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市場調查報告書
商品編碼
1577090

以遊戲為基礎的學習市場、機會、成長動力、產業趨勢分析與預測,2024-2032

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

出版日期: | 出版商: Global Market Insights Inc. | 英文 200 Pages | 商品交期: 2-3個工作天內

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簡介目錄

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設定.基於遊戲的學習 (GBL) 工具和平台越來越受歡迎,因為它們能夠使教育在數位學習環境中更具吸引力和有效性。這一趨勢導致了對教育遊戲和平台的需求激增,使 GBL 成為現代學習策略不可或缺的一部分。企業界也採用GBL進行培訓與發展,進一步擴大市場。

教育機構和政府的支持在基於遊戲的學習的發展和採用中發揮關鍵作用。透過資金、政策措施和融入教育框架,這些實體正在推動 GBL 的廣泛實施。這種支持驗證了 GBL 的有效性,並為其發展提供了必要的資源。世界各地的各種政府措施都專注於推動數位教育,包括基於遊戲的學習,使其成為學術和專業培訓計畫日益重要的一部分。

整個遊戲學習產業根據提供者、部署模式、應用程式和地區進行分類。

2023年,內容細分市場佔據了超過58%的市場佔有率,主導了基於遊戲的學習市場。該細分市場的成長歸因於其在提供教育價值方面的作用。高品質的互動式內容對於創造有效的學習體驗至關重要,提供者正在投資開發多樣化的、針對特定主題的遊戲和模擬。教育機構和個人學習者對適應性和客製化學習資源的需求推動了細分市場的擴張。

企業細分市場成為 2023 年成長最快的產業,複合年成長率超過 15%。公司擴大利用基於遊戲的學習來進行員工培訓和技能發展,這提高了參與度並有助於填補技能差距。隨著遠端和混合工作環境變得越來越普遍,對數位化和靈活的培訓解決方案(例如基於遊戲的學習)的需求正在增加,進一步推動了細分市場的成長。

2023年,北美市佔率最大,佔全球市場的34%以上。這種主導地位歸因於該地區先進的技術基礎設施和數位學習工具的廣泛採用。此外,對研發的大力投資和蓬勃發展的科技公司生態系統也有助於該地區的市場成長。

目錄

第 1 章:範圍與方法

  • 市場範圍和定義
  • 基本估計和計算
  • 預測參數
  • 數據來源
    • 基本的
    • 中學
      • 付費來源
      • 公共來源

第 2 章:執行摘要

第 3 章:產業洞察

  • 產業生態系統分析
  • 供應商矩陣
  • 技術和創新格局
  • 專利分析
  • 重要新聞和舉措
  • 監管環境
  • 衝擊力
    • 成長動力
      • 提高學生的參與度和積極性
      • AR 和 VR 技術的進步
      • 電子學習的成長
      • 自適應學習技術
      • 教育機構和政府的支持
    • 產業陷阱與挑戰
      • 低度開發國家的認知有限
      • 教育遊戲開發成本高
  • 成長潛力分析
  • 波特的分析
  • PESTEL分析

第 4 章:競爭格局

  • 公司市佔率分析
  • 競爭定位矩陣
  • 戰略展望矩陣

第 5 章:市場估計與預測:按提供者分類,2021-2032 年

  • 主要趨勢
  • 內容
  • 服務

第 6 章:市場估計與預測:按部署模式,2021-2032 年

  • 主要趨勢
  • 基於雲端
  • 本地

第 7 章:市場估計與預測:按應用分類,2021-2032 年

  • 主要趨勢
  • 學術的
    • K-12
    • 高等教育
    • 職業訓練
  • 公司的
    • 中小企業
    • 大型企業
  • 政府

第 8 章:市場估計與預測:按地區,2021-2032 年

  • 主要趨勢
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳新銀行
    • 亞太地區其他地區
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 拉丁美洲其他地區
  • MEA
    • 阿拉伯聯合大公國
    • 沙烏地阿拉伯
    • 南非
    • MEA 的其餘部分

第 9 章:公司簡介

  • Allen Communication Learning Services
  • Breakaway Ltd.
  • Centrical
  • Cisco Systems Inc.
  • Cognitive Toybox Inc.
  • Duolingo
  • EI Design Pvt. Ltd.
  • ELM Learning
  • Elucidat
  • Filament Games
  • Gamelearn
  • Gametize
  • Goodbye Kansas Group (Bublar Group)
  • Hurix Digital
  • Indusgeeks Solutions Pvt. Ltd.
  • Kahoot! ASA
  • Kineo
  • Learnbrite
  • Learning Pool
  • Raptivity
  • Schell Games
  • StratBeans Consulting Pvt. Ltd.
  • Sweetrush
  • The Performance Development Group
  • Toolwire Spaces Learning
簡介目錄
Product Code: 5229

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.

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