Game-based Learning Comprehensive Study by Type (E-Learning Courseware, Online Audio and Video Content, Social Games, Mobile Games), Platform (Online, Offline), End-Use (Educational Institutions, Healthcare Organizations, Defense Organizations, Corporate Employee Training, Other) Players and Region - Global Market Outlook to 2030

Game-based Learning Market by XX Submarkets | Forecast Years 2024-2030 | CAGR: 21.9%  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
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.

AttributesDetails
Study Period2018-2030
Base Year2023
UnitValue (USD Million)
Key Companies ProfiledBadgeville (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)
CAGR21.9%


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

Report Objectives / Segmentation Covered

By Type
  • E-Learning Courseware
  • Online Audio and Video Content
  • Social Games
  • Mobile Games
By Platform
  • Online
  • Offline

By End-Use
  • Educational Institutions
  • Healthcare Organizations
  • Defense Organizations
  • Corporate Employee Training
  • Other

By Regions
  • 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
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. The Rising Demand for Quality Education
      • 3.2.2. Growing Use of Internet and Mobile Phone Devices
      • 3.2.3. Provides More Interactive Educational Experience
    • 3.3. Market Challenges
      • 3.3.1. Lack of Awareness in Developing Countries
    • 3.4. Market Trends
      • 3.4.1. Simulation and Virtual Gaming
      • 3.4.2. Implementation of Cloud Based Services
      • 3.4.3. Growing Trend of E-Learning
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Game-based Learning, by Type, Platform, End-Use and Region (value) (2018-2023)
    • 5.1. Introduction
    • 5.2. Global Game-based Learning (Value)
      • 5.2.1. Global Game-based Learning by: Type (Value)
        • 5.2.1.1. E-Learning Courseware
        • 5.2.1.2. Online Audio and Video Content
        • 5.2.1.3. Social Games
        • 5.2.1.4. Mobile Games
      • 5.2.2. Global Game-based Learning by: Platform (Value)
        • 5.2.2.1. Online
        • 5.2.2.2. Offline
      • 5.2.3. Global Game-based Learning by: End-Use (Value)
        • 5.2.3.1. Educational Institutions
        • 5.2.3.2. Healthcare Organizations
        • 5.2.3.3. Defense Organizations
        • 5.2.3.4. Corporate Employee Training
        • 5.2.3.5. Other
      • 5.2.4. Global Game-based Learning Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
  • 6. Game-based Learning: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2023)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Badgeville (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Kahoot (Norway)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. SplashLearn (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Bunchball (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Breakaway Games (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Growth Engineering (United Kingdom)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Play-Gen (United Kingdom)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Classcraft Studios Inc. (Canada)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. GoGo Labs (United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. StratBeans Consulting (India)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Game-based Learning Sale, by Type, Platform, End-Use and Region (value) (2025-2030)
    • 7.1. Introduction
    • 7.2. Global Game-based Learning (Value)
      • 7.2.1. Global Game-based Learning by: Type (Value)
        • 7.2.1.1. E-Learning Courseware
        • 7.2.1.2. Online Audio and Video Content
        • 7.2.1.3. Social Games
        • 7.2.1.4. Mobile Games
      • 7.2.2. Global Game-based Learning by: Platform (Value)
        • 7.2.2.1. Online
        • 7.2.2.2. Offline
      • 7.2.3. Global Game-based Learning by: End-Use (Value)
        • 7.2.3.1. Educational Institutions
        • 7.2.3.2. Healthcare Organizations
        • 7.2.3.3. Defense Organizations
        • 7.2.3.4. Corporate Employee Training
        • 7.2.3.5. Other
      • 7.2.4. Global Game-based Learning Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Game-based Learning: by Type(USD Million)
  • Table 2. Game-based Learning E-Learning Courseware , by Region USD Million (2018-2023)
  • Table 3. Game-based Learning Online Audio and Video Content , by Region USD Million (2018-2023)
  • Table 4. Game-based Learning Social Games , by Region USD Million (2018-2023)
  • Table 5. Game-based Learning Mobile Games , by Region USD Million (2018-2023)
  • Table 6. Game-based Learning: by Platform(USD Million)
  • Table 7. Game-based Learning Online , by Region USD Million (2018-2023)
  • Table 8. Game-based Learning Offline , by Region USD Million (2018-2023)
  • Table 9. Game-based Learning: by End-Use(USD Million)
  • Table 10. Game-based Learning Educational Institutions , by Region USD Million (2018-2023)
  • Table 11. Game-based Learning Healthcare Organizations , by Region USD Million (2018-2023)
  • Table 12. Game-based Learning Defense Organizations , by Region USD Million (2018-2023)
  • Table 13. Game-based Learning Corporate Employee Training , by Region USD Million (2018-2023)
  • Table 14. Game-based Learning Other , by Region USD Million (2018-2023)
  • Table 15. South America Game-based Learning, by Country USD Million (2018-2023)
  • Table 16. South America Game-based Learning, by Type USD Million (2018-2023)
  • Table 17. South America Game-based Learning, by Platform USD Million (2018-2023)
  • Table 18. South America Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 19. Brazil Game-based Learning, by Type USD Million (2018-2023)
  • Table 20. Brazil Game-based Learning, by Platform USD Million (2018-2023)
  • Table 21. Brazil Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 22. Argentina Game-based Learning, by Type USD Million (2018-2023)
  • Table 23. Argentina Game-based Learning, by Platform USD Million (2018-2023)
  • Table 24. Argentina Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 25. Rest of South America Game-based Learning, by Type USD Million (2018-2023)
  • Table 26. Rest of South America Game-based Learning, by Platform USD Million (2018-2023)
  • Table 27. Rest of South America Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 28. Asia Pacific Game-based Learning, by Country USD Million (2018-2023)
  • Table 29. Asia Pacific Game-based Learning, by Type USD Million (2018-2023)
  • Table 30. Asia Pacific Game-based Learning, by Platform USD Million (2018-2023)
  • Table 31. Asia Pacific Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 32. China Game-based Learning, by Type USD Million (2018-2023)
  • Table 33. China Game-based Learning, by Platform USD Million (2018-2023)
  • Table 34. China Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 35. Japan Game-based Learning, by Type USD Million (2018-2023)
  • Table 36. Japan Game-based Learning, by Platform USD Million (2018-2023)
  • Table 37. Japan Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 38. India Game-based Learning, by Type USD Million (2018-2023)
  • Table 39. India Game-based Learning, by Platform USD Million (2018-2023)
  • Table 40. India Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 41. South Korea Game-based Learning, by Type USD Million (2018-2023)
  • Table 42. South Korea Game-based Learning, by Platform USD Million (2018-2023)
  • Table 43. South Korea Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 44. Taiwan Game-based Learning, by Type USD Million (2018-2023)
  • Table 45. Taiwan Game-based Learning, by Platform USD Million (2018-2023)
  • Table 46. Taiwan Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 47. Australia Game-based Learning, by Type USD Million (2018-2023)
  • Table 48. Australia Game-based Learning, by Platform USD Million (2018-2023)
  • Table 49. Australia Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 50. Rest of Asia-Pacific Game-based Learning, by Type USD Million (2018-2023)
  • Table 51. Rest of Asia-Pacific Game-based Learning, by Platform USD Million (2018-2023)
  • Table 52. Rest of Asia-Pacific Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 53. Europe Game-based Learning, by Country USD Million (2018-2023)
  • Table 54. Europe Game-based Learning, by Type USD Million (2018-2023)
  • Table 55. Europe Game-based Learning, by Platform USD Million (2018-2023)
  • Table 56. Europe Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 57. Germany Game-based Learning, by Type USD Million (2018-2023)
  • Table 58. Germany Game-based Learning, by Platform USD Million (2018-2023)
  • Table 59. Germany Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 60. France Game-based Learning, by Type USD Million (2018-2023)
  • Table 61. France Game-based Learning, by Platform USD Million (2018-2023)
  • Table 62. France Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 63. Italy Game-based Learning, by Type USD Million (2018-2023)
  • Table 64. Italy Game-based Learning, by Platform USD Million (2018-2023)
  • Table 65. Italy Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 66. United Kingdom Game-based Learning, by Type USD Million (2018-2023)
  • Table 67. United Kingdom Game-based Learning, by Platform USD Million (2018-2023)
  • Table 68. United Kingdom Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 69. Netherlands Game-based Learning, by Type USD Million (2018-2023)
  • Table 70. Netherlands Game-based Learning, by Platform USD Million (2018-2023)
  • Table 71. Netherlands Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 72. Rest of Europe Game-based Learning, by Type USD Million (2018-2023)
  • Table 73. Rest of Europe Game-based Learning, by Platform USD Million (2018-2023)
  • Table 74. Rest of Europe Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 75. MEA Game-based Learning, by Country USD Million (2018-2023)
  • Table 76. MEA Game-based Learning, by Type USD Million (2018-2023)
  • Table 77. MEA Game-based Learning, by Platform USD Million (2018-2023)
  • Table 78. MEA Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 79. Middle East Game-based Learning, by Type USD Million (2018-2023)
  • Table 80. Middle East Game-based Learning, by Platform USD Million (2018-2023)
  • Table 81. Middle East Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 82. Africa Game-based Learning, by Type USD Million (2018-2023)
  • Table 83. Africa Game-based Learning, by Platform USD Million (2018-2023)
  • Table 84. Africa Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 85. North America Game-based Learning, by Country USD Million (2018-2023)
  • Table 86. North America Game-based Learning, by Type USD Million (2018-2023)
  • Table 87. North America Game-based Learning, by Platform USD Million (2018-2023)
  • Table 88. North America Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 89. United States Game-based Learning, by Type USD Million (2018-2023)
  • Table 90. United States Game-based Learning, by Platform USD Million (2018-2023)
  • Table 91. United States Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 92. Canada Game-based Learning, by Type USD Million (2018-2023)
  • Table 93. Canada Game-based Learning, by Platform USD Million (2018-2023)
  • Table 94. Canada Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 95. Mexico Game-based Learning, by Type USD Million (2018-2023)
  • Table 96. Mexico Game-based Learning, by Platform USD Million (2018-2023)
  • Table 97. Mexico Game-based Learning, by End-Use USD Million (2018-2023)
  • Table 98. Company Basic Information, Sales Area and Its Competitors
  • Table 99. Company Basic Information, Sales Area and Its Competitors
  • Table 100. Company Basic Information, Sales Area and Its Competitors
  • Table 101. Company Basic Information, Sales Area and Its Competitors
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Company Basic Information, Sales Area and Its Competitors
  • Table 107. Company Basic Information, Sales Area and Its Competitors
  • Table 108. Game-based Learning: by Type(USD Million)
  • Table 109. Game-based Learning E-Learning Courseware , by Region USD Million (2025-2030)
  • Table 110. Game-based Learning Online Audio and Video Content , by Region USD Million (2025-2030)
  • Table 111. Game-based Learning Social Games , by Region USD Million (2025-2030)
  • Table 112. Game-based Learning Mobile Games , by Region USD Million (2025-2030)
  • Table 113. Game-based Learning: by Platform(USD Million)
  • Table 114. Game-based Learning Online , by Region USD Million (2025-2030)
  • Table 115. Game-based Learning Offline , by Region USD Million (2025-2030)
  • Table 116. Game-based Learning: by End-Use(USD Million)
  • Table 117. Game-based Learning Educational Institutions , by Region USD Million (2025-2030)
  • Table 118. Game-based Learning Healthcare Organizations , by Region USD Million (2025-2030)
  • Table 119. Game-based Learning Defense Organizations , by Region USD Million (2025-2030)
  • Table 120. Game-based Learning Corporate Employee Training , by Region USD Million (2025-2030)
  • Table 121. Game-based Learning Other , by Region USD Million (2025-2030)
  • Table 122. South America Game-based Learning, by Country USD Million (2025-2030)
  • Table 123. South America Game-based Learning, by Type USD Million (2025-2030)
  • Table 124. South America Game-based Learning, by Platform USD Million (2025-2030)
  • Table 125. South America Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 126. Brazil Game-based Learning, by Type USD Million (2025-2030)
  • Table 127. Brazil Game-based Learning, by Platform USD Million (2025-2030)
  • Table 128. Brazil Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 129. Argentina Game-based Learning, by Type USD Million (2025-2030)
  • Table 130. Argentina Game-based Learning, by Platform USD Million (2025-2030)
  • Table 131. Argentina Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 132. Rest of South America Game-based Learning, by Type USD Million (2025-2030)
  • Table 133. Rest of South America Game-based Learning, by Platform USD Million (2025-2030)
  • Table 134. Rest of South America Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 135. Asia Pacific Game-based Learning, by Country USD Million (2025-2030)
  • Table 136. Asia Pacific Game-based Learning, by Type USD Million (2025-2030)
  • Table 137. Asia Pacific Game-based Learning, by Platform USD Million (2025-2030)
  • Table 138. Asia Pacific Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 139. China Game-based Learning, by Type USD Million (2025-2030)
  • Table 140. China Game-based Learning, by Platform USD Million (2025-2030)
  • Table 141. China Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 142. Japan Game-based Learning, by Type USD Million (2025-2030)
  • Table 143. Japan Game-based Learning, by Platform USD Million (2025-2030)
  • Table 144. Japan Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 145. India Game-based Learning, by Type USD Million (2025-2030)
  • Table 146. India Game-based Learning, by Platform USD Million (2025-2030)
  • Table 147. India Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 148. South Korea Game-based Learning, by Type USD Million (2025-2030)
  • Table 149. South Korea Game-based Learning, by Platform USD Million (2025-2030)
  • Table 150. South Korea Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 151. Taiwan Game-based Learning, by Type USD Million (2025-2030)
  • Table 152. Taiwan Game-based Learning, by Platform USD Million (2025-2030)
  • Table 153. Taiwan Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 154. Australia Game-based Learning, by Type USD Million (2025-2030)
  • Table 155. Australia Game-based Learning, by Platform USD Million (2025-2030)
  • Table 156. Australia Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 157. Rest of Asia-Pacific Game-based Learning, by Type USD Million (2025-2030)
  • Table 158. Rest of Asia-Pacific Game-based Learning, by Platform USD Million (2025-2030)
  • Table 159. Rest of Asia-Pacific Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 160. Europe Game-based Learning, by Country USD Million (2025-2030)
  • Table 161. Europe Game-based Learning, by Type USD Million (2025-2030)
  • Table 162. Europe Game-based Learning, by Platform USD Million (2025-2030)
  • Table 163. Europe Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 164. Germany Game-based Learning, by Type USD Million (2025-2030)
  • Table 165. Germany Game-based Learning, by Platform USD Million (2025-2030)
  • Table 166. Germany Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 167. France Game-based Learning, by Type USD Million (2025-2030)
  • Table 168. France Game-based Learning, by Platform USD Million (2025-2030)
  • Table 169. France Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 170. Italy Game-based Learning, by Type USD Million (2025-2030)
  • Table 171. Italy Game-based Learning, by Platform USD Million (2025-2030)
  • Table 172. Italy Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 173. United Kingdom Game-based Learning, by Type USD Million (2025-2030)
  • Table 174. United Kingdom Game-based Learning, by Platform USD Million (2025-2030)
  • Table 175. United Kingdom Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 176. Netherlands Game-based Learning, by Type USD Million (2025-2030)
  • Table 177. Netherlands Game-based Learning, by Platform USD Million (2025-2030)
  • Table 178. Netherlands Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 179. Rest of Europe Game-based Learning, by Type USD Million (2025-2030)
  • Table 180. Rest of Europe Game-based Learning, by Platform USD Million (2025-2030)
  • Table 181. Rest of Europe Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 182. MEA Game-based Learning, by Country USD Million (2025-2030)
  • Table 183. MEA Game-based Learning, by Type USD Million (2025-2030)
  • Table 184. MEA Game-based Learning, by Platform USD Million (2025-2030)
  • Table 185. MEA Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 186. Middle East Game-based Learning, by Type USD Million (2025-2030)
  • Table 187. Middle East Game-based Learning, by Platform USD Million (2025-2030)
  • Table 188. Middle East Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 189. Africa Game-based Learning, by Type USD Million (2025-2030)
  • Table 190. Africa Game-based Learning, by Platform USD Million (2025-2030)
  • Table 191. Africa Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 192. North America Game-based Learning, by Country USD Million (2025-2030)
  • Table 193. North America Game-based Learning, by Type USD Million (2025-2030)
  • Table 194. North America Game-based Learning, by Platform USD Million (2025-2030)
  • Table 195. North America Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 196. United States Game-based Learning, by Type USD Million (2025-2030)
  • Table 197. United States Game-based Learning, by Platform USD Million (2025-2030)
  • Table 198. United States Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 199. Canada Game-based Learning, by Type USD Million (2025-2030)
  • Table 200. Canada Game-based Learning, by Platform USD Million (2025-2030)
  • Table 201. Canada Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 202. Mexico Game-based Learning, by Type USD Million (2025-2030)
  • Table 203. Mexico Game-based Learning, by Platform USD Million (2025-2030)
  • Table 204. Mexico Game-based Learning, by End-Use USD Million (2025-2030)
  • Table 205. Research Programs/Design for This Report
  • Table 206. Key Data Information from Secondary Sources
  • Table 207. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Game-based Learning: by Type USD Million (2018-2023)
  • Figure 5. Global Game-based Learning: by Platform USD Million (2018-2023)
  • Figure 6. Global Game-based Learning: by End-Use USD Million (2018-2023)
  • Figure 7. South America Game-based Learning Share (%), by Country
  • Figure 8. Asia Pacific Game-based Learning Share (%), by Country
  • Figure 9. Europe Game-based Learning Share (%), by Country
  • Figure 10. MEA Game-based Learning Share (%), by Country
  • Figure 11. North America Game-based Learning Share (%), by Country
  • Figure 12. Global Game-based Learning share by Players 2023 (%)
  • Figure 13. Global Game-based Learning share by Players (Top 3) 2023(%)
  • Figure 14. Global Game-based Learning share by Players (Top 5) 2023(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Badgeville (United States) Revenue, Net Income and Gross profit
  • Figure 17. Badgeville (United States) Revenue: by Geography 2023
  • Figure 18. Kahoot (Norway) Revenue, Net Income and Gross profit
  • Figure 19. Kahoot (Norway) Revenue: by Geography 2023
  • Figure 20. SplashLearn (United States) Revenue, Net Income and Gross profit
  • Figure 21. SplashLearn (United States) Revenue: by Geography 2023
  • Figure 22. Bunchball (United States) Revenue, Net Income and Gross profit
  • Figure 23. Bunchball (United States) Revenue: by Geography 2023
  • Figure 24. Breakaway Games (United States) Revenue, Net Income and Gross profit
  • Figure 25. Breakaway Games (United States) Revenue: by Geography 2023
  • Figure 26. Growth Engineering (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 27. Growth Engineering (United Kingdom) Revenue: by Geography 2023
  • Figure 28. Play-Gen (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 29. Play-Gen (United Kingdom) Revenue: by Geography 2023
  • Figure 30. Classcraft Studios Inc. (Canada) Revenue, Net Income and Gross profit
  • Figure 31. Classcraft Studios Inc. (Canada) Revenue: by Geography 2023
  • Figure 32. GoGo Labs (United States) Revenue, Net Income and Gross profit
  • Figure 33. GoGo Labs (United States) Revenue: by Geography 2023
  • Figure 34. StratBeans Consulting (India) Revenue, Net Income and Gross profit
  • Figure 35. StratBeans Consulting (India) Revenue: by Geography 2023
  • Figure 36. Global Game-based Learning: by Type USD Million (2025-2030)
  • Figure 37. Global Game-based Learning: by Platform USD Million (2025-2030)
  • Figure 38. Global Game-based Learning: by End-Use USD Million (2025-2030)
  • Figure 39. South America Game-based Learning Share (%), by Country
  • Figure 40. Asia Pacific Game-based Learning Share (%), by Country
  • Figure 41. Europe Game-based Learning Share (%), by Country
  • Figure 42. MEA Game-based Learning Share (%), by Country
  • Figure 43. North America Game-based Learning Share (%), by Country
List of companies from research coverage that are profiled in the study
  • 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)
  • StratBeans Consulting (India)
Additional players considered in the study are as follows:
Gamelearn S.L. (Spain) , Gametize (Singapore) , 6waves (Hong Kong)
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Key Highlights of Report


Feb 2024 245 Pages 60 Tables Base Year: 2023 Coverage: 15+ Companies; 18 Countries

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Frequently Asked Questions (FAQ):

The key segments that are playing vital role in Game-based Learning Market are by type [E-Learning Courseware, Online Audio and Video Content, Social Games and Mobile Games], by end use application [].
The Game-based Learning Market is gaining popularity and expected to see strong valuation by 2030.
  • The Rising Demand for Quality Education
  • Growing Use of Internet and Mobile Phone Devices
  • Provides More Interactive Educational Experience

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