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市場調查報告書
商品編碼
1600870

基於遊戲的學習市場:按遊戲類型、部署和最終用戶分類 - 2025-2030 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 2025-2030

出版日期: | 出版商: 360iResearch | 英文 183 Pages | 商品交期: 最快1-2個工作天內

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2023年基於遊戲的學習市場規模預計為96.8億美元,預計到2024年將達到118.1億美元,複合年成長率為21.70%,到2030年將達到383.1億美元。

遊戲化學習是一種將遊戲元素和原理融入學習環境中,以提高學習動機和學習成果的教育方法。這種方法包括數位和非數位遊戲,可滿足從 K-12 到高等教育、企業培訓和醫療保健的各種教育需求。主要需求源自於對互動式和個人化學習體驗不斷成長的需求,這可以提高學習者的參與度和保留率。應用涵蓋教育、企業培訓、醫療保健和軍事訓練等不同領域,每個領域都需要客製化解決方案來實現特定的學習目標。

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%

由於技術進步、行動裝置的普及以及對技能和能力發展的日益重視,基於遊戲的學習市場預計將顯著成長。影響成長的關鍵因素包括人工智慧、增強智慧和自我調整學習技術的整合,以創造沉浸式和身臨其境型的學習體驗。此外,COVID-19 的爆發凸顯了遠距學習解決方案的重要性,並加速了該領域的創新和採用。擴大內容庫以涵蓋更廣泛的科目和能力,制定與現有教育平台無縫整合的互通性標準,並開發強大的分析工具來衡量潛在的機會。

然而,高昂的開發成本、傳統教學方法變革的阻力以及對資料隱私和安全的擔憂等挑戰可能會阻礙市場成長。克服這些挑戰需要建立經濟高效、擴充性的解決方案,優先保護用戶資料,並為教育工作者提供有效部署基於遊戲的學習工具的工具。

開拓創新領域的時機已經成熟,包括開發基於人工智慧的個人化學習路徑、軟性技能培訓的遊戲化以及在體驗式學習場景中使用虛擬和擴增實境。這些創新不僅解決了當前的教育差距,還提供了可擴展的解決方案,可以改變全球的學習環境。了解這些市場動態可以為希望在不斷變化的教育需求和技術力中取得成功的市場相關人員提供有關策略性投資和產品開發的寶貴見解。

市場動態:揭示快速發展的基於遊戲的學習市場的關鍵市場洞察

基於遊戲的學習市場正在因供需的動態互動而轉變。透過了解這些不斷變化的市場動態,公司可以準備好做出明智的投資決策、完善策略決策並抓住新的商機。全面了解這些趨勢可以幫助企業降低政治、地理、技術、社會和經濟領域的風險,同時也能幫助消費行為及其對製造業的影響。

  • 市場促進因素
    • 透過現代互動方式提高優質教育的需求
    • 開發數位學習基礎設施
    • 擴大以遊戲為基礎的學習在商業培訓和發展中的使用
  • 市場限制因素
    • 在實施基於遊戲的學習時缺乏IT基礎設施和培訓師缺乏理解
  • 市場機會
    • AR、VR 和 AI 在教育遊戲化中的日益融合
    • 在語言學習中採用基於遊戲的學習
  • 市場挑戰
    • 創建符合學習目標和課程的適當遊戲設計的潛在障礙

波特的五力:駕馭以遊戲為基礎的學習市場的策略工具

波特的五力框架是了解以遊戲為基礎的學習市場競爭格局的重要工具。波特的五力框架為評估公司的競爭地位和探索策略機會提供了清晰的方法。該框架可幫助公司評估市場動態並確定新業務的盈利。這些見解使公司能夠利用自己的優勢,解決弱點並避免潛在的挑戰,從而確保更強大的市場地位。

PESTLE分析:了解基於遊戲的學習市場的外部影響

外部宏觀環境因素在塑造遊戲學習市場的績效動態方面發揮著至關重要的作用。對政治、經濟、社會、技術、法律和環境因素的分析提供了應對這些影響所需的資訊。透過調查 PESTLE 因素,公司可以更了解潛在的風險和機會。這種分析可以幫助公司預測法規、消費者偏好和經濟趨勢的變化,並幫助他們做出積極主動的決策。

市場佔有率分析 了解遊戲學習市場的競爭格局

基於遊戲的學習市場的詳細市場佔有率分析可以對供應商的績效進行全面評估。公司可以透過比較收益、客戶群和成長率等關鍵指標來揭示其競爭地位。該分析揭示了市場集中、分散和整合的趨勢,為供應商提供了製定策略決策所需的洞察力,使他們能夠在日益激烈的競爭中佔有一席之地。

FPNV定位矩陣遊戲學習市場供應商績效評估

FPNV 定位矩陣是評估以遊戲為基礎的學習市場供應商的重要工具。此矩陣允許業務組織根據商務策略和產品滿意度評估供應商,從而做出與其目標相符的明智決策。四個象限清楚且準確地分類供應商,幫助使用者辨識最能滿足其策略目標的合作夥伴和解決方案。

本報告提供了涵蓋關鍵重點領域的全面市場分析:

1. 市場滲透率:對當前市場環境的詳細回顧,包括行業主要企業的大量資料。

2. 市場開拓:辨識新興市場的成長機會,評估現有領域的擴張潛力,並提供未來成長的策略藍圖。

3. 市場多元化:分析近期產品發布、開拓地區、關鍵產業進展、塑造市場的策略投資。

4. 競爭評估與情報:徹底分析競爭格局,檢驗市場佔有率、業務策略、產品系列、認證、監管核准、專利趨勢、主要企業的技術進步等。

5. 產品開發與創新:重點在於有望推動未來市場成長的最尖端科技、研發活動和產品創新。

我們也回答重要問題,以幫助相關人員做出明智的決策:

1.目前的市場規模和未來的成長預測是多少?

2. 哪些產品、區隔市場和地區提供最佳投資機會?

3.塑造市場的主要技術趨勢和監管影響是什麼?

4.主要廠商的市場佔有率和競爭地位如何?

5. 推動供應商市場進入和退出策略的收益來源和策略機會是什麼?

目錄

第1章 前言

第2章調查方法

第3章執行摘要

第4章市場概況

第5章市場洞察

  • 市場動態
    • 促進因素
      • 透過現代互動方式提高優質教育的需求
      • 提高學習數位基礎設施的可用性
      • 更多地使用基於遊戲的學習來進行商業部門的培訓和技能發展
    • 抑制因素
      • IT基礎設施基礎設施的可用性有限,培訓師對實施基於遊戲的學習缺乏了解
    • 機會
      • AR、VR 和 AI 在教育遊戲化中的日益融合
      • 在語言學習中採用基於遊戲的學習
    • 任務
      • 創建符合學習目標和課程的適當遊戲設計的潛在障礙
  • 市場區隔分析
    • 遊戲類型:將 AR 和 VR 整合到基於遊戲的學習中,提供身臨其境的體驗並保持學習者的參與。
    • 部署:利用雲端和本地學習實現靈活性和成本效率
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社群
    • 技術的
    • 合法地
    • 環境
  • 客戶客製化

第6章按遊戲類型分類的基於遊戲的學習市場

  • 基於人工智慧的遊戲
  • AR 和 VR 遊戲
  • 評級遊戲
  • 語言學習遊戲
  • 位置資訊遊戲
  • 訓練、知識和技能遊戲

第7章基於遊戲的學習市場:按部署

  • 在雲端
  • 本地

第8章基於遊戲的學習市場:按最終用戶分類

  • 消費者
  • 教育
  • 公司
    • BFSI
    • 消費品/零售
    • 醫療保健和生命科學
    • 製造業
  • 政府

第9章美洲遊戲學習市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第10章亞太遊戲學習市場

  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第11章 歐洲、中東和非洲的遊戲學習市場

  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第12章競爭格局

  • 2023 年市場佔有率分析
  • FPNV 定位矩陣,2023
  • 競爭情境分析
    • Imarticus Learning 收購了 Heromindmine。
    • 微軟計劃像蘋果和谷歌一樣推出自己的手機遊戲商店。
    • Spin Master 引領潮流的 2023 年趣味遊戲組合重新構想了日常遊戲。
    • Duolingo 為印度兒童推出旗艦英語學習產品。
    • Prodigy Education 將在 SXSW EDU主導一個基於數位遊戲學習的思想領導小組。
    • 教育科技Start-UpsUpsurge 從 JCBL India 籌集了種子前資金。
    • Imarticus Learning 推出了 Startonboard 來簡化員工入職流程。
    • 印度遊戲儲蓄應用程式 Fello 融資 400 萬美元。
    • 美國科技公司 Pi Square Technologies 在海德拉巴開設了 Hornbill Studios,提供全球動畫和視覺特效服務。
    • Spin Master 透過收購 Nordlight 擴展其數位遊戲生態系統。
    • Duolingo 在 Jackbox 遊戲中加入品牌問題以促進語言學習。
    • Spin Master 與索尼 PlayStation 簽署多年遊戲授權協議。
    • Breakout EDU獲得ESSA認證。
    • AWS 推出基於遊戲的課程來教授雲端技能。
    • Imarticus 收購基於遊戲的學習平台 Stratonboard。

公司名單

  • Breakout Inc.
  • Schell Games
  • Layup by Creative eLearning Pvt. Ltd.
  • Blooket LLC
  • ThreatGEN
  • Gametize
  • Hornbill FX Private Limited
  • Classcraft Studios Inc.
  • Harbinger Systems Private Limited
  • GoSkills Ltd.
  • Centrical
  • Lumos Labs, Inc.
  • Animated Technologies Ltd.
  • QuoDeck Technologies PLC
  • EdApp by SafetyCulture
  • Smart Lumies, Inc.
  • Prodigy Education Inc.
  • Gamelearn SL
  • Kahoot!ASA
  • BrainPOP
  • SimuLearn
  • Esus e-Learning
  • Flocabulary
  • Duolingo, Inc.
  • Hoopla
  • Batia Infotech
  • Stratbeans Consulting Pvt. Ltd.
  • The Game Agency, LLC
  • Archy Learning
  • Microsoft Corporation
  • BreakAway Games
  • SweetRush Inc.
  • Kuato Studios
  • Spin Master Ltd.
  • Cognitive ToyBox, Inc.
  • Hurix Systems Pvt. Ltd.
  • Quizlet, Inc.
  • Discovery Kids by Discovery Communications, LLC
  • Tophatmonocle Corp.
  • Gimkit
Product Code: MRR-3A2E844FCCBC

The Game-Based Learning Market was valued at USD 9.68 billion in 2023, expected to reach USD 11.81 billion in 2024, and is projected to grow at a CAGR of 21.70%, to USD 38.31 billion by 2030.

Game-based learning is an educational approach that incorporates gaming elements and principles into learning environments to enhance engagement, motivation, and learning outcomes. This method, which includes digital and non-digital games, supports various educational needs ranging from K-12 schools and higher education to corporate training and healthcare. The primary necessity stems from the growing demand for interactive and personalized learning experiences which can potentially lead to improved learner engagement and retention. Applications extend across diverse sectors such as education, corporate training, healthcare, and military training, each requiring tailored solutions to accommodate specific learning objectives.

KEY MARKET STATISTICS
Base Year [2023] USD 9.68 billion
Estimated Year [2024] USD 11.81 billion
Forecast Year [2030] USD 38.31 billion
CAGR (%) 21.70%

The game-based learning market is poised for significant growth driven by technological advancements, widespread adoption of mobile devices, and increased emphasis on skills and competency development. Key influencing growth factors include the integration of artificial intelligence, augmented reality, and adaptive learning technologies that create immersive and customized learning experiences. Moreover, the COVID-19 pandemic underscored the importance of remote learning solutions, accelerating innovation and adoption in this field. Potential opportunities exist in expanding content libraries to cover a wider range of subjects and competencies, developing interoperability standards for seamless integration with existing educational platforms, and creating robust analytics tools to measure learning efficacy.

However, challenges such as high development costs, resistance to change from traditional teaching methods, and concerns around data privacy and security can hinder market growth. Navigating these challenges requires businesses to focus on creating cost-effective, scalable solutions that prioritize user data protection and training for educators in effectively deploying game-based learning tools.

Innovation areas ripe for exploration include the development of AI-driven personalized learning pathways, gamification of soft skill training, and the use of virtual and augmented reality for experiential learning scenarios. These innovations not only address current educational gaps but also provide scalable solutions that can transform learning environments globally. Understanding these dynamics can provide valuable insights into strategic investments and product development for market players who aim to thrive amidst evolving educational needs and technological capabilities.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Game-Based Learning Market

The Game-Based Learning Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rising demand for quality education with a modern and interactive approach
    • Improved availability of digital infrastructure for learning
    • Growing usage of game-based learning in the commercial sector for training & skill development
  • Market Restraints
    • Limited availability of IT infrastructure and lack of understanding among trainers in implementing game-based learning
  • Market Opportunities
    • Growing integration of AR, VR, and AI in educational gamification
    • Adoption of game-based learning for language learning
  • Market Challenges
    • Potential barriers in creating suitable game designs that meet the learning objectives and curriculum

Porter's Five Forces: A Strategic Tool for Navigating the Game-Based Learning Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Game-Based Learning Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Game-Based Learning Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Game-Based Learning Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Game-Based Learning Market

A detailed market share analysis in the Game-Based Learning Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Game-Based Learning Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Game-Based Learning Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

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 Breakout Inc., Schell Games, Layup by Creative eLearning Pvt. Ltd., Blooket LLC, ThreatGEN, Gametize, Hornbill FX Private Limited, Classcraft Studios Inc., Harbinger Systems Private Limited, GoSkills Ltd., Centrical, Lumos Labs, Inc., Animated Technologies Ltd., QuoDeck Technologies PLC, EdApp by SafetyCulture, Smart Lumies, Inc., Prodigy Education Inc., Gamelearn S.L., Kahoot! ASA, BrainPOP, SimuLearn, Esus e-Learning, Flocabulary, Duolingo, Inc., Hoopla, Batia Infotech, Stratbeans Consulting Pvt. Ltd., The Game Agency, LLC, Archy Learning, Microsoft Corporation, BreakAway Games, SweetRush Inc., Kuato Studios, Spin Master Ltd., Cognitive ToyBox, Inc., Hurix Systems Pvt. Ltd., Quizlet, Inc., Discovery Kids by Discovery Communications, LLC, Tophatmonocle Corp., and Gimkit.

Market Segmentation & Coverage

This research report categorizes the Game-Based Learning Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Game Type, market is studied across AI-Based Games, AR & VR Games, Assessment & Evaluation Games, Language Learning Games, Location-Based Games, and Training, Knowledge & Skill-Based Games.
  • Based on Deployment, market is studied across On-Cloud and On-Premise.
  • Based on End-User, market is studied across Consumer, Education, Enterprises, and Government. The Enterprises is further studied across BFSI, Consumer Goods & Retail, Healthcare & Lifesciences, and Manufacturing.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising demand for quality education with a modern and interactive approach
      • 5.1.1.2. Improved availability of digital infrastructure for learning
      • 5.1.1.3. Growing usage of game-based learning in the commercial sector for training & skill development
    • 5.1.2. Restraints
      • 5.1.2.1. Limited availability of IT infrastructure and lack of understanding among trainers in implementing game-based learning
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing integration of AR, VR, and AI in educational gamification
      • 5.1.3.2. Adoption of game-based learning for language learning
    • 5.1.4. Challenges
      • 5.1.4.1. Potential barriers in creating suitable game designs that meet the learning objectives and curriculum
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Game Type: Integration of AR and VR in game-based learning, offering immersive experience and maintaining learner engagement
    • 5.2.2. Deployment: Utilization of on-cloud & on-premise learning due to their flexibility and cost-efficiency
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental
  • 5.5. Client Customization

6. Game-Based Learning Market, by Game Type

  • 6.1. Introduction
  • 6.2. AI-Based Games
  • 6.3. AR & VR Games
  • 6.4. Assessment & Evaluation Games
  • 6.5. Language Learning Games
  • 6.6. Location-Based Games
  • 6.7. Training, Knowledge & Skill-Based Games

7. Game-Based Learning Market, by Deployment

  • 7.1. Introduction
  • 7.2. On-Cloud
  • 7.3. On-Premise

8. Game-Based Learning Market, by End-User

  • 8.1. Introduction
  • 8.2. Consumer
  • 8.3. Education
  • 8.4. Enterprises
    • 8.4.1. BFSI
    • 8.4.2. Consumer Goods & Retail
    • 8.4.3. Healthcare & Lifesciences
    • 8.4.4. Manufacturing
  • 8.5. Government

9. Americas Game-Based Learning Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Game-Based Learning Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Game-Based Learning Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Imarticus Learning Acquires Heromindmine.
    • 12.3.2. Microsoft Plans to Create Its Own Mobile Games Store Like Apple and Google.
    • 12.3.3. Spin Master's Trendsetting 2023 Portfolio of Fun and Games Reimagines Everyday Play.
    • 12.3.4. Duolingo Launches Its Flagship English Learning Product For Indian Kids.
    • 12.3.5. Prodigy Education to Lead Thought Leadership Panel on Digital Game-Based Learning At SXSW EDU.
    • 12.3.6. Edtech Start-Up Upsurge Raises Pre-Seed Funding From JCBL India.
    • 12.3.7. Imarticus Learning Launches Startonboard to Ease Onboarding of Employees.
    • 12.3.8. India's Game-Based Savings App Fello Nets USD 4 Million.
    • 12.3.9. U.S. Tech Firm Pi Square Technologies Opens Hornbill Studios For Global Animation and VFX Services in Hyderabad.
    • 12.3.10. Spin Master Expands Digital Games Ecosystem with Acquisition of Nordlight.
    • 12.3.11. Duolingo Adds Branded Questions to Jackbox Games to Encourage Language Learning.
    • 12.3.12. Spin Master Strikes Multiyear Games Licensing Deal With Sony's PlayStation.
    • 12.3.13. Breakout EDU Earns ESSA Certification.
    • 12.3.14. AWS Launches Game-Based Courses to Teach Cloud Skills.
    • 12.3.15. Imarticus Has Acquired Stratonboard, A Game-Based Learning Platform.

Companies Mentioned

  • 1. Breakout Inc.
  • 2. Schell Games
  • 3. Layup by Creative eLearning Pvt. Ltd.
  • 4. Blooket LLC
  • 5. ThreatGEN
  • 6. Gametize
  • 7. Hornbill FX Private Limited
  • 8. Classcraft Studios Inc.
  • 9. Harbinger Systems Private Limited
  • 10. GoSkills Ltd.
  • 11. Centrical
  • 12. Lumos Labs, Inc.
  • 13. Animated Technologies Ltd.
  • 14. QuoDeck Technologies PLC
  • 15. EdApp by SafetyCulture
  • 16. Smart Lumies, Inc.
  • 17. Prodigy Education Inc.
  • 18. Gamelearn S.L.
  • 19. Kahoot! ASA
  • 20. BrainPOP
  • 21. SimuLearn
  • 22. Esus e-Learning
  • 23. Flocabulary
  • 24. Duolingo, Inc.
  • 25. Hoopla
  • 26. Batia Infotech
  • 27. Stratbeans Consulting Pvt. Ltd.
  • 28. The Game Agency, LLC
  • 29. Archy Learning
  • 30. Microsoft Corporation
  • 31. BreakAway Games
  • 32. SweetRush Inc.
  • 33. Kuato Studios
  • 34. Spin Master Ltd.
  • 35. Cognitive ToyBox, Inc.
  • 36. Hurix Systems Pvt. Ltd.
  • 37. Quizlet, Inc.
  • 38. Discovery Kids by Discovery Communications, LLC
  • 39. Tophatmonocle Corp.
  • 40. Gimkit

LIST OF FIGURES

  • FIGURE 1. GAME-BASED LEARNING MARKET RESEARCH PROCESS
  • FIGURE 2. GAME-BASED LEARNING MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL GAME-BASED LEARNING MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. GAME-BASED LEARNING MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. GAME-BASED LEARNING MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. GAME-BASED LEARNING MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL GAME-BASED LEARNING MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. GAME-BASED LEARNING MARKET DYNAMICS
  • TABLE 7. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY AI-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY AR & VR GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ASSESSMENT & EVALUATION GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY LANGUAGE LEARNING GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY LOCATION-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY TRAINING, KNOWLEDGE & SKILL-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ON-CLOUD, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ON-PREMISE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY CONSUMER, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY EDUCATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY BFSI, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY CONSUMER GOODS & RETAIL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY HEALTHCARE & LIFESCIENCES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY MANUFACTURING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GOVERNMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 29. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 30. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 31. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 32. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 33. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 34. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 35. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 36. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 38. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 39. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 40. CANADA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 41. CANADA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 42. CANADA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 43. CANADA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 44. MEXICO GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 45. MEXICO GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 46. MEXICO GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 47. MEXICO GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 48. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 49. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 50. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 51. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 52. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 53. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 55. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 56. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 57. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 58. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 60. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 61. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 62. CHINA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. CHINA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 64. CHINA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 65. CHINA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 66. INDIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 67. INDIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 68. INDIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 69. INDIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 70. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 71. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 72. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 73. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 74. JAPAN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. JAPAN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 76. JAPAN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 77. JAPAN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 78. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 79. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 80. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 81. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 82. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 83. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 84. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 85. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 86. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 87. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 88. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 89. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 90. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 92. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 93. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 94. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 95. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 96. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 97. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 98. THAILAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 99. THAILAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 100. THAILAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 101. THAILAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 102. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 103. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 104. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 105. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 106. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 107. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 108. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 109. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 110. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 111. DENMARK GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 112. DENMARK GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 113. DENMARK GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 114. DENMARK GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 115. EGYPT GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 116. EGYPT GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 117. EGYPT GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 118. EGYPT GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 119. FINLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 120. FINLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 121. FINLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 122. FINLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 123. FRANCE GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. FRANCE GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 125. FRANCE GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 126. FRANCE GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 127. GERMANY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 128. GERMANY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 129. GERMANY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 130. GERMANY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 131. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 132. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 133. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 134. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 135. ITALY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 136. ITALY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 137. ITALY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 138. ITALY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 139. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 140. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 141. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 142. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 143. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 144. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 145. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 146. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 147. NORWAY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 148. NORWAY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 149. NORWAY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 150. NORWAY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 151. POLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 152. POLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 153. POLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 154. POLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 155. QATAR GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 156. QATAR GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 157. QATAR GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 158. QATAR GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 159. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 160. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 161. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 162. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 163. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 164. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 165. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 166. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 167. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 168. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 169. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 170. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 171. SPAIN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 172. SPAIN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 173. SPAIN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 174. SPAIN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 175. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 176. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 177. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 178. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 179. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 180. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 181. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 182. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 183. TURKEY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 184. TURKEY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 185. TURKEY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 186. TURKEY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 187. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 188. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 189. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 190. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 191. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 192. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 193. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 194. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 195. GAME-BASED LEARNING MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 196. GAME-BASED LEARNING MARKET, FPNV POSITIONING MATRIX, 2023