封面
市場調查報告書
商品編碼
1518572

2024-2032 年基於遊戲的學習市場報告(按平台(線上、離線)、收入類型(遊戲購買、廣告等)、最終用戶(K-12 基於遊戲的學習、高級基於遊戲的學習)和地區

Game-Based Learning Market Report by Platform (Online, Offline), Revenue Type (Game Purchase, Advertising, and Others), End-User (K-12 Game-Based Learning, Higher Game-Based Learning), and Region 2024-2032

出版日期: | 出版商: IMARC | 英文 137 Pages | 商品交期: 2-3個工作天內

價格

IMARC Group年全球遊戲學習市場規模達184億美元。基於遊戲的學習市場的成長主要是由對參與式學習體驗、企業培訓和技能發展、更好的個人化、學習成果和適應性的不斷成長的需求以及智慧型手機的普及所推動的。

基於遊戲的學習市場分析:

主要市場促進因素:研究表明,與傳統方法相比,基於遊戲的學習可以提高保留率和知識獲取,這主要刺激了市場成長。除此之外,針對特定技能或能力(例如批判性思維、解決問題、協作和決策)的沉浸式遊戲的開發,特別是針對企業和教育環境,正在進一步擴大市場。

主要市場趨勢:遊戲化技術的日益普及,包括獎勵、積分、徽章和排行榜,以提高學習者的參與和積極性,正在推動全球市場的發展。除此之外,擴增實境和虛擬實境(AR/VR)等基於遊戲的學習領域的主要參與者的廣泛研究和開發工作也促進了市場的成長。

競爭格局:一些主要的基於遊戲的學習市場公司包括 Badgeville (CallidusCloud)、Bunchball (BI WORLDWIDE)、Classcraft Studios Inc.、Six Waves Inc.、Recurrence, Inc.、Fundamentor (Paratus Knowledge Ventures Pvt Ltd)、Gametize私人私人。 Ltd.、GradeCraft(密西根大學董事會)、Kuato Studios、BreakAway Ltd. Inc.、Filament Games、LearningWare, Inc.、Osmo (Tangible Play, Inc.) 和 Toolwire, Inc. 等。

地理趨勢:由於其技術先進的教育基礎設施以及日益重視教學方法的持續創新,北美佔據了基於遊戲的學習市場的最大地區。除此之外,該地區已建立的創新數位環境促進了線上學習平台和教育遊戲的廣泛採用,這也促進了市場的成長。此外,精通科技的教育者和學習者數量的增加、有利的監管環境以及政府機構對教育科技的投資數量不斷增加,都大大促進了基於遊戲的學習市場的成長。

挑戰與機會:創建高品質的沉浸式遊戲、設計引人入勝的遊戲玩法、開發高級動畫和圖形以及整合教育內容可能既昂貴又耗時,這些都是阻礙基於遊戲的學習市場統計的主要挑戰之一。然而,遊戲有可能吸引學習者的注意力並培養內在動力,從而導致教育活動的高度參與和參與,這是預測期內市場成長的重要成長誘導因素

基於遊戲的學習市場趨勢:

引人入勝的學習體驗

挑戰、競爭、獎勵等遊戲元素的融入,吸引學習者的注意力,鼓勵積極參與,這對全球遊戲化學習市場需求有正面影響。除此之外,學習者沉浸在動態場景中,激勵他們以有意義的方式探索內容並與之互動。因此,他們對自己的教育之旅投入更多,從而獲得更高水平的動力和內在滿足感。參與因素可以帶來積極的學習體驗,減少無聊和不感興趣,並增強整體知識過程。此外,由於遊戲體驗過程中形成的情感聯繫,學習者更有可能保留資訊並加深對主題的理解。例如,Grandel Games 開發了一款能夠實現行為改變的嚴肅遊戲。其中一款遊戲「加菲貓算我一個」是專門為小學學生設計的,可以幫助他們進行重複的數學練習。它主要基於學習方法“Het Rekenmuurtje”(“數學牆”),由教育顧問專門開發。此外,國家網路安全中心 (NCSC) 推出了一款新的教育遊戲 Cyber​​Sprinters,用於在小學、青年組織和俱樂部教授網路安全。 Cyber​​Sprinters 是一款主要針對 7 至 11 歲學習者的互動遊戲。

提高學習成果

學習者面臨各種任務和障礙,需要批判性思考和解決問題的能力來克服。當他們在遊戲中取得進展時,他們會立即收到回饋,這使他們能夠從錯誤中學習並調整策略。這種反覆試驗的過程促進了對內容的更深入理解,並鼓勵使用者進行分析性思考,從而刺激了基於遊戲的學習市場前景。此外,一些遊戲中的競爭元素可以說服學習者爭取更好的表現,並推動他們取得更高的學習成果。此外,成功完成遊戲關卡或掌握困難概念所帶來的成就感可以增強個人的自信心和自我效能感,對他們的整體學術或專業成就產生積極影響,從而推動基於遊戲的學習市場的發展。例如,肯特大學的電腦專業學生開發了一款用於網路安全教育的嚴肅遊戲。 SherLOCKED 是一款嚴肅的遊戲,是在 2D 自上而下的益智冒險遊戲中創建的,主要是為了鞏固學生與安全相關的基本想法和概念。

個性化和適應性

透過資料分析和人工智慧,遊戲可以有效地收集有關學習者的進步、偏好以及強項和弱項的資訊。根據這些資料,可以調整學習內容和難度級別,以滿足每個使用者的獨特需求。這種適應性確保學習者獲得與其當前技能水平相符的有針對性的指導和挑戰,最佳化理解過程,從而促進基於遊戲的學習市場收入。此外,個人化也融入了學習過程中的主人翁意識,因為學習者感覺內容是專門為他們量身定做的,從而增強了他們積極參與材料的動力。透過迎合不同的學習方式和節奏,基於遊戲的學習適應了不同的消費者,使其成為包容且有效的教育方法。例如,Enthusiast Gaming Holdings Inc. 與全球領先的訂閱串流服務和製作公司 Netflix 合作,在 Netflix 的 Twitch 帳戶上推出並支援每週的 Geeked: Toon-in 直播。此外,Fnatic 和 ASOS 簽署了一項為期三年的協議,以架起時尚與遊戲世界的橋樑。作為交易的一部分,兩個品牌都開發並部署了多項線下和線上激活活動,將遊戲和時尚世界結合在一起。

基於遊戲的學習市場區隔

IMARC Group提供了全球遊戲學習市場報告各細分市場的主要趨勢分析,以及 2024-2032 年全球和區域層面的遊戲學習市場預測。我們的報告根據平台、收入類型和最終用戶對市場進行了分類。

按平台分類:

線上

離線

該報告提供了基於該平台的詳細市場細分和分析。這包括線上和線下。

數位科技和網路連線的日益普及通常推動了線上市場的發展。線上平台為學習者提供了透過電腦、平板電腦和智慧型手機等各種設備隨時隨地存取教育遊戲的便利。這種可用性將基於遊戲的學習的範圍擴大到了全球受眾。除此之外,線上平台也為來自不同背景的學習者提供即時協作和互動的機會,培養社群意識和共享學習體驗。另一方面,基於離線遊戲的學習通常涉及使用體育遊戲、棋盤遊戲或不需要網路連線進行操作的模擬遊戲。這些解決方案在傳統課堂環境、企業培訓研討會和團隊建立活動中很受歡迎。它們提供觸覺和互動學習體驗,使參與者能夠面對面協作並培養社交和溝通技能。線下平台也因其能夠在不受數位干擾的情況下促進集中教育的能力而受到重視,從而創造一個鼓勵更深入參與內容的沉浸式環境。此外,一些組織更喜歡離線解決方案來維護資料隱私和安全,特別是在敏感產業,包括國防和醫療保健,這正在擴大基於遊戲的學習市場佔有率。例如,全球技術供應商微軟在市場上佔有重要地位,提供一系列旨在增強學習體驗的產品和解決方案。該公司提供一整套以教育為中心的工具和應用程式,例如 Microsoft 365、Teams 和 OneNote 課堂筆記本。這些工具促進學生和教育工作者之間的協作學習、內容創建以及溝通。

按收入類型細分:

遊戲購買

廣告

其他

該報告根據收入類型對市場進行了詳細的細分和分析。這包括遊戲購買、廣告等。

基於遊戲的學習市場統計數據是基於遊戲購買,即用戶為存取教育遊戲和學習內容付費。這種收入模式在線上平台和基於應用程式的解決方案中很常見,學習者可以購買單獨的遊戲、捆綁包或訂閱高級會員資格以完全存取多種教育遊戲。除此之外,遊戲購買模式為開發者和內容創作者提供了直接的收入來源,激勵他們設計高品質且引人入勝的教育遊戲。它還為消費者提供了一種主人翁意識和靈活性,使他們能夠選擇符合其學習目標的特定遊戲。另一方面,廣告代表了基於遊戲的學習市場中另一個重要的收入模式。各種線上教育平台提供免費的學習遊戲,但透過向用戶展示有針對性的廣告來創造收入。廣告主利用這些教育遊戲中的活躍受眾來宣傳他們的產品、服務或其他與學習相關的內容。此外,廣告收入模式有利於使用者和內容創作者,因為個人可以免費存取教育遊戲,而開發者則透過廣告投放獲得收入。例如,遊戲內廣告推動者 Frameplay 和遊戲行銷公司 Gamestack 宣佈建立合作夥伴關係,在持續快速成長的印度遊戲市場提供內在的遊戲內廣告解決方案。此次合作將使品牌能夠透過身臨其境的遊戲內廣告體驗吸引印度遊戲社群的廣大受眾。

按最終用戶分類:

K-12 基於遊戲的學習

更高的基於遊戲的學習

K-12基於遊戲的學習主導市場

該報告根據最終用戶對市場進行了詳細的細分和分析。這包括 K-12 基於遊戲的學習和高級基於遊戲的學習。報告稱,K-12 基於遊戲的學習佔據了最大的佔有率。

K-12 基於遊戲的學習領域專注於專門為幼兒園到12 年級學生量身定做的教育遊戲和互動學習內容。該領域經歷了大幅成長。此外,K-12 基於遊戲的學習提供了多樣化的科目和主題,使年輕學習者的學習變得有趣且易於理解。為 K-12 學生設計的教育遊戲通常包含遊戲化技術,以促進積極參與、批判性思考和解決問題的能力。這些遊戲符合課程標準,使教師能夠將它們無縫地融入他們的課程計劃中。例如,2023 年 9 月,Adobe Inc. 與印度聯合教育部合作,為所有 K-12 學校免費提供 Adob​​e Express Premium。該平台可以培養學生的創造力和基本的數位技能,為他們從事各種職業做好準備。它還透過使教育工作者能夠創建動態學習材料來增強教學,並提供提陞技能的專業發展機會。

按地區分類:

北美洲

歐洲

亞太地區

中東和非洲

拉丁美洲

北美市場領先,佔據最大的遊戲學習市場佔有率

該報告還對所有主要區域市場進行了全面分析,其中包括北美;歐洲;亞太地區;拉丁美洲;以及中東和非洲。報告稱,北美市佔率最大。

根據基於遊戲的學習市場報告,由於其技術先進的教育基礎設施以及日益重視教學方法的持續創新,北美佔據了最大的市場佔有率。除此之外,該地區完善的數位環境促進了線上學習平台和教育遊戲的廣泛採用,這也促進了市場的成長。此外,精通科技的教育者和學習者數量的不斷增加、支持性的監管環境以及政府機構對教育科技的投資數量不斷增加,都大大提高了基於遊戲的學習市場的近期價格。例如,根據 GSMA 的數據,到 2025 年,北美智慧型手機用戶數量預計將達到 3.28 億。 ,全球第二高。

遊戲學習產業的領先關鍵參與者

基於遊戲的學習產業的領先公司大力投資研發,以創造創新和高品質的教育內容。他們與主題專家和教育工作者合作,設計符合課程標準並解決特定學習目標的遊戲。在內容開發方面的持續努力確保學習者能夠接觸到引人入勝且相關的遊戲,從而促進有效的學習成果。此外,關鍵參與者利用人工智慧、虛擬實境和擴增實境等技術進步來增強基於遊戲的學習的沉浸式和互動元素。將尖端技術融入教育遊戲中可以創造更真實的學習體驗並促進學習者更深入的參與。除此之外,與學校、學院和大學的合作使基於遊戲的學習公司能夠使其產品滿足教育機構的需求。主要參與者與教育工作者密切合作,了解教育領域的挑戰並相應地制定解決方案。這種夥伴關係有助於共同創建補充傳統教學方法並豐富整體學習體驗的內容。除此之外,領先的遊戲學習公司積極拓展在全球不同市場的業務。他們對內容進行在地化,以適應地區偏好、語言和文化背景,使教育遊戲更易於使用並吸引來自不同背景的學習者。據此,關鍵參與者使用資料分析來收集對學習者進度、行為和偏好的見解。分析這些資料使他們能夠提高內容效率、個人化學習體驗並不斷完善他們的教育遊戲。

市場研究報告也對市場競爭格局進行了全面分析。報告涵蓋了市場結構、關鍵參與者定位、最佳制勝策略、競爭儀表板和公司評估象限等競爭分析。此外,也提供了所有主要公司的詳細資料。基於遊戲的學習產業的一些主要市場參與者包括:

Badgeville (CallidusCloud)

Bunchball(BI 全球)

經典工藝工作室公司

六波公司

復發公司

Fundamentor(Paratus Knowledge Ventures Pvt Ltd)

遊戲化私人有限公司有限公司

GradeCraft(密西根大學董事會)

誇托工作室

突破有限公司

燈絲遊戲

學習軟體公司

Osmo(有形遊戲公司)

工具線公司

(請注意,這只是關鍵參與者的部分列表,報告中提供了完整列表。)

基於遊戲的學習市場最新動態:

2024 年 4 月:總部位於班加羅爾的學習科技公司 Kairos 推出以遊戲為基礎的學習平台來提升軟技能。 Kairos 的創新數位遊戲、實體遊戲和工具套件在印度首次與綜合資源相結合,將幫助 L&D 專業人員使軟技能培訓對學習者產生影響力和吸引力。

2024 年 4 月:美國教育部選擇 Legends of Learning 平台提供 800 萬美元的資助,用於研究佛羅裡達州基於遊戲的學習的有效性,作為教育創新與研究 (EIR) 資助計劃的一部分。

2023 年 7 月:由高盛、General Atlantic、Kirkbi Invest 和 Glitrafjord AS 等領導的投資者財團同意收購位於奧斯陸的遊戲學習平台 Kahoot。該財團的報價對 Kahoot 的估值為 17.2 億美元。

本報告回答的關鍵問題:

  • 全球遊戲學習市場有多大?
  • 全球遊戲學習市場的促進因素、限制因素和機會是什麼?
  • 每個促進因素、限制因素和機會對全球遊戲學習市場有何影響?
  • 主要區域市場有哪些?
  • 哪些國家代表了最具吸引力的遊戲學習市場?
  • 基於平台的市場區隔是什麼?
  • 遊戲學習市場中哪個平台最具吸引力?
  • 根據收入類型分類的市場是怎樣的?
  • 遊戲學習市場中哪種收入類型最具吸引力?
  • 基於最終用戶的市場區隔是什麼?
  • 遊戲學習市場中哪一個對最終用戶最具吸引力?
  • 全球遊戲學習市場的競爭格局如何?
  • 全球遊戲學習市場的主要參與者/公司有哪些?

本報告回答的關鍵問題:

  • 全球遊戲學習市場有多大?
  • 全球遊戲學習市場的促進因素、限制因素和機會是什麼?
  • 每個促進因素、限制因素和機會對全球遊戲學習市場有何影響?
  • 主要區域市場有哪些?
  • 哪些國家代表了最具吸引力的遊戲學習市場?
  • 基於平台的市場區隔是什麼?
  • 遊戲學習市場中哪個平台最具吸引力?
  • 根據收入類型分類的市場是怎樣的?
  • 遊戲學習市場中哪種收入類型最具吸引力?
  • 基於最終用戶的市場區隔是什麼?
  • 遊戲學習市場中哪一個對最終用戶最具吸引力?
  • 全球遊戲學習市場的競爭格局如何?
  • 全球遊戲學習市場的主要參與者/公司有哪些?

目錄

第1章:前言

第 2 章:範圍與方法

  • 研究目的
  • 利害關係人
  • 資料來源
    • 主要資源
    • 二手資料
  • 市場預測
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第 3 章:執行摘要

第 4 章:簡介

  • 概述
  • 主要行業趨勢

第 5 章:全球遊戲學習市場

  • 市場概況
  • 市場業績
  • COVID-19 的影響
  • 市場區隔:依平台
  • 市場區隔:按收入類型
  • 市場區隔:按最終用戶
  • 市場區隔:按地區
  • 市場預測

第 6 章:市場區隔:依平台

  • 線上
    • 市場走向
    • 市場預測
  • 離線
    • 市場走向
    • 市場預測

第 7 章:市場區隔:依收入類型

  • 遊戲購買
    • 市場走向
    • 市場預測
  • 廣告
    • 市場走向
    • 市場預測
  • 其他
    • 市場走向
    • 市場預測

第 8 章:市場區隔:依最終用戶

  • K-12 基於遊戲的學習
    • 市場走向
    • 市場預測
  • 更高的基於遊戲的學習
    • 市場走向
    • 市場預測

第 9 章:市場區隔:按地區

  • 北美洲
    • 市場走向
    • 市場預測
  • 歐洲
    • 市場走向
    • 市場預測
  • 亞太地區
    • 市場走向
    • 市場預測
  • 中東和非洲
    • 市場走向
    • 市場預測
  • 拉丁美洲
    • 市場走向
    • 市場預測

第 10 章:全球遊戲學習產業:SWOT 分析

  • 概述
  • 優勢
  • 弱點
  • 機會
  • 威脅

第 11 章:全球遊戲學習產業:價值鏈分析

第 12 章:全球遊戲學習產業:波特五力分析

  • 概述
  • 買家的議價能力
  • 供應商的議價能力
  • 競爭程度
  • 新進入者的威脅
  • 替代品的威脅

第 13 章:全球遊戲學習產業:價格分析

第14章:競爭格局

  • 市場結構
  • 關鍵參與者
  • 關鍵參與者簡介
    • Badgeville (CallidusCloud)
    • Bunchball (BI WORLDWIDE)
    • Classcraft Studios Inc.
    • Six Waves Inc.
    • Recurrence, Inc.
    • Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
    • Gametize Pte. Ltd.
    • GradeCraft (The Regents of the University of Michigan)
    • Kuato Studios
    • BreakAway Ltd., Inc.
    • Filament Games
    • LearningWare, Inc.
    • Osmo (Tangible Play, Inc.)
    • Toolwire, Inc
Product Code: SR112024A1176

The global game-based learning market size reached US$ 18.4 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 71.7 Billion by 2032, exhibiting a growth rate (CAGR) of 15.8% during 2024-2032. The game-based learning market growth is primarily driven by the escalating demand for engaging learning experiences, corporate training and skill development, better personalization, learning outcomes, and adaptability, and the proliferation of smartphones.

Game-Based Learning Market Analysis:

Major Market Drivers: Research has indicated that game-based learning can improve retention rates and knowledge acquisition compared to traditional methods, which is mainly stimulating the market growth. Besides this, the development of immersive games to target specific skills or competencies, such as critical thinking, problem-solving, collaboration, and decision-making, especially for corporate and educational settings, is augmenting the market expansion further.

Key Market Trends: The rising popularity of gamification techniques, including rewards, points, badges, and leaderboards to enhance learner engagement and motivation is catalyzing the global market. Besides this, the extensive research and development efforts by key players in the field of game-based learning, such as augmented and virtual reality (AR/VR), are also bolstering the growth of the market.

Competitive Landscape: Some of the major game-based learning market companies comprise Badgeville (CallidusCloud), Bunchball (BI WORLDWIDE), Classcraft Studios Inc., Six Waves Inc., Recurrence, Inc., Fundamentor (Paratus Knowledge Ventures Pvt Ltd), Gametize Pte. Ltd., GradeCraft (The Regents of the University of Michigan), Kuato Studios, BreakAway Ltd. Inc., Filament Games, LearningWare, Inc., Osmo (Tangible Play, Inc.), and Toolwire, Inc among others.

Geographical Trends: North America accounted for the largest region in the game-based learning market, owing to its technologically advanced education infrastructure and the growing emphasis on continuous innovation in teaching methods. In addition to this, the established innovative digital landscape in the region facilitates the widespread adoption of online learning platforms and educational games, which is also catalyzing the market growth. Moreover, the increasing number of tech-savvy educators and learners, favorable regulatory environment, and the inflating number of investments by government bodies in educational technology are augmenting the growth of the game-based learning market substantially.

Challenges and Opportunities: Creating high-quality and immersive games, designing engaging gameplay, developing advanced animations and graphics, and integration of educational content can be expensive and time-consuming, which are among the major challenges hampering the game-based learning market statistics. However, games have the possibility to captivate the attention of learners and foster intrinsic motivation, leading to high engagement and participation in educational activities, which is acting as a significant growth-inducing factor for market growth over the forecasted period

Game-Based Learning Market Trends:

Engaging Learning Experience

The incorporation of game elements, such as challenges, competition, and rewards, captivates learners' attention, and encourages active participation, which is positively influencing the game-based learning market demand globally. Besides this, learners are immersed in dynamic scenarios, motivating them to explore and interact with the content in a meaningful way. As a result, they become more invested in their own educational journey, leading to higher levels of motivation and intrinsic satisfaction. The engagement factor forwards a positive learning experience, reduces boredom and disinterest, and enhances the overall knowledge process. Moreover, learners are more likely to retain information and develop a deeper understanding of the subject matter, owing to the emotional connection formed during the gaming experience. For instance, Grandel Games built a serious game that achieves behavioral change. One of the games, 'Garfield's Count Me In,' is specifically designed for students in primary education and thus assists them in doing repetitive math exercises. It is mainly based on the learning methodology 'Het Rekenmuurtje' ('Math Wall') and is specially developed by educational advisers. Additionally, the National Cyber Security Centre (NCSC) introduced a new educational game, CyberSprinters, for teaching cyber security at primary schools, youth organizations, and clubs. The CyberSprinters is an interactive game primarily aimed at 7 to 11-year-old learners.

Enhanced Learning Outcomes

Learners are presented with various tasks and obstacles that require critical thinking and problem-solving skills to overcome. As they progress through the game, they receive immediate feedback, which allows them to learn from their mistakes and adapt their strategies. This iterative process of trial and error promotes a deeper understanding of the content and encourages users to think analytically, which is stimulating the game-based learning market outlook forward. Furthermore, the element of competition in some games can persuade learners to strive for better performance, driving them to achieve higher learning outcomes. Moreover, the sense of accomplishment derived from successfully completing a game level or mastering a difficult concept boosts the self-confidence and self-efficacy of individuals, positively impacting their overall academic or professional achievements, thereby propelling the game-based learning market overview. For instance, computing students at the University of Kent developed a serious game for cybersecurity education. The serious game, SherLOCKED was created in a 2D top-down puzzle adventure and is primarily built to consolidate students' foundational security-related ideas and concepts.

Personalization and Adaptivity

Through data analytics and artificial intelligence, games can efficiently collect information about learners' progress, preferences, and areas of strength and weakness. Based on this data, the learning content and difficulty level can be adjusted to suit each user's unique needs. This adaptivity ensures that learners receive targeted instruction and challenges that align with their current skill levels, optimizing the understanding process, which is catalyzing the game-based learning market revenue. Moreover, personalization also incorporates a sense of ownership over the learning journey, as learners feel that the content is tailored specifically for them, enhancing their motivation to actively engage with the material. By catering to diverse learning styles and paces, game-based learning accommodates various consumers, making it an inclusive and effective educational approach. For instance, Enthusiast Gaming Holdings Inc. partnered with Netflix, the global leader in subscription streaming service and production company, to launch and support the Geeked: Toon-in live stream weekly on Netflix's Twitch account. Furthermore, Fnatic and ASOS signed a three-year deal to bridge the worlds of fashion with gaming. Both brands developed and deployed multiple offline and online activations as part of the deal, bringing the gaming and fashion worlds together.

Game-Based Learning Market Segmentation

IMARC Group provides an analysis of the key trends in each segment of the global game-based learning market report, along with game-based learning market forecast at the global and regional levels from 2024-2032. Our report has categorized the market based on platform, revenue type, and end-user.

Breakup by Platform:

Online

Offline

The report has provided a detailed breakup and analysis of the market based on the platform. This includes online and offline.

The increasing accessibility of digital technologies and internet connectivity is typically driving the online segment. Online platforms offer learners the convenience of accessing educational games anytime and anywhere through various devices, such as computers, tablets, and smartphones. This availability has expanded the reach of game-based learning to a global audience. Besides this, online platforms also provide opportunities for real-time collaboration and interaction among learners from diverse backgrounds, fostering a sense of community and shared learning experiences. On the other hand, offline game-based learning generally involves the use of physical educational games, board games, or simulations that do not require an internet connection for operation. These solutions are popular in traditional classroom settings, corporate training workshops, and team-building activities. They offer a tactile and interactive learning experience, enabling participants to collaborate face-to-face and develop social and communication skills. Offline platforms are also valued for their ability to promote focused education without digital distractions, creating an immersive environment that encourages deeper engagement with the content. Moreover, some organizations prefer offline solutions to maintain data privacy and security, especially in sensitive industries, including defense and healthcare, which is augmenting the game-based learning market share. For instance, Microsoft, a global technology provider, has a substantial presence in the market, offering a range of products and solutions tailored to enhance learning experiences. The company provides a comprehensive suite of education-focused tools and applications, such as Microsoft 365, Teams, and OneNote Class Notebook. These tools facilitate collaborative learning, content creation, and communication among students and educators.

Breakup by Revenue Type:

Game Purchase

Advertising

Others

The report has provided a detailed breakup and analysis of the market based on the revenue type. This includes game purchase, advertising, and others.

The game-based learning market statistics are based on game purchases, where users pay for access to educational games and learning content. This revenue model is common in online platforms and app-based solutions, where learners can buy individual games, bundles, or subscribe to a premium membership for full access to several educational games. Besides this, the game purchase model offers a direct revenue stream for developers and content creators, incentivizing them to design high-quality and engaging educational games. It also provides consumers with a sense of ownership and flexibility, allowing them to choose particular games aligned with their learning goals. On the other hand, advertising represents another prominent income model in the game-based learning market. Various online educational platforms offer free access to learning games but generate revenue by displaying targeted advertisements to users. Advertisers leverage the engaged and captive audience within these educational games to promote their products, services, or other learning-related content. Moreover, the advertising revenue model benefits users and content creators, as individuals can access educational games at no cost, while developers generate income through ad placements. For example, Frameplay, an enabler of in-gaming advertising, and Gamestack, a gaming marketing company, announced a partnership to offer intrinsic in-game advertising solutions in the Indian gaming market, which continues to grow rapidly. This collaboration will enable brands to reach a vast audience of engaged Indian gaming communities through immersive in-game advertisement experiences.

Breakup by End-User:

K-12 Game-Based Learning

Higher Game-Based Learning

K-12 game-based learning dominates the market

The report has provided a detailed breakup and analysis of the market based on the end-user. This includes K-12 game-based learning and higher game-based learning. According to the report, K-12 game-based learning represented the largest segment.

The K-12 game-based learning segment focuses on educational games and interactive learning content tailored particularly for students in kindergarten through grade 12. It has experienced substantial growth as educators and institutions recognize the potential of game-based learning to enhance traditional teaching methods. Moreover, K-12 game-based learning offers diverse subjects and topics, making learning enjoyable and accessible for young learners. Educational games designed for K-12 students generally comprise gamification techniques to promote active engagement, critical thinking, and problem-solving skills. These games align with curriculum standards, allowing teachers to integrate them seamlessly into their lesson plans. For instance, in September 2023, Adobe Inc., partnered with the Union Education Ministry of India to provide free access to Adobe Express Premium for all K-12 schools. The platform allows creativity and essential digital skills in students, preparing them for various careers. It also enhances teaching by enabling educators to create dynamic learning materials and offers professional development opportunities for upskilling.

Breakup by Region:

North America

Europe

Asia Pacific

Middle East and Africa

Latin America

North America leads the market, accounting for the largest game-based learning market share

The report has also provided a comprehensive analysis of all the major regional markets, which include North America; Europe; Asia Pacific; Latin America; and the Middle East and Africa. According to the report, North America represents the largest market share.

As per the game-based learning market report, North America accounted for the largest segment of the market, owing to its technologically advanced education infrastructure and the growing emphasis on continuous innovation in teaching methods. In addition to this, the well-established digital landscape in the region facilitates the widespread adoption of online learning platforms and educational games, which is also catalyzing the market growth. Moreover, the increasing number of tech-savvy educators and learners, supportive regulatory environment, and the inflating number of investments by government bodies in educational technology are augmenting the game-based learning market recent price substantially. For instance, according to the GSMA, the number of smartphone subscribers in North America is expected to reach 328 million by 2025. Moreover, by 2025, the region may witness an increase in the penetration rates of mobile subscribers (86%) and the internet (80%), the second-highest across the globe.

Leading Key Players in the Game-based Learning Industry

Leading companies in the game-based learning industry invest heavily in research and development to create innovative and high-quality educational content. They collaborate with subject matter experts and educators to design games that align with curriculum standards and address specific learning objectives. Continuous efforts in content development ensure that learners have access to engaging and relevant games that promote effective learning outcomes. Additionally, key players leverage advancements in technology, such as artificial intelligence, virtual reality, and augmented reality, to enhance the immersive and interactive elements of game-based learning. Integrating cutting-edge technology into educational games creates more authentic learning experiences and fosters deeper engagement among learners. Other than this, collaboration with schools, colleges, and universities allows game-based learning companies to align their products with educational institutions' needs. Key players work closely with educators to understand the challenges in the education sector and tailor their solutions accordingly. Such partnerships help in co-creating content that complements traditional teaching methods and enriches the overall learning experience. Besides this, leading game-based learning companies actively expand their presence in diverse markets worldwide. They localize their content to suit regional preferences, languages, and cultural contexts, making the educational games more accessible and appealing to learners from different backgrounds. In line with this, key players use data analytics to gather insights into learners' progress, behavior, and preferences. Analyzing this data allows them to improve content efficacy, personalize learning experiences, and refine their educational games continuously.

The market research report has also provided a comprehensive analysis of the competitive landscape in the market. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the major market players in Game-Based Learning industry includes:

Badgeville (CallidusCloud)

Bunchball (BI WORLDWIDE)

Classcraft Studios Inc.

Six Waves Inc.

Recurrence, Inc.

Fundamentor (Paratus Knowledge Ventures Pvt Ltd)

Gametize Pte. Ltd.

GradeCraft (The Regents of the University of Michigan)

Kuato Studios

BreakAway Ltd. Inc.

Filament Games

LearningWare, Inc.

Osmo (Tangible Play, Inc.)

Toolwire, Inc

(Please note that this is only a partial list of the key players, and the complete list is provided in the report.)

Game-Based Learning Market Recent Developments:

April 2024: A Bengaluru-based learning technology company, Kairos, debuts game-based learning platform to drive soft skills. For the first time in India, Kairos' innovative suite of digital games, physical games & tools, combined with comprehensive resources, will help L&D professionals to make soft-skill training impactful and engaging for learners.

April 2024: The U.S. Department of Education selects Legends of Learning platform for US $8 Million grant to study effectiveness of game-based learning in Florida as part of the Education Innovation and Research (EIR) grant program.

July 2023: An investor consortium led by Goldman Sachs, General Atlantic, Kirkbi Invest, and Glitrafjord AS, among others, agreed to acquire Kahoot, an Oslo-based game-based learning platform. The consortium's offer values Kahoot at US $1.72 Billion.

Key Questions Answered in This Report:

  • How big is the global game-based learning market and how will it perform in the coming years?
  • What are the drivers, restraints, and opportunities in the global game-based learning market?
  • What is the impact of each driver, restraint, and opportunity on the global game-based learning market?
  • What are the key regional markets?
  • Which countries represent the most attractive game-based learning market?
  • What is the breakup of the market based on the platform?
  • Which is the most attractive platform in the game-based learning market?
  • What is the breakup of the market based on the revenue type?
  • Which is the most attractive revenue type in the game-based learning market?
  • What is the breakup of the market based on the end-user?
  • Which is the most attractive end-user in the game-based learning market?
  • What is the competitive structure of the global game-based learning market?
  • Who are the key players/companies in the global game-based learning market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Game-Based Learning Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Breakup by Platform
  • 5.5 Market Breakup by Revenue Type
  • 5.6 Market Breakup by End-User
  • 5.7 Market Breakup by Region
  • 5.8 Market Forecast

6 Market Breakup by Platform

  • 6.1 Online
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Offline
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast

7 Market Breakup by Revenue Type

  • 7.1 Game Purchase
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Advertising
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Others
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8 Market Breakup by End-User

  • 8.1 K-12 Game-Based Learning
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Higher Game-Based Learning
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Region

  • 9.1 North America
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Europe
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Asia Pacific
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Middle East and Africa
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Latin America
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast

10 Global Game-Based Learning Industry: SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Global Game-Based Learning Industry: Value Chain Analysis

12 Global Game-Based Learning Industry: Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Global Game-Based Learning Industry: Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 Badgeville (CallidusCloud)
    • 14.3.2 Bunchball (BI WORLDWIDE)
    • 14.3.3 Classcraft Studios Inc.
    • 14.3.4 Six Waves Inc.
    • 14.3.5 Recurrence, Inc.
    • 14.3.6 Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
    • 14.3.7 Gametize Pte. Ltd.
    • 14.3.8 GradeCraft (The Regents of the University of Michigan)
    • 14.3.9 Kuato Studios
    • 14.3.10 BreakAway Ltd., Inc.
    • 14.3.11 Filament Games
    • 14.3.12 LearningWare, Inc.
    • 14.3.13 Osmo (Tangible Play, Inc.)
    • 14.3.14 Toolwire, Inc

List of Figures

  • Figure 1: Global: Game-Based Learning Market: Major Drivers and Challenges
  • Figure 2: Global: Game-Based Learning Market: Sales Value (in Billion US$), 2018-2023
  • Figure 3: Global: Game-Based Learning Market: Breakup by Platform (in %), 2023
  • Figure 4: Global: Game-Based Learning Market: Breakup by Revenue Type (in %), 2023
  • Figure 5: Global: Game-Based Learning Market: Breakup by End-User (in %), 2023
  • Figure 6: Global: Game-Based Learning Market: Breakup by Region (in %), 2023
  • Figure 7: Global: Game-Based Learning Market Forecast: Sales Value (in Billion US$), 2024-2032
  • Figure 8: Global: Game-Based Learning Industry: SWOT Analysis
  • Figure 9: Global: Game-Based Learning Industry: Value Chain Analysis
  • Figure 10: Global: Game-Based Learning Industry: Porter's Five Forces Analysis
  • Figure 11: Global: Game-Based Learning (Online) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 12: Global: Game-Based Learning (Online) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 13: Global: Game-Based Learning (Offline) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 14: Global: Game-Based Learning (Offline) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 15: Global: Game-Based Learning (Game Purchase) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 16: Global: Game-Based Learning (Game Purchase) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 17: Global: Game-Based Learning (Advertising) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 18: Global: Game-Based Learning (Advertising) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 19: Global: Game-Based Learning (Others) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 20: Global: Game-Based Learning (Others) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 21: Global: Game-Based Learning (K-12 Game-Based Learning) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 22: Global: Game-Based Learning (K-12 Game-Based Learning) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 23: Global: Game-Based Learning (Higher Game-Based Learning) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 24: Global: Game-Based Learning (Higher Game-Based Learning) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 25: North America: Game-Based Learning Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 26: North America: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 27: Europe: Game-Based Learning Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 28: Europe: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 29: Asia Pacific: Game-Based Learning Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 30: Asia Pacific: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 31: Middle East and Africa: Game-Based Learning Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 32: Middle East and Africa: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 33: Latin America: Game-Based Learning Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 34: Latin America: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2024-2032

List of Tables

  • Table 1: Global: Game-Based Learning Market: Key Industry Highlights, 2023 and 2032
  • Table 2: Global: Game-Based Learning Market Forecast: Breakup by Platform (in Million US$), 2024-2032
  • Table 3: Global: Game-Based Learning Market Forecast: Breakup by Revenue Type (in Million US$), 2024-2032
  • Table 4: Global: Game-Based Learning Market Forecast: Breakup by End-User (in Million US$), 2024-2032
  • Table 5: Global: Game-Based Learning Market Forecast: Breakup by Region (in Million US$), 2024-2032
  • Table 6: Global: Game-Based Learning Market: Competitive Structure
  • Table 7: Global: Game-Based Learning Market: Key Players