Game based Learning Market Scope
Game-based learning can be defined as lessons which are interactive, competitive and allow the learner to have fun while gaining knowledge. The main concept behind game-based learning is teaching through failure, repetition, and the accomplishment of goals. Video games are built on this principle. The player starts off slow and gains in skill until they are able to skillfully navigate the toughest levels. Games, which are planned and designed well will offer enough difficulty to keep it challenging while still being easy enough for the player to win. Game-based learning uses the same concept and applies it to teaching a curriculum.
Research Analyst at AMA estimates that United States and United Kingdom Players will contribute to the maximum growth of Global Game based Learning market throughout the predicted period.
Breakaway Games (United States), Growth engineering (United Kingdom), G-Cube (India), PlayGen (United Kingdom), Indusgeek Solutions Pvt. Ltd. (United States), StratBeans Consulting Pvt. Ltd. (India), Gamelearn (United Kingdom) and MLevel (United States) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research are Filament Games (United States), LearningWare (United States), Playgen (United Kingdom), Toolwire (United Kingdom) and Tangible Play (United Kingdom).
About Approach
The research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a
preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from total available market.
Segmentation Overview
The study have segmented the market of Global Game based Learning market by Type (Knowledge and Skilled Based Games, Cognitive Ability Based Games and Others), by Application (Corporate & Companies, Aerospace & Defense, Education, Public Sector, Oil & Gas, Manufacturing, Healthcare and Others) and Region with country level break-up.
On the basis of geography, the market of Game based Learning has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico).
Market Leaders and their expansionary development strategies
On 25 April 2018, Filament has announced a new distribution partnership with 5 More Minutes Ltd (5MM), proprietors of TeacherGaming.com, an innovative K-12 facing storefront whose mission is to put great games in the hands of schools and teachers.
Recently, Gamelearn, which develops video games to deliver corporate training, has scored 5 million USD in Series A funding. Participating in the new financing round is previous backer Kibo Ventures, along with Oak3Capital, All Iron Ventures, UL Invest, and Inveready. The transaction is expected to develop video games for corporate training.
Market Trend
- Game-Based Professional Training
- The Mobile Approach to Game-Based Learning
Market Drivers
- Increasing Popularity of Mobile Technologies
- Increasing Adoption in the US Military and Healthcare Sectors
- The Exponential Innovation in Augmented Reality, Virtual Reality, and Mixed Reality (MR)
- Rising Focus on Personalized Learning
Opportunities
- The Emergence of a New Generation of Gamified Mental Exercises
- Resistance to Game-Based Learning Is Getting Smaller, Especially In Corporations
- The Very Rapid Development Of 5G Networks
- The Emerging Demand from Developing Regions
Challenges
Key Target Audience
Game-Based Learning Key Companies, Potential Technology Investors, Regulatory & Government Bodies, End Users and Others