Overview and Scope
Game-based learning is a teaching method that takes advantage of the power of
games to define and support learning outcomes.
Sizing and Forecast
The game based learning market size has grown exponentially in recent years. It
will grow from $14.13 billion in 2023 to $17.41 billion in 2024 at a compound
annual growth rate (CAGR) of 23.3%. The
growth in the historic period can be attributed to shift in educational
paradigms, demand for interactive and engaging learning tools, focus on personalized
learning, recognition of gamification benefits.
The game based learning market size is expected to see exponential growth in
the next few years. It will grow to $42.46 billion in 2028 at a compound annual
growth rate (CAGR) of 25.0%. The growth
in the forecast period can be attributed to focus on skill development, rise of
mobile learning platforms, application in corporate training, incorporation of
analytics and data-driven insights. Major trends in the forecast period include
incorporation of storytelling elements, mobile game-based learning apps,
competency-based learning games.
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Segmentation & Regional Insights
The game based learning market covered in this report is segmented –
1) By Component: Solution, Services
2) By Deployment Mode: Cloud, On-Premise
3) By Game Type: AR VR Games, AI-based Games, Location-based Games, Assessment
and Evaluation Games, Training, Knowledge and Skill-based Games, Language
Learning Games, Other Game Types
4) By End User: Consumer, Education, Government, Enterprises
North America was the largest region in the game-based learning market in 2023.
North America is expected to be the fastest-growing region in the forecast
period. The regions covered in the game based learning market report are
Asia-Pacific, Western Europe, Eastern Europe, North America, South America,
Middle East, Africa.
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Major Driver Impacting Market Growth
The rising focus on personalized learning is expected to propel the growth of
the game-based learning market. Personalized learning is the process of
customizing the learning according to the needs, interests, strengths, and
skills of a student. The tasks are tailored as per the abilities and interests
of the learners, which will shift responsibility for learning to the learner.
Game-based personalized learning helps in enhancing the learning experiences in
a more timely and proficient manner. It simulates the real-world experiences
and applications for the facilitators and learners. For instance, according to
the economic times, an Indian business-focused daily newspaper, in 2021, the
private equity investments in EdTech companies focusing on personalized
learning valued at around USD 5 billion. Therefore, the growing focus on
personalized learning is driving the game-based learning market growth.
Key Industry Players
Major companies operating in the game based learning market report are Spin
Master Corp., Mojang Studios AB, Kahoot! AS, Frontier Developments plc, G-Cube,
Schell Games LLC, Hornbill FX Limited, LearningWare Inc., Banzai Labs Inc.,
StratBeans Consulting LLC, Raptivity Technologies Pvt. Ltd., MAK Technologies
India Pvt Ltd, Tangible Play, BreakAway Games Ltd., Gamelearn S.L., Lumos Labs
Inc., Classcraft Education Inc., Simulearn LLC, Growth Engineering Ltd, Playgen
Limited, Kuato Studios Inc., Recurrence Inc., Fundamentor Learning Ltd., Will
Interactive, Cognite ToyBox Inc., Indusgeeks Learning Solutions Pvt Ltd, MLevel
GmbH, Gametize Learning Labs Inc., Games2Train, SCVNGR Inc.
The game based learning market report table of contents includes:
1. Executive Summary
2. Game
Based Learning Market Characteristics
3. Game
Based Learning Market Trends And Strategies
4. Game
Based Learning Market - Macro Economic Scenario
5. Global
Game Based Learning Market Size and Growth
.
32. Global
Game Based Learning Market Competitive Benchmarking
33. Global
Game Based Learning Market Competitive Dashboard
34. Key
Mergers And Acquisitions In The Game Based Learning Market
35. Game
Based Learning Market Future Outlook and Potential Analysis
36.
Appendix
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