封面
市場調查報告書
商品編碼
1695935

以遊戲為基礎的學習市場:2034 年的機會與策略

Game-Based Learning Global Market Opportunities And Strategies To 2034

出版日期: | 出版商: The Business Research Company | 英文 319 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

2019 年全球基於遊戲的學習市場規模價值為 57.9177 億美元。預計到 2024 年,該市場的複合年成長率將超過 24.00%。

數位化學習平台的日益普及,在歷史時期支持了基於遊戲的學習市場的成長。數位學習平台可以有效地提供基於遊戲的學習,提供全球訪問和靈活性。數位學習平台透過互動挑戰和多媒體環境吸引學生,並使用人工智慧和分析來個人化體驗,最佳化學習成果,並適應他們的個人風格和節奏。例如,2022年2月,為企業家和小型企業提供援助的美國政府獨立機構美國小型企業管理局(SBA)宣布推出其Ascent數位學習學習平台的Journey 6,該平台專注於教育女性擁有的企業涉足政府承包,以幫助她們發展業務。此外,2020年8月,美國公立大學紐約城市大學(CUNY)與紐約市主要企業CEO組成的紐約就業CEO委員會合作,推出了EverUp微證書項目,該項目與傳統學位課程並行,提供100小時的密集線上課程。這些證書是根據紐約市主要雇主的意見制定的,旨在透過學生獲得特定的工作相關技能,幫助他們更好地為工作和實習做好準備。這導致數位學習平台的採用率不斷提高,從而推動了基於遊戲的學習市場的成長。

本報告研究了全球基於遊戲的學習市場,並提供了市場概述以及關鍵細分市場,例如組件、部署模式、遊戲類型、最終用戶、區域和國家趨勢以及參與市場的公司概況。

目錄

第1章執行摘要

第 2 章 目錄

第 3 章 表格列表

第4章 圖表目錄

第5章 報告結構

第6章 市場特徵

  • 一般市場定義
  • 摘要
  • 基於遊戲的學習市場定義與細分
  • 按組件細分市場
    • 解決方案
    • 服務
  • 按部署模式細分市場
    • 本地
  • 按遊戲類型細分的市場
    • 擴增實境虛擬實境遊戲
    • 基於人工智慧的遊戲
    • 基於位置的遊戲
    • 評級和評級遊戲
    • 培訓、知識和技能類遊戲
    • 語言學習遊戲
    • 其他
  • 按最終用戶細分的市場
    • 消費者
    • 教育
    • 政府
    • 企業

第7章:主要市場趨勢

  • 一個基於遊戲的人工智慧驅動合規和入職平台
  • 利用基於遊戲的學習平台徹底改變軟性技能培訓
  • 利用基於遊戲的自適應解決方案實現個人化詞彙學習
  • 創新學習系列旨在提高金融理解
  • 基於遊戲的培訓計劃增強了雲端技能和學習機會

8. 基於遊戲的學習市場-宏觀經濟情景

第9章 全球市場規模及成長

  • 市場規模
  • 2019 年至 2024 年市場成長表現
  • 2024-2029 年、2034 年市場成長預測

第 10 章全球基於遊戲的學習市場細分

  • 全球基於遊戲的學習市場,按組件、性能和預測進行細分,2019-2024 年、2029 年、2034 年
  • 全球基於遊戲的學習市場,按部署模式、效能和預測細分,2019-2024 年、2029 年、2034 年
  • 全球基於遊戲的學習市場,按遊戲類型細分,表現和預測,2019-2024 年、2029 年、2034 年
  • 全球基於遊戲的學習市場,按最終用戶細分,實際和預測,2019-2024 年,預測至 2029 年,預測至 2034 年

第 11 章基於遊戲的學習市場、區域和國家分析

  • 全球基於遊戲的學習市場,按地區、表現和預測,2019 年至 2024 年,預測至 2029 年,預測至 2034 年
  • 全球基於遊戲的學習市場,按國家/地區分類,表現和預測,2019 年至 2024 年,預測至 2029 年,預測至 2034 年

第12章 亞太市場

第13章 西歐市場

第14章 東歐市場

第15章 北美市場

第16章 南美洲市場

第17章 中東市場

第 18 章:非洲市場

第19章競爭格局與公司概況

  • 公司簡介
  • Spin Master Corp.
  • G-Cube Solutions
  • Age of Learning Inc.
  • Hurix Digital Ltd.
  • Quizlet Inc.

第20章 其他大型創新企業

  • BrainPop Educators LLC
  • Duolingo Inc.
  • Gamelearn SL
  • Centrical
  • McGraw Hill Education Inc.
  • Lumos Labs (Lumosity)
  • Filament Games LLC
  • Paradiso Solutions Corp.
  • Schell Games LLC
  • StratBeans Consulting Pvt. Ltd.
  • Sweetrush Inc.
  • Tangible Play Inc. (Osmo)
  • Raptivity
  • Square Panda Inc.
  • Quizizz Inc.

第 21 章 競爭性基準化分析

第 22 章 競爭儀錶板

第23章 重大併購

第24章機會與策略

  • 2029 年全球基於遊戲的學習市場 - 提供最多新機會的國家
  • 2029 年全球基於遊戲的學習市場 - 提供最新興機會的細分市場
  • 2029 年全球遊戲化學習市場 - 成長策略
    • 基於市場趨勢的策略
    • 競爭策略

第 25 章:基於遊戲的學習市場、結論與建議

第26章 附錄

簡介目錄
Product Code: o&s1524

Game-based learning refers to the use of interactive and immersive gaming elements to facilitate education, training and skill development. This approach integrates gaming mechanics such as challenges, rewards and storytelling into educational content, creating an engaging and interactive learning environment.

The game-based learning market consists of sales, by entities (organizations, sole traders, or partnerships), of game-based learning products, which are utilized by individuals, educational institutions, government agencies and enterprises to enhance knowledge acquisition, improve retention rates and foster skill development in various domains. The users of game-based learning span a wide range of demographics, including students, employees, professionals and consumers seeking personal development.

The global game-based learning market was valued at $5,791.77 million in 2019 which grew till 2024 at a compound annual growth rate (CAGR) of more than 24.00%.

Increased Adoption of Digital Learning Platforms

The increased adoption of digital learning platforms supported the growth of the game-based learning market during the historic period. Digital learning platforms effectively deliver game-based learning, offering global access and flexibility. They enhance engagement through interactive challenges and multimedia environments, leveraging AI and analytics to personalize experiences, optimize learning outcomes and align with individual styles and paces. For example, in February 2022, the U.S. Small Business Administration (SBA), an independent agency of the United States government that provides support to entrepreneurs and small businesses, announced the launch of Journey 6 of the Ascent e-learning platform, which is focused on educating women business owners about venturing into government contracting, to help expand their businesses. Further, in August 2020, the City University of New York (CUNY), a US-based public university, collaborated with the New York Jobs chief executive officer (CEO) Council, a US-based group of top executives from leading companies in New York City to launch the EverUp Micro-Credential Program, which offers 100-hour online intensives alongside traditional degree programs. Shaped by input from the largest employers in New York City, these credentials aim to better prepare students for jobs or internships, by helping them master specific job-related skills. Therefore, the increased adoption of digital learning platforms drove the growth of the game-based learning market.

Revolutionizing Soft-Skill Training With Game-Based Learning Platforms

Companies operating in the game-based learning market are focusing on unveiling a new era in soft-skill training with games. These platforms can analyse learner behaviours in different scenarios, providing insights into how they apply soft skills and where they might need additional support. For instance, in May 2024, Kairos, a US-based digital engineering company, launched India's first comprehensive game-based training platform to arm corporates with soft skills. This innovative suite of digital games, physical games and tools, combined with comprehensive resources, provides learning and development (L&D) professionals the tools they require to make soft-skill training impactful and engaging in a way that helps learners 'want learning.'. The unique game designs draw out instinctive behaviours and help bring to light the gaps between what participants think they know, vis-a-vis what they actually do in the workplace. The games offer real challenges that tap into intrinsic motivation to participate, interact, share and enable peer-to-peer learning.

The global game-based learning market is highly fragmented, with a large number of small players operating in the market. The top ten competitors in the market made up to 4.62% of the total market in 2023.

Game-Based Learning Global Market Opportunities And Strategies To 2034 from The Business Research Company provides the strategists; marketers and senior management with the critical information they need to assess the global game-based learning market as it emerges from the COVID-19 shut down.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 18 geographies.
  • Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
  • 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 research findings.
  • Benchmark performance against key competitors.
  • Utilize the relationships between key data sets for superior strategizing.
  • Suitable for supporting your internal and external presentations with reliable high-quality data and analysis.

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 history and forecasts market growth by geography. It places the market within the context of the wider game-based learning market; and compares it with other markets.

The report covers the following chapters

  • Introduction and Market Characteristics - Brief introduction to the segmentations covered in the market, definitions and explanations about the segment by component, by deployment mode, by game type and by end user.
  • Key Trends - Highlights the major trends shaping the global market. This section also highlights likely future developments in the market.
  • Macro-Economic Scenario - The report provides an analysis of the impact of the COVID-19 pandemic, impact of the Russia-Ukraine war and impact of rising inflation on global and regional markets, providing strategic insights for businesses in the game-based learning market.
  • Global Market Size And Growth- Global historic (2019-2024) and forecast (2024-2029, 2034F) market values and drivers and restraints that support and control the growth of the market in the historic and forecast periods.
  • Regional And Country Analysis- Historic (2019-2024) and forecast (2024-2029, 2034F) market values and growth and market share comparison by region and country.
  • Market Segmentation- Contains the market values (2019-2024) (2024-2029, 2034F) and analysis for each segment by component, by deployment mode, by game type and by end user in the market. Historic (2019-2024) and forecast (2024-2029) and (2029-2034) market values and growth and market share comparison by region market.
  • Regional Market Size and Growth- Regional market size (2024), historic (2019-2024) and forecast (2024-2029, 2034F) market values and growth and market share comparison of countries within the region. This report includes information on all the regions Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa and major countries within each region.
  • Competitive Landscape- Details on the competitive landscape of the market, estimated market shares and company profiles of the leading players.

Other Major And Innovative Companies- Details on the company profiles of other major and innovative companies in the market.

  • Competitive Benchmarking- Briefs on the financials comparison between major players in the market.
  • Competitive Dashboard- Briefs on competitive dashboard of major players.
  • Key Mergers and Acquisitions- Information on recent mergers and acquisitions in the market is covered in the report. This section gives key financial details of mergers and acquisitions which have shaped the market in recent years.
  • Recent Developments Information on recent developments in the market covered in the report.
  • Market Opportunities And Strategies- Describes market opportunities and strategies based on findings of the research, with information on growth opportunities across countries, segments and strategies to be followed in those markets.
  • Conclusions And Recommendations- This section includes recommendations for game-based learning providers in terms of product/service offerings geographic expansion, marketing strategies and target groups.
  • Appendix- This section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.

Markets Covered:

  • 1) By Component: Solution; Services
  • 2) By Deployment Mode: Cloud; On-Premises
  • 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.; G-Cube Solutions; Age of Learning Inc.; Hurix Digital Ltd.; Quizlet Inc.
  • Countries: Australia; China; India; Indonesia; Japan; South Korea;USA; Canada;Brazil;France; Germany; UK; Italy; Spain;Denmark; Norway; Sweden; Russia
  • 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; game-based learning indicators comparison.
  • 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.

Table of Contents

1 Executive Summary

  • 1.1 Game-Based Learning - Market Attractiveness And Macro economic Landscape

2 Table Of Contents

3 List Of Tables

4 List Of Figures

5 Report Structure

6 Market Characteristics

  • 6.1 General Market Definition
  • 6.2 Summary
  • 6.3 Game-Based Learning Market Definition And Segmentations
  • 6.4 Market Segmentation By Component
    • 6.4.1 Solution
    • 6.4.2 Services
  • 6.5 Market Segmentation By Deployment Mode
    • 6.5.1 Cloud
    • 6.5.2 On-Premises
  • 6.6 Market Segmentation By Game Type
    • 6.6.1 AR VR Games
    • 6.6.2 AI-Based Games
    • 6.6.3 Location-Based Games
    • 6.6.4 Assessment And Evaluation Games
    • 6.6.5 Training, Knowledge And Skill-Based Games
    • 6.6.6 Language Learning Games
    • 6.6.7 Other Game Types
  • 6.7 Market Segmentation By End User
    • 6.7.1 Consumer
    • 6.7.2 Education
    • 6.7.3 Government
    • 6.7.4 Enterprises

7 Major Market Trends

  • 7.1 AI-Driven Game-Based Platform For Compliance And Onboarding
  • 7.2 Revolutionizing Soft-Skill Training With Game-Based Learning Platforms
  • 7.3 Personalized Vocabulary Learning Through Adaptive Game-Based Solutions
  • 7.4 Innovative Learning Series Targets Enhanced Financial Understanding
  • 7.5 Game-Based Training Programs Enhance Cloud Skills And Learning Opportunities

8 Game-Based Learning Market - Macro Economic Scenario

  • 8.1 COVID-19 Impact On The Game-Based Learning Market
  • 8.2 Impact Of The War In Ukraine On The Game-Based Learning Market
  • 8.3 Impact Of High Inflation On The Game-Based Learning Market

9 Global Market Size and Growth

  • 9.1 Market Size
  • 9.2 Historic Market Growth, 2019 - 2024, Value ($ Million)
    • 9.2.1 Market Drivers 2019 - 2024
    • 9.2.2 Market Restraints 2019 - 2024
  • 9.3 Forecast Market Growth, 2024 - 2029, 2034F Value ($ Million)
    • 9.3.1 Market Drivers 2024 - 2029
    • 9.3.2 Market Restraints 2024 - 2029

10 Global Game-Based Learning Market Segmentation

  • 10.1 Global Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 10.2 Global Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 10.3 Global Game-Based Learning Market, Segmentation By Game Type, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 10.4 Global Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

11 Game-Based Learning Market, Regional and Country Analysis

  • 11.1 Global Game-Based Learning Market, By Region, Historic and Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.2 Global Game-Based Learning Market, By Country, Historic and Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

12 Asia-Pacific Market

  • 12.1 Summary
  • 12.2 Market Overview
    • 12.2.1 Region Information
    • 12.2.2 Market Information
    • 12.2.3 Background Information
    • 12.2.4 Government Initiatives
    • 12.2.5 Regulations
    • 12.2.6 Regulatory Bodies
    • 12.2.7 Major Associations
    • 12.2.8 Taxes Levied
    • 12.2.9 Corporate Tax Structure
    • 12.2.10 Investments
    • 12.2.11 Major Companies
  • 12.3 Asia-Pacific Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.4 Asia-Pacific Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.5 Asia-Pacific Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.6 Asia-Pacific Game-Based Learning Market: Country Analysis
  • 12.7 China Market
  • 12.8 Summary
  • 12.9 Market Overview
    • 12.9.1 Country Information
    • 12.9.2 Market Information
    • 12.9.3 Background Information
    • 12.9.4 Government Initiatives
    • 12.9.5 Regulations
    • 12.9.6 Regulatory Bodies
    • 12.9.7 Major Associations
    • 12.9.8 Taxes Levied
    • 12.9.9 Corporate Tax Structure
    • 12.9.10 Investments
    • 12.9.11 Major Companies
  • 12.10 China Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.11 China Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.12 China Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.13 India Market
  • 12.14 India Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.15 India Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.16 India Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.17 Japan Market
  • 12.18 Japan Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.19 Japan Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.20 Japan Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.21 Australia Market
  • 12.22 Australia Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.23 Australia Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.24 Australia Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.25 Indonesia Market
  • 12.26 Indonesia Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.27 Indonesia Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.28 Indonesia Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.29 South Korea Market
  • 12.30 South Korea Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.31 South Korea Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.32 South Korea Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

13 Western Europe Market

  • 13.1 Summary
  • 13.2 Market Overview
    • 13.2.1 Region Information
    • 13.2.2 Market Information
    • 13.2.3 Background Information
    • 13.2.4 Government Initiatives
    • 13.2.5 Regulations
    • 13.2.6 Regulatory Bodies
    • 13.2.7 Major Associations
    • 13.2.8 Taxes Levied
    • 13.2.9 Corporate tax structure
    • 13.2.10 Major Companies
  • 13.3 Western Europe Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.4 Western Europe Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.5 Western Europe Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.6 Western Europe Game-Based Learning Market: Country Analysis
  • 13.7 UK Market
  • 13.8 UK Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.9 UK Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.10 UK Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.11 Germany Market
  • 13.12 Germany Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.13 Germany Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.14 Germany Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.15 France Market
  • 13.16 France Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.17 France Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.18 France Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.19 Italy Market
  • 13.20 Italy Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.21 Italy Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.22 Italy Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.23 Spain Market
  • 13.24 Spain Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.25 Spain Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.26 Spain Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.27 Denmark Market
  • 13.28 Summary
  • 13.29 Market Overview
    • 13.29.1 Country Information
    • 13.29.2 Market Information
    • 13.29.3 Background Information
    • 13.29.4 Government Initiatives
    • 13.29.5 Regulations
    • 13.29.6 Regulatory Bodies
    • 13.29.7 Major Associations
    • 13.29.8 Taxes Levied
    • 13.29.9 Corporate Tax Structure
    • 13.29.10 Investments
    • 13.29.11 Major Companies
  • 13.30 Denmark Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.31 Denmark Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.32 Denmark Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.33 Norway Market
  • 13.34 Summary
  • 13.35 Market Overview
    • 13.35.1 Country Information
    • 13.35.2 Market Information
    • 13.35.3 Background Information
    • 13.35.4 Government Initiatives
    • 13.35.5 Regulations
    • 13.35.6 Regulatory Bodies
    • 13.35.7 Major Associations
    • 13.35.8 Taxes Levied
    • 13.35.9 Corporate Tax Structure
    • 13.35.10 Major Companies
  • 13.36 Norway Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.37 Norway Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.38 Norway Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.39 Sweden Market
  • 13.40 Summary
  • 13.41 Market Overview
    • 13.41.1 Country Information
    • 13.41.2 Market Information
    • 13.41.3 Background Information
    • 13.41.4 Government Initiatives
    • 13.41.5 Regulations
    • 13.41.6 Regulatory Bodies
    • 13.41.7 Major Associations
    • 13.41.8 Taxes Levied
    • 13.41.9 Corporate Tax Structure
    • 13.41.10 Investments
    • 13.41.11 Major Companies
  • 13.42 Sweden Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.43 Sweden Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.44 Sweden Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

14 Eastern Europe Market

  • 14.1 Summary
  • 14.2 Market Overview
    • 14.2.1 Region Information
    • 14.2.2 Market Information
    • 14.2.3 Background Information
    • 14.2.5 Government Initiatives
    • 14.2.6 Regulations
    • 14.2.7 Regulatory Bodies
    • 14.2.8 Major Associations
    • 14.2.9 Taxes Levied
    • 14.2.10 Corporate Tax Structure
    • 14.2.11 Major companies
  • 14.3 Eastern Europe Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.4 Eastern Europe Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.5 Eastern Europe Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.6 Eastern Europe Game-Based Learning Market: Country Analysis
  • 14.7 Russia Market
  • 14.8 Russia Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.9 Russia Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.10 Russia Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

15 North America Market

  • 15.1 Summary
  • 15.2 Market Overview
    • 15.2.1 Region Information
    • 15.2.2 Market Information
    • 15.2.3 Background Information
    • 15.2.4 Government Initiatives
    • 15.2.5 Regulations
    • 15.2.6 Regulatory Bodies
    • 15.2.7 Major Associations
    • 15.2.8 Taxes Levied
    • 15.2.9 Corporate Tax Structure
    • 15.2.10 Investments
    • 15.2.11 Major Companies
  • 15.3 North America Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.4 North America Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.5 North America Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.6 North America Game-Based Learning Market: Country Analysis
  • 15.7 USA Market
  • 15.8 Summary
  • 15.9 Market Overview
    • 15.9.1 Country Information
    • 15.9.2 Market Information
    • 15.9.3 Background Information
    • 15.9.4 Government Initiatives
    • 15.9.5 Regulations
    • 15.9.6 Regulatory Bodies
    • 15.9.7 Major Associations
    • 15.9.8 Taxes Levied
    • 15.9.9 Corporate Tax Structure
    • 15.9.10 Investments
    • 15.9.11 Major Companies
  • 15.10 USA Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.11 USA Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.12 USA Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.13 Canada Market
  • 15.14 Canada Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.15 Canada Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.16 Canada Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

16 South America Market

  • 16.1 Summary
  • 16.2 Market Overview
    • 16.2.1 Region Information
    • 16.2.2 Market Information
    • 16.2.3 Background Information
    • 16.2.4 Government Initiatives
    • 16.2.5 Regulations
    • 16.2.6 Regulatory Bodies
    • 16.2.7 Major Associations
    • 16.2.8 Taxes Levied
    • 16.2.9 Corporate Tax Structure
    • 16.2.10 Major Companies
  • 16.3 South America Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 16.4 South America Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 16.5 South America Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 16.6 South America Game-Based Learning Market: Country Analysis
  • 16.7 Brazil Market
  • 16.8 Brazil Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 16.9 Brazil Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 16.10 Brazil Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

17 Middle East Market

  • 17.1 Summary
  • 17.2 Market Overview
    • 17.2.1 Region Information
    • 17.2.2 Market Information
    • 17.2.3 Background Information
    • 17.2.4 Government Initiatives
    • 17.2.5 Regulations
    • 17.2.6 Regulatory Bodies
    • 17.2.7 Major Associations
    • 17.2.8 Taxes Levied
    • 17.2.9 Corporate Tax Structure
    • 17.2.10 Investments
    • 17.2.11 Major Companies
  • 17.3 Middle East Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 17.4 Middle East Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 17.5 Middle East Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

18 Africa Market

  • 18.1 Summary
  • 18.2 Market Overview
    • 18.2.1 Region Information
    • 18.2.2 Market Information
    • 18.2.3 Background Information
    • 18.2.4 Government Initiatives
    • 18.2.5 Regulations
    • 18.2.6 Regulatory Bodies
    • 18.2.7 Major Associations
    • 18.2.8 Taxes Levied
    • 18.2.9 Corporate Tax Structure
    • 18.2.10 Investments
    • 18.2.11 Major Companies
  • 18.3 Africa Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 18.4 Africa Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 18.5 Africa Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

19 Competitive Landscape And Company Profiles

  • 19.1 Company Profiles
  • 19.2 Spin Master Corp.
    • 19.2.1 Company Overview
    • 19.2.2 Products And Services
    • 19.2.3 Business Strategy
    • 19.2.4 Financial Overview
  • 19.3 G-Cube Solutions
    • 19.3.1 Company Overview
    • 19.3.2 Products And Services
    • 19.3.3 Financial Overview
  • 19.4 Age of Learning Inc.
    • 19.4.1 Company Overview
    • 19.4.2 Products And Services
    • 19.4.3 Financial Overview
  • 19.5 Hurix Digital Ltd.
    • 19.5.1 Company Overview
    • 19.5.2 Products And Services
    • 19.5.3 Business Strategy
    • 19.5.4 Financial Overview
  • 19.6 Quizlet Inc.
    • 19.6.1 Company Overview
    • 19.6.2 Products And Services
    • 19.6.3 Business Strategy
    • 19.6.4 Financial Overview

20 Other Major And Innovative Companies

  • 20.1 BrainPop Educators LLC
    • 20.1.1 Company Overview
    • 20.1.2 Product And Services
  • 20.2 Duolingo Inc.
    • 20.2.1 Company Overview
    • 20.2.2 Product And Services
  • 20.3 Gamelearn SL
    • 20.3.1 Company Overview
    • 20.3.2 Product And Services
  • 20.4 Centrical
    • 20.4.1 Company Overview
    • 20.4.2 Product And Services
  • 20.5 McGraw Hill Education Inc.
    • 20.5.1 Company Overview
    • 20.5.2 Product And Services
  • 20.6 Lumos Labs (Lumosity)
    • 20.6.1 Company Overview
    • 20.6.2 Product And Services
  • 20.7 Filament Games LLC
    • 20.7.1 Company Overview
    • 20.7.2 Product And Services
  • 20.8 Paradiso Solutions Corp.
    • 20.8.1 Company Overview
    • 20.8.2 Product And Services
  • 20.9 Schell Games LLC
    • 20.9.1 Company Overview
    • 20.9.2 Product And Services
  • 20.10 StratBeans Consulting Pvt. Ltd.
    • 20.10.1 Company Overview
    • 20.10.2 Product And Services
  • 20.11 Sweetrush Inc.
    • 20.11.1 Company Overview
    • 20.11.2 Product And Services
  • 20.12 Tangible Play Inc. (Osmo)
    • 20.12.1 Company Overview
    • 20.12.2 Product And Services
  • 20.13 Raptivity
    • 20.13.1 Company Overview
    • 20.13.2 Product And Services
  • 20.14 Square Panda Inc.
    • 20.14.1 Company Overview
    • 20.14.2 Product And Services
  • 20.15 Quizizz Inc.
    • 20.15.1 Company Overview
    • 20.15.2 Product And Services

21 Competitive Benchmarking

22 Competitive Dashboard

23 Key Mergers And Acquisitions

  • 23.1 University Games Acquired The Learning Journey International To Expand Educational Product Line
  • 23.2 Kirkbi A/S Acquired BrainPOP To Drive Digital Transformation In Education
  • 23.3 Imarticus Learning Acquired StratOnboard To Enhance Educational Offerings with Epistemic Games
  • 23.4 Axonify Acquired MLevel To Enhance Digital Learning And Modern Training Solutions

24 Opportunities And Strategies

  • 24.1 Global Game-Based Learning Market In 2029 - Countries Offering Most New Opportunities
  • 24.2 Global Game-Based Learning Market In 2029 - Segments Offering Most New Opportunities
  • 24.3 Global Game-Based Learning Market In 2029 - Growth Strategies
    • 24.3.1 Market Trend Based Strategies
    • 24.3.2 Competitor Strategies

25 Game-Based Learning Market, Conclusions And Recommendations

  • 25.1 Conclusions
  • 25.2 Recommendations
    • 25.2.1 Product
    • 25.2.2 Place
    • 25.2.3 Price
    • 25.2.4 Promotion
    • 25.2.5 People

26 Appendix

  • 26.1 Geographies Covered
  • 26.2 Market Data Sources
  • 26.3 Research Methodology
  • 26.4 Currencies
  • 26.5 The Business Research Company
  • 26.6 Copyright and Disclaimer