![]() |
市場調査レポート
商品コード
1729539
日本のゲームベースラーニング市場レポート:プラットフォーム別、収益タイプ別、エンドユーザー別、地域別、2025年~2033年Japan Game Based Learning Market Report by Platform (Online, Offline), Revenue Type (Game Purchase, Advertising, and Others), End User (K-12 Game-Based Learning, Higher Game-Based Learning), and Region 2025-2033 |
||||||
カスタマイズ可能
|
日本のゲームベースラーニング市場レポート:プラットフォーム別、収益タイプ別、エンドユーザー別、地域別、2025年~2033年 |
出版日: 2025年05月01日
発行: IMARC
ページ情報: 英文 118 Pages
納期: 5~7営業日
|
日本のゲームベースラーニングの市場規模は2024年に8億7,330万米ドルに達しました。今後、IMARC Groupは、同市場が2033年までに50億3,910万米ドルに達し、2025年から2033年にかけて19.7%の成長率(CAGR)を示すと予測しています。同市場は、より没入感のある学習体験に対するニーズの高まり、教育成果の向上、個別化・適応型学習アプローチ、企業研修やスキル向上への取り組み、スマートフォンの普及など、いくつかの重要な要因によって牽引されています。
Japan game based learning market size reached USD 873.3 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 5,039.1 Million by 2033, exhibiting a growth rate (CAGR) of 19.7% during 2025-2033. The market is being driven by several significant factors, including a growing need for more immersive learning experiences, improved educational results, personalized and adaptive learning approaches, corporate training and skill enhancement initiatives, and the increasing prevalence of smartphone use.
Game-based learning is an educational strategy that employs interactive games to facilitate the process of learning and skill acquisition. Within this framework, learners participate in game scenarios and activities that have been specifically designed to align with defined educational goals. By incorporating game elements such as challenges, rewards, and progression, this approach motivates participants to actively engage in the learning journey. The primary objective of game-based learning is to enrich the learning experience by encouraging active participation, honing problem-solving abilities, and fostering critical thinking skills. Through immersion in a dynamic and interactive environment, learners are prompted to explore, experiment, and apply acquired knowledge in real-world contexts. This methodology proves particularly advantageous in deepening comprehension of intricate concepts and promoting knowledge retention. Game-based learning has garnered widespread acclaim across diverse sectors, including formal education, corporate training, and professional development initiatives. Its efficacy is rooted in its capacity to render learning enjoyable and pertinent, ultimately resulting in heightened knowledge retention and enhanced performance outcomes.
The game-based learning market in Japan is experiencing notable growth, driven by several key factors. There is an increasing recognition of the benefits of interactive gaming as an educational tool, particularly in enhancing engagement and fostering critical thinking among learners. Additionally, educational institutions, including schools and universities, are incorporating game-based learning methods into their curricula to create dynamic and immersive learning experiences, which is acting as another significant growth-inducing factor. Furthermore, the corporate sector is adopting game-based training programs to enhance employee skills and productivity. Besides this, with the widespread availability of smartphones and digital devices, game-based learning is becoming more accessible and convenient, further fueling its adoption. The market is witnessing innovations in game design and technology to align with educational objectives, making it a valuable component of Japan's educational landscape and professional development initiatives.
The market research report has also provided a comprehensive analysis of the competitive landscape in the market. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.