Corporate Game-Based Learning Comprehensive Study by Type (Generic Product, Packaged Product), Application (Large Enterprises, Small and Medium-sized Enterprises (SMEs)), Industry Vertical (Aerospace & Defense, Oil & Gas, Manufacturing, Healthcare, Education and Public Sector) Players and Region - Global Market Outlook to 2028

Corporate Game-Based Learning Market by XX Submarkets | Forecast Years 2023-2028  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Global Corporate Game-Based Learning Market Overview:
The form of learning approach used has a major influence on the degree of interest in corporate training. Learning by play, or game-based learning provides new and effective ways to improve the learning process. Those in charge of training and growth for thousands of businesses around the world are well aware of this. Games assist in the development of effective and cognitive potential, which are responsible for the soft skills that are so essential in corporate training. Game-based learning generates scenarios that are similar to real-life circumstances in which skills can be applied. Both of these factors are contributing to the market's expansion.

AttributesDetails
Study Period2018-2028
Base Year2022
Forecast Period2023-2028
Historical Period2018-2022
UnitValue (USD Million)
Customization ScopeAvail customization with purchase of this report. Add or modify country, region & or narrow down segments in the final scope subject to feasibility


Influencing Trend:
The Emergence of Wearable Technology

Market Growth Drivers:
Increased Employee Engagement In Training and Growing Focus on Employee Skill and Performance Enhancement to Boost Productivity

Challenges:
Unawareness in Developing Regions

Restraints:
High Capital Investments

Opportunities:
Adoption of Cloud Technology in the Game-based Learning and Growth Potential in Emerging Countries

Competitive Landscape:
Leading key players are focusing on strategic partnerships to improve their products and services. Companies are focusing on increasing their client base to strengthen market position and to enhance product & service offerings.
Some of the key players profiled in the report are BreakAway Ltd. Inc. (United States), Designing Digitally Inc. (United States), EI Design Pvt Ltd. (India), Gamelearn S.L. (Spain), G-Cube (India), Webwide Software Pvt. Ltd. (India), Growth Engineering (United Kingdom), Indusgeeks USA Inc. (United States), MLevel Inc. (United States), Stratbeans Consulting Pvt. Ltd. (India) and Wrainbo Inc (United States). Analyst at AMA Research see United States Players to retain maximum share of Global Corporate Game-Based Learning market by 2028. Considering Market by Industry Vertical, the sub-segment i.e. Aerospace & Defense will boost the Corporate Game-Based Learning market.

In Feb 2018, Game-based learning platform Kahoot! announced the launch of Kahoot! Pro, a premium version of Kahoot! designed for salespeople, marketers, event managers and trainers to use with customers, partners, prospects and others outside the company.

What Can be Explored with the Corporate Game-Based Learning Market Study
 Gain Market Understanding
 Identify Growth Opportunities
 Analyze and Measure the Global Corporate Game-Based Learning Market by Identifying Investment across various Industry Verticals
 Understand the Trends that will drive Future Changes in Corporate Game-Based Learning
 Understand the Competitive Scenario
- Track Right Markets
- Identify the Right Verticals

Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Corporate Game-Based Learning market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Corporate Game-Based Learning market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes New Entrants/Investors, Analysts and Strategic Business Planners, Corporate Game-Based Learning Providers, Venture Capitalists and Private Equity Firms, Government Regulatory and Research Organizations and End-Use Industry.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.

Report Objectives / Segmentation Covered

By Type
  • Generic Product
  • Packaged Product
By Application
  • Large Enterprises
  • Small and Medium-sized Enterprises (SMEs)
By Industry Vertical
  • Aerospace & Defense
  • Oil & Gas
  • Manufacturing
  • Healthcare
  • Education and Public Sector

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. Increased Employee Engagement In Training
      • 3.2.2. Growing Focus on Employee Skill and Performance Enhancement to Boost Productivity
    • 3.3. Market Challenges
      • 3.3.1. Unawareness in Developing Regions
    • 3.4. Market Trends
      • 3.4.1. The Emergence of Wearable Technology
  • 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 Corporate Game-Based Learning, by Type, Application, Industry Vertical and Region (value) (2017-2022)
    • 5.1. Introduction
    • 5.2. Global Corporate Game-Based Learning (Value)
      • 5.2.1. Global Corporate Game-Based Learning by: Type (Value)
        • 5.2.1.1. Generic Product
        • 5.2.1.2. Packaged Product
      • 5.2.2. Global Corporate Game-Based Learning by: Application (Value)
        • 5.2.2.1. Large Enterprises
        • 5.2.2.2. Small and Medium-sized Enterprises (SMEs)
      • 5.2.3. Global Corporate Game-Based Learning by: Industry Vertical (Value)
        • 5.2.3.1. Aerospace & Defense
        • 5.2.3.2. Oil & Gas
        • 5.2.3.3. Manufacturing
        • 5.2.3.4. Healthcare
        • 5.2.3.5. Education and Public Sector
      • 5.2.4. Global Corporate 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. Corporate 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 (2022)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. BreakAway Ltd. Inc. (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. Designing Digitally Inc. (United States)
        • 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. EI Design Pvt Ltd. (India)
        • 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. Gamelearn S.L. (Spain)
        • 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. G-Cube (India)
        • 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. Webwide Software Pvt. Ltd. (India)
        • 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. Growth Engineering (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. Indusgeeks USA Inc. (United States)
        • 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. MLevel Inc. (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 Pvt. Ltd. (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
      • 6.4.11. Wrainbo Inc (United States)
        • 6.4.11.1. Business Overview
        • 6.4.11.2. Products/Services Offerings
        • 6.4.11.3. Financial Analysis
        • 6.4.11.4. SWOT Analysis
  • 7. Global Corporate Game-Based Learning Sale, by Type, Application, Industry Vertical and Region (value) (2023-2028)
    • 7.1. Introduction
    • 7.2. Global Corporate Game-Based Learning (Value)
      • 7.2.1. Global Corporate Game-Based Learning by: Type (Value)
        • 7.2.1.1. Generic Product
        • 7.2.1.2. Packaged Product
      • 7.2.2. Global Corporate Game-Based Learning by: Application (Value)
        • 7.2.2.1. Large Enterprises
        • 7.2.2.2. Small and Medium-sized Enterprises (SMEs)
      • 7.2.3. Global Corporate Game-Based Learning by: Industry Vertical (Value)
        • 7.2.3.1. Aerospace & Defense
        • 7.2.3.2. Oil & Gas
        • 7.2.3.3. Manufacturing
        • 7.2.3.4. Healthcare
        • 7.2.3.5. Education and Public Sector
      • 7.2.4. Global Corporate 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. Corporate Game-Based Learning: by Type(USD Million)
  • Table 2. Corporate Game-Based Learning Generic Product , by Region USD Million (2017-2022)
  • Table 3. Corporate Game-Based Learning Packaged Product , by Region USD Million (2017-2022)
  • Table 4. Corporate Game-Based Learning: by Application(USD Million)
  • Table 5. Corporate Game-Based Learning Large Enterprises , by Region USD Million (2017-2022)
  • Table 6. Corporate Game-Based Learning Small and Medium-sized Enterprises (SMEs) , by Region USD Million (2017-2022)
  • Table 7. Corporate Game-Based Learning: by Industry Vertical(USD Million)
  • Table 8. Corporate Game-Based Learning Aerospace & Defense , by Region USD Million (2017-2022)
  • Table 9. Corporate Game-Based Learning Oil & Gas , by Region USD Million (2017-2022)
  • Table 10. Corporate Game-Based Learning Manufacturing , by Region USD Million (2017-2022)
  • Table 11. Corporate Game-Based Learning Healthcare , by Region USD Million (2017-2022)
  • Table 12. Corporate Game-Based Learning Education and Public Sector , by Region USD Million (2017-2022)
  • Table 13. South America Corporate Game-Based Learning, by Country USD Million (2017-2022)
  • Table 14. South America Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 15. South America Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 16. South America Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 17. Brazil Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 18. Brazil Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 19. Brazil Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 20. Argentina Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 21. Argentina Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 22. Argentina Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 23. Rest of South America Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 24. Rest of South America Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 25. Rest of South America Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 26. Asia Pacific Corporate Game-Based Learning, by Country USD Million (2017-2022)
  • Table 27. Asia Pacific Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 28. Asia Pacific Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 29. Asia Pacific Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 30. China Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 31. China Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 32. China Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 33. Japan Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 34. Japan Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 35. Japan Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 36. India Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 37. India Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 38. India Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 39. South Korea Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 40. South Korea Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 41. South Korea Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 42. Taiwan Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 43. Taiwan Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 44. Taiwan Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 45. Australia Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 46. Australia Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 47. Australia Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 48. Rest of Asia-Pacific Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 49. Rest of Asia-Pacific Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 50. Rest of Asia-Pacific Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 51. Europe Corporate Game-Based Learning, by Country USD Million (2017-2022)
  • Table 52. Europe Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 53. Europe Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 54. Europe Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 55. Germany Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 56. Germany Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 57. Germany Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 58. France Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 59. France Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 60. France Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 61. Italy Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 62. Italy Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 63. Italy Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 64. United Kingdom Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 65. United Kingdom Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 66. United Kingdom Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 67. Netherlands Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 68. Netherlands Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 69. Netherlands Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 70. Rest of Europe Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 71. Rest of Europe Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 72. Rest of Europe Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 73. MEA Corporate Game-Based Learning, by Country USD Million (2017-2022)
  • Table 74. MEA Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 75. MEA Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 76. MEA Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 77. Middle East Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 78. Middle East Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 79. Middle East Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 80. Africa Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 81. Africa Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 82. Africa Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 83. North America Corporate Game-Based Learning, by Country USD Million (2017-2022)
  • Table 84. North America Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 85. North America Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 86. North America Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 87. United States Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 88. United States Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 89. United States Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 90. Canada Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 91. Canada Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 92. Canada Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 93. Mexico Corporate Game-Based Learning, by Type USD Million (2017-2022)
  • Table 94. Mexico Corporate Game-Based Learning, by Application USD Million (2017-2022)
  • Table 95. Mexico Corporate Game-Based Learning, by Industry Vertical USD Million (2017-2022)
  • Table 96. Company Basic Information, Sales Area and Its Competitors
  • Table 97. Company Basic Information, Sales Area and Its Competitors
  • 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. Corporate Game-Based Learning: by Type(USD Million)
  • Table 108. Corporate Game-Based Learning Generic Product , by Region USD Million (2023-2028)
  • Table 109. Corporate Game-Based Learning Packaged Product , by Region USD Million (2023-2028)
  • Table 110. Corporate Game-Based Learning: by Application(USD Million)
  • Table 111. Corporate Game-Based Learning Large Enterprises , by Region USD Million (2023-2028)
  • Table 112. Corporate Game-Based Learning Small and Medium-sized Enterprises (SMEs) , by Region USD Million (2023-2028)
  • Table 113. Corporate Game-Based Learning: by Industry Vertical(USD Million)
  • Table 114. Corporate Game-Based Learning Aerospace & Defense , by Region USD Million (2023-2028)
  • Table 115. Corporate Game-Based Learning Oil & Gas , by Region USD Million (2023-2028)
  • Table 116. Corporate Game-Based Learning Manufacturing , by Region USD Million (2023-2028)
  • Table 117. Corporate Game-Based Learning Healthcare , by Region USD Million (2023-2028)
  • Table 118. Corporate Game-Based Learning Education and Public Sector , by Region USD Million (2023-2028)
  • Table 119. South America Corporate Game-Based Learning, by Country USD Million (2023-2028)
  • Table 120. South America Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 121. South America Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 122. South America Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 123. Brazil Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 124. Brazil Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 125. Brazil Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 126. Argentina Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 127. Argentina Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 128. Argentina Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 129. Rest of South America Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 130. Rest of South America Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 131. Rest of South America Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 132. Asia Pacific Corporate Game-Based Learning, by Country USD Million (2023-2028)
  • Table 133. Asia Pacific Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 134. Asia Pacific Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 135. Asia Pacific Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 136. China Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 137. China Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 138. China Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 139. Japan Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 140. Japan Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 141. Japan Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 142. India Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 143. India Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 144. India Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 145. South Korea Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 146. South Korea Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 147. South Korea Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 148. Taiwan Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 149. Taiwan Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 150. Taiwan Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 151. Australia Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 152. Australia Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 153. Australia Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 154. Rest of Asia-Pacific Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 155. Rest of Asia-Pacific Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 156. Rest of Asia-Pacific Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 157. Europe Corporate Game-Based Learning, by Country USD Million (2023-2028)
  • Table 158. Europe Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 159. Europe Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 160. Europe Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 161. Germany Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 162. Germany Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 163. Germany Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 164. France Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 165. France Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 166. France Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 167. Italy Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 168. Italy Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 169. Italy Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 170. United Kingdom Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 171. United Kingdom Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 172. United Kingdom Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 173. Netherlands Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 174. Netherlands Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 175. Netherlands Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 176. Rest of Europe Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 177. Rest of Europe Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 178. Rest of Europe Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 179. MEA Corporate Game-Based Learning, by Country USD Million (2023-2028)
  • Table 180. MEA Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 181. MEA Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 182. MEA Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 183. Middle East Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 184. Middle East Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 185. Middle East Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 186. Africa Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 187. Africa Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 188. Africa Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 189. North America Corporate Game-Based Learning, by Country USD Million (2023-2028)
  • Table 190. North America Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 191. North America Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 192. North America Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 193. United States Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 194. United States Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 195. United States Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 196. Canada Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 197. Canada Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 198. Canada Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 199. Mexico Corporate Game-Based Learning, by Type USD Million (2023-2028)
  • Table 200. Mexico Corporate Game-Based Learning, by Application USD Million (2023-2028)
  • Table 201. Mexico Corporate Game-Based Learning, by Industry Vertical USD Million (2023-2028)
  • Table 202. Research Programs/Design for This Report
  • Table 203. Key Data Information from Secondary Sources
  • Table 204. 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 Corporate Game-Based Learning: by Type USD Million (2017-2022)
  • Figure 5. Global Corporate Game-Based Learning: by Application USD Million (2017-2022)
  • Figure 6. Global Corporate Game-Based Learning: by Industry Vertical USD Million (2017-2022)
  • Figure 7. South America Corporate Game-Based Learning Share (%), by Country
  • Figure 8. Asia Pacific Corporate Game-Based Learning Share (%), by Country
  • Figure 9. Europe Corporate Game-Based Learning Share (%), by Country
  • Figure 10. MEA Corporate Game-Based Learning Share (%), by Country
  • Figure 11. North America Corporate Game-Based Learning Share (%), by Country
  • Figure 12. Global Corporate Game-Based Learning share by Players 2022 (%)
  • Figure 13. Global Corporate Game-Based Learning share by Players (Top 3) 2022(%)
  • Figure 14. Global Corporate Game-Based Learning share by Players (Top 5) 2022(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. BreakAway Ltd. Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 17. BreakAway Ltd. Inc. (United States) Revenue: by Geography 2022
  • Figure 18. Designing Digitally Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 19. Designing Digitally Inc. (United States) Revenue: by Geography 2022
  • Figure 20. EI Design Pvt Ltd. (India) Revenue, Net Income and Gross profit
  • Figure 21. EI Design Pvt Ltd. (India) Revenue: by Geography 2022
  • Figure 22. Gamelearn S.L. (Spain) Revenue, Net Income and Gross profit
  • Figure 23. Gamelearn S.L. (Spain) Revenue: by Geography 2022
  • Figure 24. G-Cube (India) Revenue, Net Income and Gross profit
  • Figure 25. G-Cube (India) Revenue: by Geography 2022
  • Figure 26. Webwide Software Pvt. Ltd. (India) Revenue, Net Income and Gross profit
  • Figure 27. Webwide Software Pvt. Ltd. (India) Revenue: by Geography 2022
  • Figure 28. Growth Engineering (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 29. Growth Engineering (United Kingdom) Revenue: by Geography 2022
  • Figure 30. Indusgeeks USA Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 31. Indusgeeks USA Inc. (United States) Revenue: by Geography 2022
  • Figure 32. MLevel Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 33. MLevel Inc. (United States) Revenue: by Geography 2022
  • Figure 34. Stratbeans Consulting Pvt. Ltd. (India) Revenue, Net Income and Gross profit
  • Figure 35. Stratbeans Consulting Pvt. Ltd. (India) Revenue: by Geography 2022
  • Figure 36. Wrainbo Inc (United States) Revenue, Net Income and Gross profit
  • Figure 37. Wrainbo Inc (United States) Revenue: by Geography 2022
  • Figure 38. Global Corporate Game-Based Learning: by Type USD Million (2023-2028)
  • Figure 39. Global Corporate Game-Based Learning: by Application USD Million (2023-2028)
  • Figure 40. Global Corporate Game-Based Learning: by Industry Vertical USD Million (2023-2028)
  • Figure 41. South America Corporate Game-Based Learning Share (%), by Country
  • Figure 42. Asia Pacific Corporate Game-Based Learning Share (%), by Country
  • Figure 43. Europe Corporate Game-Based Learning Share (%), by Country
  • Figure 44. MEA Corporate Game-Based Learning Share (%), by Country
  • Figure 45. North America Corporate Game-Based Learning Share (%), by Country
List of companies from research coverage that are profiled in the study
  • BreakAway Ltd. Inc. (United States)
  • Designing Digitally Inc. (United States)
  • EI Design Pvt Ltd. (India)
  • Gamelearn S.L. (Spain)
  • G-Cube (India)
  • Webwide Software Pvt. Ltd. (India)
  • Growth Engineering (United Kingdom)
  • Indusgeeks USA Inc. (United States)
  • MLevel Inc. (United States)
  • Stratbeans Consulting Pvt. Ltd. (India)
  • Wrainbo Inc (United States)
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Dec 2023 226 Pages 51 Tables Base Year: 2022 Coverage: 15+ Companies; 18 Countries

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Frequently Asked Questions (FAQ):

Top performing companies in the Global Corporate Game-Based Learning market are BreakAway Ltd. Inc. (United States), Designing Digitally Inc. (United States), EI Design Pvt Ltd. (India), Gamelearn S.L. (Spain), G-Cube (India), Webwide Software Pvt. Ltd. (India), Growth Engineering (United Kingdom), Indusgeeks USA Inc. (United States), MLevel Inc. (United States), Stratbeans Consulting Pvt. Ltd. (India) and Wrainbo Inc (United States), to name a few.
"The Emergence of Wearable Technology" is seen as one of major influencing trends for Corporate Game-Based Learning Market during projected period 2022-2028.
Generic Product segment in Global market to hold robust market share owing to "Increased Employee Engagement In Training ".

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