market is covered in the report. This section gives key financial details of mergers and acquisitions which have shaped the market in recent years.
- Recent Developments Information on recent developments in the market covered in the report.
- Market Opportunities And Strategies - Describes market opportunities and strategies based on findings of the research, with information on growth opportunities across countries, segments and strategies to be followed in those markets.
- Conclusions And Recommendations - This section includes recommendations for game-based learning providers in terms of product/service offerings geographic expansion, marketing strategies and target groups.
- Appendix - This section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.
Markets Covered:
1) By Component: Solution; Services2) By Deployment Mode: Cloud; On-Premises
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
Key Companies Mentioned: Spin Master Corp.; G-Cube Solutions; Age of Learning Inc.; Hurix Digital Ltd.; Quizlet Inc.
Countries: Australia; China; India; Indonesia; Japan; South Korea;USA; Canada;Brazil;France; Germany; UK; Italy; Spain;Denmark; Norway; Sweden; Russia
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; game-based learning indicators comparison.
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.
Companies Mentioned
The major companies featured in this Game-Based Learning market report include:- Spin Master Corp.
- G-Cube Solutions
- Age of Learning Inc.
- Hurix Digital Ltd.
- Quizlet Inc.
- BrainPop Educators LLC
- Duolingo Inc.
- Gamelearn SL
- Centrical
- McGraw Hill Education Inc.
- Imarticus Learning
- Kairos Technologies Private Limited
- Uniplay Digital Games Private Limited
- Duolingo
- NetEase Games
- Lilith Games
- Educlever
- Brainify
- Serious Games Interactive
- Smartick
- Kahoot!
- MindCandy
- Edmodo
- Multilango
- Skriware
- EduCo International Group
- McGraw-Hill Education
- Prodigy Education
- Amazon Web Services (AWS)
- University Games
- MLevel
- Kahoot! Canada
- Ubisoft Toronto
- Tinybop
- ChalkTalk
- Pingu’s English
- Gamelearn
- Kokoro
- Tinker
- CodeMonkey
- TinyTap
- Schell Games LLC
- Gamelearn S.L.
- Lumos Labs Inc
- Gametize
- WILL Interactive
- Tuwaiq Academy
- Endless Studios
- Maysalward
- GEMS Education
- TRUE GAMERS, Kodable
- Saba Software
- Cornerstone
- Learn2Earn Labs
- Filament Games
- Educaplay
- ELB Learning
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 319 |
Published | March 2025 |
Forecast Period | 2024 - 2034 |
Estimated Market Value ( USD | $ 17.06 Billion |
Forecasted Market Value ( USD | $ 148.15 Billion |
Compound Annual Growth Rate | 24.1% |
Regions Covered | Global |
No. of Companies Mentioned | 58 |