市場調查報告書
商品編碼
1466796
基於遊戲的學習市場:按遊戲類型、部署和最終用戶分類 - 2024-2030 年全球預測Game-Based Learning Market by Game Type (AI-Based Games, AR & VR Games, Assessment & Evaluation Games), Deployment (On-Cloud, On-Premise), End-User - Global Forecast 2024-2030 |
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預計2023年遊戲學習市場規模為96.8億美元,預計2024年將達到118.1億美元,2030年將達到383.1億美元,複合年成長率為21.70%。
以遊戲為基礎的學習有助於提升學習者的創造力、批判性思考和解決問題的能力。基於遊戲的學習模型讓教師和企業培訓師可以針對特定活動來幫助學習者理解概念的實際應用。對先進技術學習和現代優質教育方法日益成長的需求正在推動市場成長。企業部門對與新技術相關的企業培訓和技能開拓的基於遊戲的學習的需求不斷成長,正在推動市場成長。此外,人工智慧和虛擬實境等新興市場正在對市場開拓產生積極影響,同時加強和改善學習的數位基礎設施。然而,缺乏基於遊戲的學習方法、課堂設置問題、有限的IT基礎設施可用性以及未能實施基於遊戲的學習正在阻礙市場的成長。擴增實境的實施以及基於語言的學習的需求和採用等技術進步預計將創造市場機會。
主要市場統計 | |
---|---|
基準年[2023] | 96.8億美元 |
預測年份 [2024] | 118.1億美元 |
預測年份 [2030] | 383.1億美元 |
複合年成長率(%) | 21.70% |
遊戲類型將 AR 和 VR 整合到基於遊戲的學習中,提供身臨其境型的體驗並保持學習者的參與度
在快速發展的教育領域,基於遊戲的學習(GBL)已成為一種關鍵工具,它利用不同類型遊戲的力量來促進個人化和身臨其境型學習體驗。基於人工智慧的遊戲處於這方面的最前沿,它利用人工智慧透過自適應調整任務以匹配學習者的技能水平來找出薄弱環節。擴增實境(AR) 和虛擬實境 (VR) 遊戲超越了傳統學習,為醫學和工程領域的動手實踐體驗創造了生動、身臨其境的環境。另一方面,評估遊戲透過提供即時回饋、保持學習者興趣並準確衡量表現的互動遊戲徹底改變了評估過程。語言學習遊戲利用互動故事和挑戰來促進語言習得,使這個過程既具有教育意義又引人入勝。此外,基於位置的遊戲利用 GPS 技術鼓勵現實世界的探索,將體育活動和學習融為一體,豐富地理和歷史教育。此外,基於培訓、知識和技能的遊戲提供了一個虛擬平台,可以在無風險的環境中學習和應用新技能,使它們成為專業人士和職業發展人員的寶貴資源。這些不同類型的遊戲構成了基於遊戲的學習的基石,為數位時代的教育提供了動態且有效的方法。
利用雲端和本地實現部署彈性和成本效率
在基於遊戲的學習的動態領域中,選擇最佳部署策略對於確保學習體驗的可訪問性、可擴展性和有效性起著至關重要的作用。主要的部署模式(雲端和本地)各自具有獨特的優勢,可以滿足教育機構和企業培訓計畫的不同需求。雲端基礎的部署具有可透過網路存取的遠端伺服器託管功能,為學習者提供了無與倫比的彈性,無論他們身在何處都可以學習材料。該模型具有擴充性和成本效益,具有按計量型的收費系統和自動更新功能,可最大限度地減少營運成本和停機時間。相反,在本機伺服器上本地託管學習軟體可以讓您完全控制您的學習生態系統。此方法提供強大的資料安全性,透過減少延遲來提高效能,並確保無縫的使用者體驗。
區域洞察
美洲擁有高度發展的基礎設施,可以向最終用戶普及基於遊戲的學習。美洲地區技術先進,對跨產業創新流程及人工智慧、雲端、5G、邊緣儲存等顛覆性技術認知度較高。美國是採用基於遊戲的學習解決方案最成熟的市場,該國大多數高等教育機構都將基於遊戲的學習引入其教育過程,並且大學計劃升級其現有的學習系統。在亞太地區,5G基礎建設力度不斷加大,這是市場成長的驅動力。預計該地區的市場在預測期內將大幅成長,因為亞太地區包括中國和印度等國家,這些國家擁有世界上學生人數最多的教育系統,這是該地區的主要促進因素。歐洲、中東和非洲地區正在透過 5G 和人工智慧等各種技術利用數位教育,透過遊戲化開發創新的教育方法。在歐洲,公共和私營部門正在透過歐洲遊戲學習會議等平台合作,幫助歐洲各地的相關人員共用利用數位科技改善教育的想法。
FPNV定位矩陣
FPNV定位矩陣對於評估基於遊戲的學習市場至關重要。我們檢視與業務策略和產品滿意度相關的關鍵指標,以對供應商進行全面評估。這種深入的分析使用戶能夠根據自己的要求做出明智的決策。根據評估,供應商被分為四個成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市場佔有率分析
市場佔有率分析是一種綜合工具,可以對基於遊戲的學習市場中供應商的現狀進行深入而深入的研究。全面比較和分析供應商在整體收益、基本客群和其他關鍵指標方面的貢獻,以便更好地了解公司的績效及其在爭奪市場佔有率時面臨的挑戰。此外,該分析還提供了對該行業競爭特徵的寶貴見解,包括在研究基準年觀察到的累積、分散主導地位和合併特徵等因素。這種詳細程度的提高使供應商能夠做出更明智的決策並制定有效的策略,從而在市場上獲得競爭優勢。
1. 市場滲透率:提供有關主要企業所服務的市場的全面資訊。
2. 市場開拓:我們深入研究利潤豐厚的新興市場,並分析其在成熟細分市場的滲透率。
3. 市場多元化:提供有關新產品發布、開拓地區、最新發展和投資的詳細資訊。
4. 競爭評估和情報:對主要企業的市場佔有率、策略、產品、認證、監管狀況、專利狀況和製造能力進行全面評估。
5. 產品開發與創新:提供對未來技術、研發活動和突破性產品開發的見解。
1.遊戲學習市場的市場規模與預測是多少?
2.在基於遊戲的學習市場的預測期內,有哪些產品、細分市場、應用程式和領域需要考慮投資?
3. 遊戲學習市場的技術趨勢和法規結構是什麼?
4. 遊戲學習市場主要廠商的市場佔有率是多少?
5. 進入遊戲學習市場的合適型態和策略手段是什麼?
[199 Pages Report] The Game-Based Learning Market size was estimated at USD 9.68 billion in 2023 and expected to reach USD 11.81 billion in 2024, at a CAGR 21.70% to reach USD 38.31 billion by 2030.
Game-based learning helps to improve learners' creativity, critical thinking, and problem-solving skills. The game-based learning model allows teachers and corporate trainers to target specific activities that benefit learners in the understanding of the real-world application of concepts. The growing need for technologically advanced learning and a modern approach to high-quality education drive market growth. The rising demand for game-based learning in the corporate sector for corporate training and skill development related to new technologies is propelling market growth. In addition, immersing technologies such as artificial intelligence and virtual reality, along with enhanced and improved digital infrastructure for learning, have positively impacted market development. However, lack of action in game-based learning approaches, classroom setting issues, limited IT infrastructure availability, and failure to implement game-based learning hamper market growth. Technological advancements such as the implementation of augmented reality and the increasing need and adoption of language-based learning are expected to create a market opportunity.
KEY MARKET STATISTICS | |
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Base Year [2023] | USD 9.68 billion |
Estimated Year [2024] | USD 11.81 billion |
Forecast Year [2030] | USD 38.31 billion |
CAGR (%) | 21.70% |
Game Type: Integration of AR and VR in game-based learning, offering immersive experience and maintaining learner engagement
In a rapidly evolving educational landscape, game-based learning (GBL) has emerged as a pivotal tool, harnessing the power of various game types to foster personalized and immersive learning experiences. AI-based games stand at the forefront, utilizing artificial intelligence to adaptively calibrate challenges to each learner's skill level, thus pinpointing and bolstering areas of weakness. Augmented reality (AR) and virtual reality (VR) games transcend traditional learning boundaries by creating vivid, immersive environments for practical, hands-on experience in medicine and engineering. Meanwhile, assessment & evaluation games revolutionize the assessment process through interactive gameplay that offers immediate feedback, maintains learner engagement, and accurately measures competencies. Language learning games leverage interactive narratives and challenges to enhance language acquisition, making the process educational and engaging. Furthermore, location-based games integrate physical activity with learning by tapping into GPS technologies, encouraging real-world exploration that enriches geographical and historical education. In addition, training, knowledge & skill-based games offer a virtual platform for acquiring and applying new skills in a risk-free setting, making them an invaluable resource for professional and vocational development. These varied game types form the cornerstone of game-based learning, offering a dynamic and effective approach to education in the digital age.
Deployment: Utilization of on-cloud & on-premise learning due to their flexibility and cost-efficiency
In the dynamic field of game-based learning, selecting an optimal deployment strategy plays a pivotal role in ensuring accessibility, scalability, and efficacy of the learning experience. The primary deployment models, namely on-cloud and on-premise, each present distinct advantages tailored to meet the diverse needs of educational bodies and corporate training schemes. Cloud-based deployment, characterized by remote server hosting accessible via the internet, offers unparalleled flexibility, allowing learners to engage with material regardless of location. This model is scalable and cost-efficient, with a pay-as-you-go pricing structure and automatic updates minimizing operational costs and downtime. Conversely, on-premise deployment, which involves hosting the learning software on local servers, grants organizations absolute control over their learning ecosystem. This method provides robust data security and enhanced performance through reduced latency, ensuring a seamless user experience.
Regional Insights
Americas has a highly developed infrastructure for game-based learning adoption across end users. The Americas region is technologically progressive, with high awareness of innovation processes across industries and disruptive technologies, such as AI, cloud, 5G, and edge storage. The U.S. is the most mature market in terms of game-based learning solution' adoption as most of the higher education institutions in the country have implemented game-based learning for educational processes, and universities are expected to plan upgrades of the existing learning systems. The increasing number of 5G infrastructure development initiatives in the APAC region drives the market growth. The market in the APAC region is expected to surge in the forecast period as it includes countries such as China and India, with the largest education systems in the world in terms of the significant number of students, which is the main driving factor in the region. EMEA region is utilizing digital education through various technologies such as 5G and AI to develop innovative teaching approaches through gamification. The public and private sector is collaborating in the European region through platforms such as the 'European Conference on Game-Based Learning' to assist educators across Europe in sharing ideas to improve education using digital technology.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Game-Based Learning Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Game-Based Learning Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Game-Based Learning Market, highlighting leading vendors and their innovative profiles. These include Animated Technologies Ltd., Archy Learning, Batia Infotech, Blooket LLC, BrainPOP, BreakAway Games, Breakout Inc., Centrical, Classcraft Studios Inc., Cognitive ToyBox, Inc., Discovery Kids by Discovery Communications, LLC, Duolingo, Inc., EdApp by SafetyCulture, Esus e-Learning, Flocabulary, Gamelearn S.L., Gametize, Gimkit, GoSkills Ltd., Harbinger Systems Private Limited, Hoopla, Hornbill FX Private Limited, Hurix Systems Pvt. Ltd., Kahoot! ASA, Kuato Studios, Layup by Creative eLearning Pvt. Ltd., Lumos Labs, Inc., Microsoft Corporation, Prodigy Education Inc., Quizlet, Inc., QuoDeck Technologies PLC, Schell Games, SimuLearn, Smart Lumies, Inc., Spin Master Ltd., Stratbeans Consulting Pvt. Ltd., SweetRush Inc., The Game Agency, LLC, ThreatGEN, and Tophatmonocle Corp..
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the Game-Based Learning Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Game-Based Learning Market?
3. What are the technology trends and regulatory frameworks in the Game-Based Learning Market?
4. What is the market share of the leading vendors in the Game-Based Learning Market?
5. Which modes and strategic moves are suitable for entering the Game-Based Learning Market?