PUBLISHER: TechNavio | PRODUCT CODE: 1557710
PUBLISHER: TechNavio | PRODUCT CODE: 1557710
The K-12 game-based learning market is forecasted to grow by USD 30753.3 million during 2023-2028, accelerating at a CAGR of 32.14% during the forecast period. The report on the K-12 game-based learning market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.
The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by growing importance of STEM learning, growing focus on early education, and evolving teaching methodologies.
Technavio's K-12 game-based learning market is segmented as below:
Market Scope | |
---|---|
Base Year | 2024 |
End Year | 2028 |
Series Year | 2024-2028 |
Growth Momentum | Accelerate |
YOY 2024 | 24.42% |
CAGR | 32.14% |
Incremental Value | $30753.3mn |
By Product
By Type
By Geography
This study identifies the increasing popularity of mobile technologies as one of the prime reasons driving the K-12 game-based learning market growth during the next few years. Also, rising focus on personalized learning and growing integration of visual technologies such as AR and VR will lead to sizable demand in the market.
The report on the K-12 game-based learning market covers the following areas:
The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading K-12 game-based learning market vendors that include Alphabet Inc., Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Cognitive ToyBox Inc., Filament Games, iCivics Inc., Kahoot ASA, KILLER SNAILS LLC, Kuato Studios, Microsoft Corp., MobilizAR Technologies Pvt. Ltd., MONKIMUN Inc., Paratus Knowledge Ventures Pvt. Ltd., Schell Games LLC, Smart Lumies Inc., Think and Learn Pvt. Ltd., Thrust Interactive Inc., Tinybop Inc., and University of Michigan. Also, the K-12 game-based learning market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.
The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.
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