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PUBLISHER: Global Market Insights Inc. | PRODUCT CODE: 1577090

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PUBLISHER: Global Market Insights Inc. | PRODUCT CODE: 1577090

Game-Based Learning Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032

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PAGES: 200 Pages
DELIVERY TIME: 2-3 business days
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The Global Game-Based Learning Market was valued at USD 23.45 billion in 2023 and is anticipated to register a CAGR of over 14% from 2024 to 2032. The market growth is driven by the increasing adoption of e-learning in both educational institutions and corporate settings. Game-based learning (GBL) tools and platforms are gaining popularity due to their ability to make education more engaging and effective in digital learning environments. This trend has led to a surge in demand for educational games and platforms, making GBL an integral part of modern learning strategies. The corporate sector is also adopting GBL for training and development, further expanding the market.

Support from educational institutions and governments is playing a key role in the growth and adoption of game-based learning. Through funding, policy initiatives, and integration into educational frameworks, these entities are driving GBL's widespread implementation. Such support validates GBL's effectiveness and provides the resources necessary for its growth. Various government initiatives around the world are focused on advancing digital education, including game-based learning, making it an increasingly vital part of both academic and professional training programs.

The overall game-based learning industry is categorized based on provider, deployment mode, application, and region.

In 2023, the content segment captured over 58% of the market share, dominating the game-based learning market. This segment's growth is attributed to its role in delivering educational value. High-quality, interactive content is critical for creating effective learning experiences, and providers are investing in developing diverse, subject-specific games and simulations. The demand from educational institutions and individual learners for adaptable and tailored learning resources drives segment expansion.

The corporate segment emerged as the fastest-growing sector in 2023, with a CAGR exceeding 15%. Companies are increasingly utilizing game-based learning for employee training and skills development, which enhances engagement and helps fill skills gaps. As remote and hybrid work environments become more common, the demand for digital and flexible training solutions, such as game-based learning, is increasing, further propelling segment growth.

In 2023, North America held the largest market share, accounting for over 34% of the global market. This dominance is attributed to the region's advanced technological infrastructure and high adoption of digital learning tools. Additionally, strong investments in research and development and a thriving ecosystem of tech companies contribute to the market growth in this region.

Product Code: 5229

Table of Contents

Chapter 1 Scope and Methodology

  • 1.1 Market scope and definition
  • 1.2 Base estimates and calculations
  • 1.3 Forecast parameters
  • 1.4 Data sources
    • 1.4.1 Primary
    • 1.4.2 Secondary
      • 1.4.2.1 Paid sources
      • 1.4.2.2 Public sources

Chapter 2 Executive Summary

  • 2.1 Industry 360° synopsis, 2021-2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Vendor matrix
  • 3.3 Technology and innovation landscape
  • 3.4 Patent analysis
  • 3.5 Key news and initiatives
  • 3.6 Regulatory landscape
  • 3.7 Impact forces
    • 3.7.1 Growth drivers
      • 3.7.1.1 Enhances student engagement and motivation
      • 3.7.1.2 Advancements in technology with AR and VR
      • 3.7.1.3 E-Learning growth
      • 3.7.1.4 Adaptive learning technologies
      • 3.7.1.5 Support from educational institutions and governments
    • 3.7.2 Industry pitfalls and challenges
      • 3.7.2.1 Limited awareness in underdeveloped countries
      • 3.7.2.2 High development costs of educational games
  • 3.8 Growth potential analysis
  • 3.9 Porter's analysis
    • 3.9.1 Supplier power
    • 3.9.2 Buyer power
    • 3.9.3 Threat of new entrants
    • 3.9.4 Threat of substitutes
    • 3.9.5 Industry rivalry
  • 3.10 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Company market share analysis
  • 4.2 Competitive positioning matrix
  • 4.3 Strategic outlook matrix

Chapter 5 Market Estimates and Forecast, By Provider, 2021-2032 (USD Million)

  • 5.1 Key trends
  • 5.2 Content
  • 5.3 Services

Chapter 6 Market Estimates and Forecast, By Deployment Mode, 2021-2032 (USD Million)

  • 6.1 Key trends
  • 6.2 Cloud-based
  • 6.3 On-premises

Chapter 7 Market Estimates and Forecast, By Application, 2021-2032 (USD Million)

  • 7.1 Key trends
  • 7.2 Academic
    • 7.2.1 K-12
    • 7.2.2 Higher education
    • 7.2.3 Vocational training
  • 7.3 Corporate
    • 7.3.1 SME
    • 7.3.2 Large enterprises
  • 7.4 Government

Chapter 8 Market Estimates and Forecast, By Region, 2021-2032 (USD Million)

  • 8.1 Key trends
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
  • 8.3 Europe
    • 8.3.1 UK
    • 8.3.2 Germany
    • 8.3.3 France
    • 8.3.4 Italy
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 India
    • 8.4.3 Japan
    • 8.4.4 South Korea
    • 8.4.5 ANZ
    • 8.4.6 Rest of Asia Pacific
  • 8.5 Latin America
    • 8.5.1 Brazil
    • 8.5.2 Mexico
    • 8.5.3 Rest of Latin America
  • 8.6 MEA
    • 8.6.1 UAE
    • 8.6.2 Saudi Arabia
    • 8.6.3 South Africa
    • 8.6.4 Rest of MEA

Chapter 9 Company Profiles

  • 9.1 Allen Communication Learning Services
  • 9.2 Breakaway Ltd.
  • 9.3 Centrical
  • 9.4 Cisco Systems Inc.
  • 9.5 Cognitive Toybox Inc.
  • 9.6 Duolingo
  • 9.7 EI Design Pvt. Ltd.
  • 9.8 ELM Learning
  • 9.9 Elucidat
  • 9.10 Filament Games
  • 9.11 Gamelearn
  • 9.12 Gametize
  • 9.13 Goodbye Kansas Group (Bublar Group)
  • 9.14 Hurix Digital
  • 9.15 Indusgeeks Solutions Pvt. Ltd.
  • 9.16 Kahoot! ASA
  • 9.17 Kineo
  • 9.18 Learnbrite
  • 9.19 Learning Pool
  • 9.20 Raptivity
  • 9.21 Schell Games
  • 9.22 StratBeans Consulting Pvt. Ltd.
  • 9.23 Sweetrush
  • 9.24 The Performance Development Group
  • 9.25 Toolwire Spaces Learning
Have a question?
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Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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