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ゲーム型学習市場:世界の産業動向、シェア、規模、成長、機会、2023-2028年予測

Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

出版日: | 発行: IMARC | ページ情報: 英文 142 Pages | 納期: 2~3営業日

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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=156.76円
ゲーム型学習市場:世界の産業動向、シェア、規模、成長、機会、2023-2028年予測
出版日: 2023年09月04日
発行: IMARC
ページ情報: 英文 142 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

市場概要:

世界のゲーム型学習の市場規模は2022年に156億米ドルに達しました。今後、IMARC Groupは、2023年から2028年にかけて18.3%の成長率(CAGR)を示し、2028年までに423億米ドルに達すると予測しています。

ゲーム型学習は、学習環境にビデオゲームのデザインや要素を用いることで、生徒のやる気を引き出し、興味を引くことを目的としています。この手法を用いることで、複雑なトピックを単純化し、興味深く楽しい学習経路を提供することができます。さらに、学生に学習のオーナーシップを与え、ラテラルシンキングのアプローチに切り替えるよう促し、異なる分野を学ぶ機会を提供し、学習プロセスをより実行可能なものにします。その結果、ゲーム型学習は、世界中の教育セクターで最も急速に成長している動向の1つとなっています。

世界のゲーム型学習市場促進要因:

現代的かつインタラクティブなアプローチによる質の高い教育に対する需要の高まりにより、複数の教育機関でゲーム型学習技術の採用が増加しています。さらに、世界中の学校でタブレットやeラーニングの手法が導入されたことで、世界のゲーム型学習市場に明るい見通しが生まれました。これとは別に、教育向けゲーミフィケーションにおける拡張現実(AR)や仮想現実(VR)の利用が増加していることも、より没入的でインタラクティブな体験の提供に役立っています。市場の成長に影響を与えるその他の要因としては、ソーシャルメディアの急速な台頭、所得水準の上昇、スマートフォンの普及率の増加、高速インターネットへのアクセスの増加などが挙げられます。

本レポートで扱う主な質問

  • 世界のゲーム型学習市場はこれまでどのように推移し、今後数年間はどのように推移するのか?
  • 世界のゲーム型学習市場における主要地域市場は?
  • COVID-19が世界のゲーム型学習市場に与えた影響は?
  • 世界のゲーム型学習市場のプラットフォーム別区分は?
  • ゲーム型学習の世界市場の収益タイプ別区分は?
  • ゲーム型学習の世界市場のエンドユーザー別の区分は?
  • ゲーム型学習の世界市場のバリューチェーンにおける様々な段階とは?
  • ゲーム型学習の世界市場における主な促進要因と課題は?
  • 世界のゲーム型学習市場の構造と主要プレイヤーは?
  • ゲーム型学習の世界市場における競合の程度は?

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査目的
  • 利害関係者
  • データソース
    • 一次情報
    • 二次情報
  • 市場推定
    • ボトムアップアプローチ
    • トップダウンアプローチ
  • 調査手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

  • 概要
  • 主要産業動向

第5章 世界のゲーム型学習市場

  • 市場概要
  • 市場実績
  • COVID-19の影響
  • 市場内訳:プラットフォーム別
  • 市場内訳:収益タイプ別
  • 市場内訳:エンドユーザー別
  • 市場内訳:地域別
  • 市場予測

第6章 市場内訳:プラットフォーム別

  • オンライン
    • 市場動向
    • 市場予測
  • オフライン
    • 市場動向
    • 市場予測

第7章 市場内訳:収益タイプ別

  • ゲーム購入
    • 市場動向
    • 市場予測
  • 広告
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場予測

第8章 市場内訳:エンドユーザー別

  • K-12向け
    • 市場動向
    • 市場予測
  • 高等教育向け
    • 市場動向
    • 市場予測

第9章 市場内訳:地域別

  • 北米
    • 市場動向
    • 市場予測
  • 欧州
    • 市場動向
    • 市場予測
  • アジア太平洋
    • 市場動向
    • 市場予測
  • 中東・アフリカ地域
    • 市場動向
    • 市場予測
  • ラテンアメリカ
    • 市場動向
    • 市場予測

第10章 世界のゲーム型学習産業:SWOT分析

  • 概要
  • 強み
  • 弱み
  • 機会
  • 脅威

第11章 世界のゲーム型学習産業:バリューチェーン分析

第12章 世界のゲーム型学習産業:ポーターのファイブフォース分析

  • 概要
  • 買い手の交渉力
  • 供給企業の交渉力
  • 競合の程度
  • 新規参入業者の脅威
  • 代替品の脅威

第13章 世界のゲーム型学習産業:価格分析

第14章 競合情勢

  • 市場構造
  • 主要企業
  • 主要企業のプロファイル
    • Badgeville(CallidusCloud)
    • Bunchball(BI WORLDWIDE)
    • Classcraft Studios Inc.
    • Six Waves Inc.
    • Recurrence, Inc.
    • Fundamentor(Paratus Knowledge Ventures Pvt Ltd)
    • Gametize Pte. Ltd.
    • GradeCraft(The Regents of the University of Michigan)
    • Kuato Studios
    • BreakAway Ltd., Inc.
    • Filament Games
    • LearningWare, Inc.
    • Osmo(Tangible Play, Inc.)
    • Toolwire, Inc
図表

List of Figures

  • Figure 1: Global: Game-Based Learning Market: Major Drivers and Challenges
  • Figure 2: Global: Game-Based Learning Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Game-Based Learning Market: Breakup by Platform (in %), 2022
  • Figure 4: Global: Game-Based Learning Market: Breakup by Revenue Type (in %), 2022
  • Figure 5: Global: Game-Based Learning Market: Breakup by End-User (in %), 2022
  • Figure 6: Global: Game-Based Learning Market: Breakup by Region (in %), 2022
  • Figure 7: Global: Game-Based Learning Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 8: Global: Game-Based Learning Industry: SWOT Analysis
  • Figure 9: Global: Game-Based Learning Industry: Value Chain Analysis
  • Figure 10: Global: Game-Based Learning Industry: Porter's Five Forces Analysis
  • Figure 11: Global: Game-Based Learning (Online) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 12: Global: Game-Based Learning (Online) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 13: Global: Game-Based Learning (Offline) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 14: Global: Game-Based Learning (Offline) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 15: Global: Game-Based Learning (Game Purchase) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 16: Global: Game-Based Learning (Game Purchase) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 17: Global: Game-Based Learning (Advertising) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 18: Global: Game-Based Learning (Advertising) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 19: Global: Game-Based Learning (Others) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 20: Global: Game-Based Learning (Others) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 21: Global: Game-Based Learning (K-12 Game-Based Learning) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 22: Global: Game-Based Learning (K-12 Game-Based Learning) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 23: Global: Game-Based Learning (Higher Game-Based Learning) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 24: Global: Game-Based Learning (Higher Game-Based Learning) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 25: North America: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 26: North America: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 27: Europe: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 28: Europe: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 29: Asia Pacific: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 30: Asia Pacific: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 31: Middle East and Africa: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 32: Middle East and Africa: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 33: Latin America: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 34: Latin America: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028

List of Tables

  • Table 1: Global: Game-Based Learning Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Game-Based Learning Market Forecast: Breakup by Platform (in Million US$), 2023-2028
  • Table 3: Global: Game-Based Learning Market Forecast: Breakup by Revenue Type (in Million US$), 2023-2028
  • Table 4: Global: Game-Based Learning Market Forecast: Breakup by End-User (in Million US$), 2023-2028
  • Table 5: Global: Game-Based Learning Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 6: Global: Game-Based Learning Market: Competitive Structure
  • Table 7: Global: Game-Based Learning Market: Key Players
目次
Product Code: SR112023A1176

Market Overview:

The global game-based learning market size reached US$ 15.6 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 42.3 Billion by 2028, exhibiting a growth rate (CAGR) of 18.3% during 2023-2028.

Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning. Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.

Global Game-Based Learning Market Drivers:

The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market. Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience. The other factors influencing the growth of the market include the rapid emergence of social media, rising income levels, increasing penetration of smart phones, rising access to high speed internet, etc.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the global game-based learning market report, along with forecasts at the global and regional levels from 2023-2028. Our report has categorized the market based on platform, revenue type and end-user.

Breakup by Platform:

Online

Offline

Based on the platform, the market has been segmented into online and offline.

Breakup by Revenue Type:

Game Purchase

Advertising

Others

Based on the revenue type, the market has been segmented into game purchase, advertising and others.

Breakup by End-User:

K-12 Game-Based Learning

Higher Game-Based Learning

Based on the end-user, the market has been segmented into K-12 game-based learning, higher game-based learning. The K-12 game-based learning segment currently represent the biggest segment.

Breakup by Region:

North America

Europe

Asia Pacific

Middle East and Africa

Latin America

Region-wise, the market has been segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America

Competitive Landscape:

The competitive landscape of the market has also been examined with some of the key players being Badgeville (CallidusCloud), Bunchball (BI WORLDWIDE), Classcraft Studios Inc., Six Waves Inc., Recurrence, Inc., Fundamentor (Paratus Knowledge Ventures Pvt Ltd), Gametize Pte. Ltd., GradeCraft (The Regents of the University of Michigan), Kuato Studios, BreakAway Ltd., Inc., Filament Games, LearningWare, Inc., Osmo (Tangible Play, Inc.) and Toolwire, Inc.

Key Questions Answered in This Report:

  • How has the global game-based learning market performed so far and how will it perform in the coming years?
  • What are the key regional markets in the global game-based learning market?
  • What has been the impact of COVID-19 on the global game-based learning market?
  • What is the breakup of the global game-based learning market on the basis of platform?
  • What is the breakup of the global game-based learning market on the basis of revenue type?
  • What is the breakup of the global game-based learning market on the basis of end-user?
  • What are the various stages in the value chain of the global game-based learning market?
  • What are the key driving factors and challenges in the global game-based learning market?
  • What is the structure of the global game-based learning market and who are the key players?
  • What is the degree of competition in the global game-based learning market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Game-Based Learning Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Breakup by Platform
  • 5.5 Market Breakup by Revenue Type
  • 5.6 Market Breakup by End-User
  • 5.7 Market Breakup by Region
  • 5.8 Market Forecast

6 Market Breakup by Platform

  • 6.1 Online
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Offline
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast

7 Market Breakup by Revenue Type

  • 7.1 Game Purchase
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Advertising
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Others
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8 Market Breakup by End-User

  • 8.1 K-12 Game-Based Learning
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Higher Game-Based Learning
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Region

  • 9.1 North America
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Europe
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Asia Pacific
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Middle East and Africa
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Latin America
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast

10 Global Game-Based Learning Industry: SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Global Game-Based Learning Industry: Value Chain Analysis

12 Global Game-Based Learning Industry: Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Global Game-Based Learning Industry: Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 Badgeville (CallidusCloud)
    • 14.3.2 Bunchball (BI WORLDWIDE)
    • 14.3.3 Classcraft Studios Inc.
    • 14.3.4 Six Waves Inc.
    • 14.3.5 Recurrence, Inc.
    • 14.3.6 Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
    • 14.3.7 Gametize Pte. Ltd.
    • 14.3.8 GradeCraft (The Regents of the University of Michigan)
    • 14.3.9 Kuato Studios
    • 14.3.10 BreakAway Ltd., Inc.
    • 14.3.11 Filament Games
    • 14.3.12 LearningWare, Inc.
    • 14.3.13 Osmo (Tangible Play, Inc.)
    • 14.3.14 Toolwire, Inc