Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2019-2024
|発行||IMARC Services Private Limited||商品コード||788433|
|出版日||ページ情報||英文 94 Pages
|ゲームベース学習支援システムの世界市場：業界動向、市場シェア、市場規模、成長性、市場機会、および将来予測 Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2019-2024|
|出版日: 2019年02月11日||ページ情報: 英文 94 Pages||
The global game-based learning market was worth around US$ 2.4 Billion in 2018. 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.
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. Looking forward, the market value is projected to exceed US$ 4.3 Billion by 2024, exhibiting a CAGR of around 10% during 2019-2024.
Based on the platform, the market has been segmented into online and offline.
Based on the revenue type, the market has been segmented into game purchase, advertising and others.
Based on the end-user, the market has been segmented into K-12 education gamification, higher education gamification. The K-12 education gamification segment currently represent the biggest segment.
Region-wise, the education gamification market has been segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.
The competitive landscape of the market has also been examined with some of the key players being Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft and Kuato Studios, BreakAway Games, Filament Games, LearningWare, Playgen, Tangible Play and Toolwire.