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市場調查報告書
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1436312

2024 年基於遊戲的學習全球市場報告

Game Based Learning Global Market Report 2024

出版日期: | 出版商: The Business Research Company | 英文 200 Pages | 商品交期: 2-10個工作天內

價格
簡介目錄

基於遊戲的學習市場規模預計在未來幾年將快速成長。預計到 2028 年將以 25.0% 的複合年成長率 (CAGR) 成長至 424.6 億美元。預測期內的預期成長可歸因於對技能發展的關注、行動學習平台的興起、企業培訓中的應用以及分析和資料驅動見解的結合。預測期內預計的主要趨勢包括結合說故事元素、基於行動遊戲的學習應用程式和基於能力的學習遊戲。

由於個人化學習的重要性日益增加,基於遊戲的學習市場有望成長。個人化學習涉及根據學生的個人需求、興趣、優勢和技能量身定做教育體驗。基於遊戲的個人化學習透過根據學習者的能力和興趣客製化任務,促進學習責任轉移到學習者自己身上,在改善學習體驗方面發揮著至關重要的作用。Masu。值得注意的是,根據《經濟時報》報道,2021 年,專注於個人化學習的教育科技公司的私募股權投資價值約為50 億美元,為基於遊戲的學習市場創造了巨大的成長潛力,凸顯了性別問題。

電動遊戲行業的擴張預計將推動基於遊戲的學習市場的成長。電玩產業包括娛樂和技術領域的電玩遊戲開發、生產、發行和收益。基於遊戲的學習利用遊戲的身臨其境型特性來改善參與企業體驗,改善員工培訓,並為更廣泛的教育和社會目標做出貢獻。根據普華永道 2022 年 6 月的報告,電玩遊戲和電競市場在 2021 年估值為美國億美元,預計到 2026 年將達到 3,235 億美元,年成長率為 8.5%。亞太地區佔最大佔有率,2021 年收益為 1,094 億美元,幾乎是北美的兩倍,而電玩產業的成長是基於遊戲的學習市場的關鍵驅動力。

目錄

第1章執行摘要

第2章 市場特點

第3章 市場趨勢與策略

第4章宏觀經濟情景

  • 高通膨對市場的影響
  • 烏克蘭與俄羅斯戰爭對市場的影響
  • COVID-19 對市場的影響

第5章世界市場規模與成長

  • 全球遊戲學習市場的驅動與限制因素
    • 市場促進因素
    • 市場限制因素
  • 2018-2023年全球遊戲學習市場規模表現及成長率
  • 全球遊戲學習市場規模及成長預測,2023-2028、2033

第6章市場區隔

  • 全球遊戲學習市場,按組成部分細分、實際和預測,2018-2023、2023-2028、2033
  • 解決方案
  • 服務
  • 全球遊戲學習市場,依部署型態、效能和預測細分,2018-2023、2023-2028、2033
  • 本地
  • 全球遊戲學習市場,依遊戲類型細分,實際與預測,2018-2023、2023-2028、2033
  • AR VR遊戲
  • 基於人工智慧的遊戲
  • 基於位置的遊戲
  • 評級和評級遊戲
  • 訓練、知識和技能遊戲
  • 語言學習遊戲
  • 其他
  • 全球遊戲學習市場,按最終用戶細分,實際和預測,2018-2023、2023-2028、2033
  • 消費者
  • 教育
  • 政府
  • 公司

第 7 章 區域與國家分析

  • 全球遊戲學習市場,按地區、實際和預測,2018-2023、2023-2028、2033
  • 全球遊戲學習市場,按國家、實際和預測,2018-2023、2023-2028、2033

第8章亞太市場

第9章 中國市場

第10章 印度市場

第11章 日本市場

第12章 澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章 德國市場

第18章 法國市場

第19章 義大利市場

第20章 西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章加拿大市場

第26章 南美洲市場

第27章 巴西市場

第28章 中東市場

第29章 非洲市場

第30章 競爭形勢及公司概況

  • 遊戲化學習市場競爭形勢
  • 基於遊戲的學習市場公司簡介
    • Spin Master Corp.
    • Mojang Studios AB
    • Kahoot!AS
    • Frontier Developments plc
    • G-Cube

第31章 其他大型創新公司

  • Schell Games LLC
  • Hornbill FX Limited
  • LearningWare Inc.
  • Banzai Labs Inc.
  • StratBeans Consulting LLC
  • Raptivity Technologies Pvt. Ltd.
  • MAK Technologies India Pvt Ltd
  • Tangible Play
  • BreakAway Games Ltd.
  • Gamelearn SL
  • Lumos Labs Inc.
  • Classcraft Education Inc.
  • Simulearn LLC
  • Growth Engineering Ltd
  • Playgen Limited

第32章競爭基準化分析

第 33 章. 競爭對手儀表板

第34章 重大併購

第35章 未來前景與潛力分析

第36章附錄

簡介目錄
Product Code: r15642

Game-based learning is an instructional approach that harnesses the efficacy of games to define and support learning outcomes.

Game-based learning comprises solutions and services, with the solution segment involving the sales of game-based learning solutions by entities providing engaging learning experiences. These solutions enhance content understanding and overall performance, fostering problem-solving, risk-taking, decision-making, and analytical thinking. Deployment modes include cloud and on-premises, offering games such as AR VR games, AI-based games, location-based games, assessment and evaluation games, training, knowledge, skill-based games, language learning games, and more. End-users range from consumers and education to government and enterprises.

The game-based learning market research report is one of a series of new reports from The Business Research Company that provides game-based learning market statistics, including game-based learning industry global market size, regional shares, competitors with a game-based learning market share, detailed game based learning market segments, market trends and opportunities, and any further data you may need to thrive in the game-based learning industry. This game-based learning market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The game based learning market size has grown exponentially in recent years. It will grow from $14.13 billion in 2023 to $17.41 billion in 2024 at a compound annual growth rate (CAGR) of 23.3%. The expansion observed in the historical period can be attributed to a shift in educational paradigms, the demand for interactive and engaging learning tools, a focus on personalized learning, and the recognition of the benefits of gamification.

The game based learning market size is expected to see exponential growth in the next few years. It will grow to $42.46 billion in 2028 at a compound annual growth rate (CAGR) of 25.0%. The anticipated growth in the forecast period can be attributed to a focus on skill development, the rise of mobile learning platforms, application in corporate training, and the incorporation of analytics and data-driven insights. Major trends expected in the forecast period include the incorporation of storytelling elements, mobile game-based learning apps, and competency-based learning games.

The game-based learning market is poised for growth due to the increasing emphasis on personalized learning. Personalized learning involves tailoring educational experiences to match the individual needs, interests, strengths, and skills of students. Game-based personalized learning plays a pivotal role in enhancing learning experiences by customizing tasks based on learners' abilities and interests, fostering a shift in learning responsibility to the learners themselves. Notably, private equity investments in EdTech companies focusing on personalized learning were valued at around USD 5 billion in 2021, as reported by the Economic Times, underscoring the substantial growth potential of the game-based learning market.

The expansion in the video gaming industry is poised to drive the growth of the game-based learning market. The video gaming industry encompasses the development, production, distribution, and monetization of video games within the entertainment and technology sector. Game-based learning leverages the immersive nature of games to enhance player experiences, elevate employee training, and contribute to broader educational and societal goals. As per PWC's report in June 2022, the video games and esports market was valued at US$215.6 billion in 2021, with projections indicating growth to reach US$323.5 billion by 2026 at an annual rate of 8.5%. Asia Pacific, with US$109.4 billion in revenue in 2021, accounted for the majority, nearly double that of North America, making the growth in the video gaming industry a significant driver for the game-based learning market.

The game-based learning market is experiencing a trend of strategic partnerships and collaborations between companies. Major players in the market are joining forces to develop and offer innovative services. For instance, in December 2021, Microsoft India partnered with WhiteHat Jr to provide an immersive and personalized learning experience to teachers and students through game-based learning. The Code with Minecraft program, resulting from this collaboration, includes a curated curriculum for students to master coding concepts.

Major companies are innovating solutions such as educational gaming platforms to maintain their market positions. An educational gaming platform is an online or digital environment hosting and delivering educational games and activities. For instance, in September 2022, Focus Games Ltd., an India-based provider of online educational games, introduced FocusGamesIndia.com. The activities on this platform facilitate teamwork among students and contribute to the development of the conscious competence necessary for successful performance in placements and post-qualification. These activities not only enhance students' ability to absorb and retain information but also help them build the self-confidence needed to practice effectively.

In March 2021, Axonify, a Canada-based provider of training and communications solutions, completed the acquisition of MLevel, a US-based digital learning platform that offers a comprehensive 360&de learning experience to enterprise clients, for an undisclosed amount. This acquisition reinforces Axonify's complementary capabilities and positions the company at the forefront of shaping the future of modern learning.

Major companies operating in the game based learning market report are Spin Master Corp., Mojang Studios AB, Kahoot! AS, Frontier Developments PLC, G-Cube, Schell Games LLC, Hornbill FX Limited, LearningWare Inc., Banzai Labs Inc., StratBeans Consulting LLC, Raptivity Technologies Pvt. Ltd., MAK Technologies India Pvt Ltd., Tangible Play, BreakAway Games Ltd., Gamelearn S.L., Lumos Labs Inc., Classcraft Education Inc., Simulearn LLC, Growth Engineering Ltd., Playgen Limited, Kuato Studios Inc., Recurrence Inc., Fundamentor Learning Ltd., Will Interactive, Cognite ToyBox Inc., Indusgeeks Learning Solutions Pvt Ltd., MLevel GmbH, Gametize Learning Labs Inc., Games2Train, SCVNGR Inc.

North America was the largest region in the game-based learning market in 2023. North America is expected to be the fastest-growing region in the forecast period. The regions covered in the game based learning market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the game based learning market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The game-based learning market includes revenues earned by entities by providing game-based learning solutions for engaging the learners. Game-based learning refers to embedding the gaming principles within learning activities to improve the users' motivation and engagement. The components involved in game-based learning include badges, points systems, leader boards, quizzes, classroom response systems, and discussion boards. Game-based learning is using active learning techniques through various games to enhance student learning. The user gains knowledge by playing the game, improving problem-solving and critical thinking skills. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Game Based Learning Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on game based learning market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for game based learning ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The game based learning market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of covid 19 on supply chains and consumption patterns.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

Markets Covered:

  • 1) By Component: Solution; Services
  • 2) By Deployment Mode: Cloud; On-Premise
  • 3) By Game Type: AR VR Games; AI-based Games; Location-based Games; Assessment and Evaluation Games; Training, Knowledge And Skill-based Games; Language Learning Games; Other Game Types
  • 4) By End User: Consumer; Education; Government; Enterprises
  • Companies Mentioned: Spin Master Corp.; Mojang Studios AB; Kahoot! AS; Frontier Developments plc; G-Cube
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Game Based Learning Market Characteristics

3. Game Based Learning Market Trends And Strategies

4. Game Based Learning Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global Game Based Learning Market Size and Growth

  • 5.1. Global Game Based Learning Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Game Based Learning Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Game Based Learning Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Game Based Learning Market Segmentation

  • 6.1. Global Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Solution
  • Services
  • 6.2. Global Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Cloud
  • On-Premise
  • 6.3. Global Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • AR VR Games
  • AI-based Games
  • Location-based Games
  • Assessment and Evaluation Games
  • Training, Knowledge and Skill-based Games
  • Language Learning Games
  • Other Game Types
  • 6.4. Global Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Consumer
  • Education
  • Government
  • Enterprises

7. Game Based Learning Market Regional And Country Analysis

  • 7.1. Global Game Based Learning Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Game Based Learning Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Game Based Learning Market

  • 8.1. Asia-Pacific Game Based Learning Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China Game Based Learning Market

  • 9.1. China Game Based Learning Market Overview
  • 9.2. China Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Game Based Learning Market

  • 10.1. India Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan Game Based Learning Market

  • 11.1. Japan Game Based Learning Market Overview
  • 11.2. Japan Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Game Based Learning Market

  • 12.1. Australia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Game Based Learning Market

  • 13.1. Indonesia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea Game Based Learning Market

  • 14.1. South Korea Game Based Learning Market Overview
  • 14.2. South Korea Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe Game Based Learning Market

  • 15.1. Western Europe Game Based Learning Market Overview
  • 15.2. Western Europe Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Game Based Learning Market

  • 16.1. UK Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Game Based Learning Market

  • 17.1. Germany Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Game Based Learning Market

  • 18.1. France Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Game Based Learning Market

  • 19.1. Italy Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Game Based Learning Market

  • 20.1. Spain Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe Game Based Learning Market

  • 21.1. Eastern Europe Game Based Learning Market Overview
  • 21.2. Eastern Europe Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Game Based Learning Market

  • 22.1. Russia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America Game Based Learning Market

  • 23.1. North America Game Based Learning Market Overview
  • 23.2. North America Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA Game Based Learning Market

  • 24.1. USA Game Based Learning Market Overview
  • 24.2. USA Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada Game Based Learning Market

  • 25.1. Canada Game Based Learning Market Overview
  • 25.2. Canada Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America Game Based Learning Market

  • 26.1. South America Game Based Learning Market Overview
  • 26.2. South America Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Game Based Learning Market

  • 27.1. Brazil Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East Game Based Learning Market

  • 28.1. Middle East Game Based Learning Market Overview
  • 28.2. Middle East Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa Game Based Learning Market

  • 29.1. Africa Game Based Learning Market Overview
  • 29.2. Africa Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. Game Based Learning Market Competitive Landscape And Company Profiles

  • 30.1. Game Based Learning Market Competitive Landscape
  • 30.2. Game Based Learning Market Company Profiles
    • 30.2.1. Spin Master Corp.
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Mojang Studios AB
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Kahoot! AS
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Frontier Developments plc
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. G-Cube
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. Game Based Learning Market Other Major And Innovative Companies

  • 31.1. Schell Games LLC
  • 31.2. Hornbill FX Limited
  • 31.3. LearningWare Inc.
  • 31.4. Banzai Labs Inc.
  • 31.5. StratBeans Consulting LLC
  • 31.6. Raptivity Technologies Pvt. Ltd.
  • 31.7. MAK Technologies India Pvt Ltd
  • 31.8. Tangible Play
  • 31.9. BreakAway Games Ltd.
  • 31.10. Gamelearn S.L.
  • 31.11. Lumos Labs Inc.
  • 31.12. Classcraft Education Inc.
  • 31.13. Simulearn LLC
  • 31.14. Growth Engineering Ltd
  • 31.15. Playgen Limited

32. Global Game Based Learning Market Competitive Benchmarking

33. Global Game Based Learning Market Competitive Dashboard

34. Key Mergers And Acquisitions In The Game Based Learning Market

35. Game Based Learning Market Future Outlook and Potential Analysis

  • 35.1 Game Based Learning Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 Game Based Learning Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 Game Based Learning Market In 2028 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer