Game-based Learning: Global Markets

Game-based Learning: Global Markets

Report Code: IFT251A

Publish Date: Dec 2022

Publisher: BCC Publishing

Category: Information Technology

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Report Highlights

The global market for GBL (game-based learning) is estimated to grow from $12.9 billion in 2022 to $35.6 billion in 2027, with a compound annual growth rate (CAGR) of 22.4% for the period of 2022-2027.

Report Includes

  • 36 data tables and 31 additional tables
  • In-depth overview of the global market for game-based learning (GBL) technology
  • Analyses of the global market trends, with historic market revenue (sales data) from 2021, estimates for 2022, and projections of compound annual growth rates (CAGRs) through 2027
  • Evaluation and forecast the game-based learning market size, projected growth trends, and corresponding market share analysis by component, game type, end user, deployment, and geographic region
  • Assessment of major driving trends, challenges, and opportunities in this innovation driven market, along with current trends, new developments, and regulatory implications within the marketplace
  • Discussion of the industry value chain analysis providing a systematic study of the key intermediaries involved, which could further assist stakeholders in formulating appropriate strategies
  • Market share analysis of the key market participants, along with their research priorities, product portfolios, and competitive landscape
  • Descriptive company profiles of the leading global players, including Minecraft, Layup, Centrical and Gametize

Report Scope

This report provides an overview of the GBL market and analyzes market trends. Using 2021 as the base year, the report provides market data for the forecast period 2022 through 2027 by estimating with values derived from manufacturers’ total revenues. Revenue forecasts for this period are segmented based on component, game type, industry and geography.

The report also includes a section on the leading players in the market. It also explains the main drivers, competitive landscape and current GBL market trends. The report concludes with a focus on the GBL vendor landscape, including detailed profiles of the major players operating in the global GBL market.

Report Synopsis

Report Metrics Details
Base year considered 2021
Forecast period considered 2022 to 2027
Base year market size $10.3 billion
Market size forecast $35.6 billion
Growth rate CAGR of 22.4% for the forecast period of 2022-2027
Units considered $ Millions
Segments covered Game type, Industry, Component
Regions covered America, Europe, Asia Pacific, Middle East and Africa (MEA).
Key Market Drivers
  • Rising Adoption of Digital Learning Solutions
  • Supportive Government and Organization Initiatives
  • Increased Prominence of Social Learning
  • Increase in Strategic Initiatives
Companies studied
BREAKAWAY LTD.CENTRICAL
DUOLINGOEDAPP
FILAMENT GAMESGAMELEARN
GAMETIZEG-CUBE
GROWTH ENGINEERINGINDUSGEEKS SOLUTIONS PVT. LTD.
KAHOOT!KUATO STUDIOS
LAYUPMINECRAFT
MONKIMUN INC.
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The game-based learning market is projected to grow from $ 10.3 billion in 2021 to $ 35.6 billion through 2027, at a compound annual growth rate (CAGR) of 22.4% during the forecast period.

The key factors driving the growth of global game-based learning market includes:
• Rising Adoption of Digital Learning Solutions
• Supportive Government and Organization Initiatives
• Growing Adoption of Online Learning in Education and Corporate Sector
• Launch of 5G Network and Increasing Penetration of Mobile Learning
• Increased Prominence of Social Learning
• An increase in collaborations, agreements and partnerships, mergers and acquisitions, and new product launches are driving the growth of GBL market

The global game-based learning market is segmented on the basis of game type, industry, component, and region.

Training, knowledge, and skill-based games type will dominate the market by the end of 2027.

Americas region holds the highest share in the market.

Key companies in the market includes:

• Breakaway Ltd
• Duolingo
• Kahoot! ASA
• Kuato Studios
• Gamelearn

Analyst Credentials

BCC Research Team possesses expertise and experience in life and physical science domains. They specialize in offering valuable business insights, including industry analysis, competitor intelligence, strategic and financial analysis, and opportunity assessment. The team has in-depth knowledge of various sectors, including healthcare, biotechnology, pharmaceuticals, IT, automation, advanced materials, and energy. They are proficient in qualitative and quantitative market intelligence providing clients with actionable insights. With a vast understanding of the competitive landscape, the team can support clients in making data-driven decisions to help them achieve a competitive edge in their respective markets.

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Table of Contents

All reports provided in PDF format. For shared licensing options (5+ Users), please call a representative at (+1) 781-489-7301 or contact us at info@bccresearch.com
Title/Chapter NamePagesMember Price
Full Report: Game-based Learning: Global Markets122Free
Chapter- 1: Introduction8Free
Chapter- 2: Summary and Highlights3Free
Chapter- 3: Market and Technology Background13Free
Chapter- 4: Market Dynamics10Free
Chapter- 5: Market Breakdown by Component6Free
Chapter- 6: Market Breakdown by Game Type16Free
Chapter- 7: Market Breakdown by Industry18Free
Chapter- 8: Market Breakdown by Region23Free
Chapter- 9: Competitive Landscape5Free
Chapter- 10: Company Profiles19Free
Chapter- 11: Appendix: Abbreviations1Free

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This is an Excel-only version of the report.

Report Includes

    Total Number of Tables in this Report: 68

  • Summary Table: Global Market for GBL, by Industry, Through 2027
  • Table 1: Porter’s Five Forces Analysis: Overview
  • Table 2: Attack Types on Current Technologies
  • Table 3: School-Age Children Without Home Internet Access, by Region, 2020
  • Table 4: Global Market for GBL, by Component, Through 2027
  • Table 5: Global Market for GBL Solutions, by Region, Through 2027
  • Table 6: Global Market for GBL Services, by Region, Through 2027
  • Table 7: Global Market for GBL, by Game Type, Through 2027
  • Table 8: Traditional Measures of Psychometrics Being Converted and Absorbed Into GBA
  • Table 9: Global Market for GBL in Assessment and Evaluation Games, by Industry, Through 2027
  • Table 10: Global Market for GBL in Training, Knowledge and Skill-Based Games, by Industry, Through 2027
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Game-based Learning: Global Markets
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