Game-based Learning Market Scope
Game-based learning is a teaching method in which the student investigates one or more components of the game while learning. The pleasure derived from gaming growth or progression is employed to teach a certain facet of learning. Through many characteristics of the developed game, game-based learning can be interesting and motivating, enhancing learning skills and processes. Game-based learning increases memory, strategic thinking, and problem-solving skills, as well as hand-eye coordination. In the game-based learning business, simulation and virtual gaming are growing technologies. Several educational institutions have increased their use of game-based learning methodologies in response to the growing demand for high-quality education with a modern and interactive approach. Furthermore, the adoption of tablet and e-learning approaches in schools around the world has given the global game-based learning market a bright future. Market expansion is fueled by technological developments in the learning delivery system, as well as perks such as enhanced content management and unlimited access to contextual material for learners. Wearable technology's introduction in the last decade has propelled the market into a growth phase, allowing for improved results. The widespread use of mobile devices and cloud technologies in game-based learning has prompted a number of companies to invest in the technology.
Attributes | Details |
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Study Period | 2018-2030 |
Base Year | 2023 |
Unit | Value (USD Million) |
Key Companies Profiled | Badgeville (United States), Kahoot (Norway), SplashLearn (United States), Bunchball (United States), Breakaway Games (United States), Growth Engineering (United Kingdom), Play-Gen (United Kingdom), Classcraft Studios Inc. (Canada), GoGo Labs (United States) and StratBeans Consulting (India) |
CAGR | 21.9% |
The companies are now exploring the market by adopting mergers & acquisitions, expansions, investments, new developments in existing products and collaborations as their preferred strategies. The players are also exploring new geographies and industries through expansions and acquisitions so as to avail a competitive advantage through combined synergies. Research Analyst at AMA estimates that United States Vendors will contribute to the maximum growth of Global Game-based Learning market throughout the predicted period.
Badgeville (United States), Kahoot (Norway), SplashLearn (United States), Bunchball (United States), Breakaway Games (United States), Growth Engineering (United Kingdom), Play-Gen (United Kingdom), Classcraft Studios Inc. (Canada), GoGo Labs (United States) and StratBeans Consulting (India) are some of the key players that are part of study coverage. Additionally, the Vendors which are also part of the research are Gamelearn S.L. (Spain), Gametize (Singapore) and 6waves (Hong Kong).
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 the total available market.
Segmentation Overview
The study have segmented the market of Global Game-based Learning market by Type 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).
region held largest market share in the year 2023.
Market Leaders and their expansionary development strategies
May 2020 – Kahoot!, the game-based learning platform, announced the addition of new features for professionals who want to deliver presentations everyone will remember. The new features will allow users to import slides from Microsoft PowerPoint, Google Slides and Apple Keynote and increase impact by adding audience interactivity in minutes.
Influencing Trend:
Simulation and Virtual Gaming, Implementation of Cloud Based Services and Growing Trend of E-Learning
Market Growth Drivers:
The Rising Demand for Quality Education, Growing Use of Internet and Mobile Phone Devices and Provides More Interactive Educational Experience
Challenges:
Lack of Awareness in Developing Countries
Restraints:
High Cost of Product and Services
Opportunities:
Technological Advancements in the Learning Delivery System, The emergence of Wearable Technology and Covid 19 pandemic has magnified the E-learning market
Key Target Audience
Game-Based Learning Companies, E-Learning Service Providers, Technology Providers, Software Providers, Educational Institutions and Others