デフォルト表紙
市場調査レポート
商品コード
1243255

ゲームベーストラーニングの製品・サービスの世界市場

Game-based Learning Products and Services

出版日: | 発行: Global Industry Analysts, Inc. | ページ情報: 英文 179 Pages | 納期: 即日から翌営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=147.72円
ゲームベーストラーニングの製品・サービスの世界市場
出版日: 2023年03月01日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 179 Pages
納期: 即日から翌営業日
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本レポートは最新情報反映のため適宜更新し、内容構成変更を行う場合があります。ご検討の際はお問い合わせください。
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  • 概要
  • 目次
概要

ゲームベーストラーニングの製品・サービスの世界市場は2030年に2,414億米ドルに達する

変化したCOVID-19後のビジネス環境において、2022年に226億米ドルと推定されるゲームベーストラーニングの製品・サービスの世界市場は、2030年までに2,414億米ドルの改定規模に達し、2022年から2030年にかけて34.4%のCAGRで成長すると予測されます。

米国市場は72億米ドル、中国はCAGR33.1%で成長すると予測される

米国のゲームベーストラーニングの製品・サービス市場は、2022年に72億米ドルと推定されます。世界第2位の経済大国である中国は、2022年から2030年にかけてのCAGRが33.1%となり、2030年には393億米ドルの市場規模に達すると予測されます。その他の注目すべき地域市場としては、日本とカナダがあり、2022年から2030年にかけてそれぞれ30.6%と29.2%の成長が予測されています。欧州では、ドイツがCAGR24.2%で成長すると予測されています。

調査対象企業の例

  • BreakAway, Ltd.
  • Filament Games
  • LearningWare, Inc.
  • PlayGen Limited
  • Tangible Play, Inc.(OSMO)
  • Toolwire, Inc.

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • その他欧州
  • アジア太平洋
  • 世界のその他の地域

第4章 競合

目次
Product Code: MCP12117

What`s New for 2023?

»Special coverage on Russia-Ukraine war; global inflation; easing of "zero-Covid" policy in China and its `bumpy` reopening; supply chain disruptions, global trade tensions; and risk of recession.

»Global competitiveness and key competitor percentage market shares

» Market presence across multiple geographies - Strong/Active/Niche/Trivial

»Online interactive peer-to-peer collaborative bespoke updates

»Access to our digital archives and MarketGlass Research Platform

»Complimentary updates for one year

Looking Ahead to 2023

The global economy is at a critical crossroads with a number of interlocking challenges and crises running in parallel. The uncertainty around how Russia`s war on Ukraine will play out this year and the war`s role in creating global instability means that the trouble on the inflation front is not over yet. Food and fuel inflation will remain a persistent economic problem. Higher retail inflation will impact consumer confidence and spending. As governments combat inflation by raising interest rates, new job creation will slowdown and impact economic activity and growth. Lower capital expenditure is in the offing as companies go slow on investments, held back by inflation worries and weaker demand. With slower growth and high inflation, developed markets seem primed to enter into a recession. Fears of new COVID outbreaks and China's already uncertain post-pandemic path poses a real risk of the world experiencing more acute supply chain pain and manufacturing disruptions this year. Volatile financial markets, growing trade tensions, stricter regulatory environment and pressure to mainstream climate change into economic decisions will compound the complexity of challenges faced. Year 2023 is expected to be tough year for most markets, investors and consumers. Nevertheless, there is always opportunity for businesses and their leaders who can chart a path forward with resilience and adaptability.

Global Game-based Learning Products and Services Market to Reach $241.4 Billion by 2030

In the changed post COVID-19 business landscape, the global market for Game-based Learning Products and Services estimated at US$22.6 Billion in the year 2022, is projected to reach a revised size of US$241.4 Billion by 2030, growing at a CAGR of 34.4% over the period 2022-2030.

The U.S. Market is Estimated at $7.2 Billion, While China is Forecast to Grow at 33.1% CAGR

The Game-based Learning Products and Services market in the U.S. is estimated at US$7.2 Billion in the year 2022. China, the world`s second largest economy, is forecast to reach a projected market size of US$39.3 Billion by the year 2030 trailing a CAGR of 33.1% over the analysis period 2022 to 2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 30.6% and 29.2% respectively over the 2022-2030 period. Within Europe, Germany is forecast to grow at approximately 24.2% CAGR.

Select Competitors (Total 12 Featured) -

  • BreakAway, Ltd.
  • Filament Games
  • LearningWare, Inc.
  • PlayGen Limited
  • Tangible Play, Inc. (OSMO)
  • Toolwire, Inc.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • Impact of Covid-19 and a Looming Global Recession
    • Game-based Learning Products and Services - Global Key Competitors Percentage Market Share in 2022 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2022 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 2: World Historic Review for Game-based Learning Products and Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
    • TABLE 3: World 16-Year Perspective for Game-based Learning Products and Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2014, 2023 & 2030
    • TABLE 4: World Game-based Learning Products and Services Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2023 (E)
    • TABLE 5: USA Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 6: USA Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • CANADA
    • TABLE 7: Canada Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 8: Canada Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • JAPAN
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2023 (E)
    • TABLE 9: Japan Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 10: Japan Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • CHINA
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2023 (E)
    • TABLE 11: China Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 12: China Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • EUROPE
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2023 (E)
    • TABLE 13: Europe Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 14: Europe Historic Review for Game-based Learning Products and Services by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
    • TABLE 15: Europe 16-Year Perspective for Game-based Learning Products and Services by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2014, 2023 & 2030
  • FRANCE
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2023 (E)
    • TABLE 16: France Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 17: France Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • GERMANY
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2023 (E)
    • TABLE 18: Germany Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 19: Germany Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • ITALY
    • TABLE 20: Italy Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 21: Italy Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • UNITED KINGDOM
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2023 (E)
    • TABLE 22: UK Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 23: UK Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • REST OF EUROPE
    • TABLE 24: Rest of Europe Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 25: Rest of Europe Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • ASIA-PACIFIC
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2023 (E)
    • TABLE 26: Asia-Pacific Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 27: Asia-Pacific Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • REST OF WORLD
    • TABLE 28: Rest of World Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 29: Rest of World Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR

IV. COMPETITION