デフォルト表紙
市場調査レポート
商品コード
1600870

ゲームベースの学習市場:ゲームタイプ、展開、エンドユーザー別-2025-2030年の世界予測

Game-Based Learning Market by Game Type (AI-Based Games, AR & VR Games, Assessment & Evaluation Games), Deployment (On-Cloud, On-Premise), End-User - Global Forecast 2025-2030


出版日
発行
360iResearch
ページ情報
英文 183 Pages
納期
即日から翌営業日
カスタマイズ可能
適宜更新あり
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=146.08円
ゲームベースの学習市場:ゲームタイプ、展開、エンドユーザー別-2025-2030年の世界予測
出版日: 2024年10月31日
発行: 360iResearch
ページ情報: 英文 183 Pages
納期: 即日から翌営業日
GIIご利用のメリット
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  • 概要
  • 図表
  • 目次
概要

ゲームベースの学習市場の2023年の市場規模は96億8,000万米ドル、2024年には118億1,000万米ドルに達すると予測され、CAGR 21.70%で成長し、2030年には383億1,000万米ドルに達すると予測されています。

ゲームベースの学習とは、ゲーム的な要素や原理を学習環境に組み込み、学習意欲や学習成果を高める教育手法です。デジタルゲームや非デジタルゲームを含むこの手法は、幼稚園から高校、高等教育、企業研修、ヘルスケアに至るまで、さまざまな教育ニーズに対応しています。その主な必要性は、学習者のエンゲージメントと定着率の向上につながる可能性のある、インタラクティブでパーソナライズされた学習体験に対する需要の高まりに起因しています。アプリケーションは、教育、企業トレーニング、ヘルスケア、軍事訓練など多様な分野に及び、それぞれが特定の学習目的に対応するためにカスタマイズされたソリューションを必要としています。

主な市場の統計
基準年[2023] 96億8,000万米ドル
予測年[2024] 118億1,000万米ドル
予測年[2030] 383億1,000万米ドル
CAGR(%) 21.70%

ゲームベースの学習市場は、技術の進歩、モバイルデバイスの普及、スキルやコンピテンシー開発重視の高まりにより、大きく成長する見通しです。成長に影響を与える主な要因としては、没入型でカスタマイズされた学習体験を生み出す人工知能、拡張知能、アダプティブ・ラーニング技術の統合が挙げられます。さらに、COVID-19の流行は遠隔学習ソリューションの重要性を浮き彫りにし、この分野での技術革新と採用を加速させました。より広範な科目や能力をカバーするコンテンツ・ライブラリの拡充、既存の教育プラットフォームとのシームレスな統合のための相互運用性標準の開発、学習効果を測定するための堅牢な分析ツールの開発などに、潜在的な機会が存在します。

しかし、高い開発コスト、従来の教育方法からの変化への抵抗、データのプライバシーやセキュリティに関する懸念といった課題は、市場の成長を妨げる可能性があります。このような課題を克服するには、ユーザーデータの保護を最優先とした、費用対効果が高く拡張性のあるソリューションの構築と、ゲームベースの学習ツールを効果的に導入するための教育者向けトレーニングに注力する必要があります。

AIを活用したパーソナライズされた学習経路の開発、ソフトスキルトレーニングのゲーミフィケーション、体験型学習シナリオのための仮想現実や拡張現実の活用など、イノベーションの領域は開拓の時期を迎えています。これらのイノベーションは、現在の教育格差に対処するだけでなく、学習環境を世界に変革できるスケーラブルなソリューションを提供します。こうした市場力学を理解することは、進化する教育ニーズと技術力の中で成功を目指す市場関係者にとって、戦略的投資と製品開発に対する貴重な洞察を提供することができます。

市場力学:急速に進化するゲームベースの学習市場の主要な市場インサイトを解明

ゲームベースの学習市場は、需要と供給のダイナミックな相互作用によって変貌を遂げています。このような市場力学の進化を理解することで、企業は十分な情報に基づいた投資決定、戦略的決定の精緻化、そして新たなビジネスチャンスの獲得に備えることができます。これらの動向を包括的に把握することで、企業は政治的、地理的、技術的、社会的、経済的な領域にわたる様々なリスクを軽減することができ、また、消費者行動とそれが製造コストや購買動向に与える影響をより明確に理解することができます。

  • 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への需要の高まり
    • 学習用デジタル・インフラの整備
    • 商業分野での研修・能力開発におけるゲームベースの学習の利用拡大
  • 市場抑制要因
    • ゲームベースの学習を導入する際のITインフラの不足とトレーナーの理解不足
  • 市場機会
    • 教育ゲーミフィケーションにおけるAR、VR、AIの統合の拡大
    • 語学学習におけるゲームベースの学習の採用
  • 市場の課題
    • 学習目的とカリキュラムに合った適切なゲームデザインを作成する際の潜在的な障壁

ポーターの5つの力:ゲームベースの学習市場をナビゲートする戦略ツール

ポーターの5つの力フレームワークは、ゲームベースの学習市場の競合情勢を理解するための重要なツールです。ポーターのファイブフォース・フレームワークは、企業の競争力を評価し、戦略的機会を探るための明確な手法を提供します。このフレームワークは、企業が市場内の勢力図を評価し、新規事業の収益性を判断するのに役立ちます。これらの洞察により、企業は自社の強みを活かし、弱みに対処し、潜在的な課題を回避することができ、より強靭な市場でのポジショニングを確保することができます。

PESTLE分析:ゲームベースの学習市場における外部からの影響の把握

外部マクロ環境要因は、ゲームベースの学習市場の業績ダイナミクスを形成する上で極めて重要な役割を果たします。政治的、経済的、社会的、技術的、法的、環境的要因の分析は、これらの影響をナビゲートするために必要な情報を提供します。PESTLE要因を調査することで、企業は潜在的なリスクと機会をよりよく理解することができます。この分析により、企業は規制、消費者の嗜好、経済動向の変化を予測し、先を見越した積極的な意思決定を行う準備ができます。

市場シェア分析ゲームベースの学習市場における競合情勢の把握

ゲームベースの学習市場の詳細な市場シェア分析により、ベンダーの業績を包括的に評価することができます。企業は、収益、顧客ベース、成長率などの主要指標を比較することで、競争上のポジショニングを明らかにすることができます。この分析により、市場の集中、断片化、統合の動向が明らかになり、ベンダーは競争が激化する中で自社の地位を高める戦略的意思決定を行うために必要な知見を得ることができます。

FPNVポジショニング・マトリックスゲームベースの学習市場におけるベンダーのパフォーマンス評価

FPNVポジショニングマトリックスは、ゲームベースの学習市場においてベンダーを評価するための重要なツールです。このマトリックスにより、ビジネス組織はベンダーのビジネス戦略と製品満足度に基づき評価することで、目標に沿った十分な情報に基づいた意思決定を行うことができます。4つの象限はベンダーを明確かつ正確に区分し、ユーザーが戦略目標に最適なパートナーやソリューションを特定するのに役立ちます。

本レポートは、主要な注目分野を網羅した包括的な市場分析を提供しています:

1.市場の浸透度:業界主要企業の広範なデータを含む、現在の市場環境の詳細なレビュー。

2.市場の開拓度:新興市場における成長機会を特定し、既存分野における拡大可能性を評価し、将来の成長に向けた戦略的ロードマップを提供します。

3.市場の多様化:最近の製品発売、未開拓の地域、業界の主要な進歩、市場を形成する戦略的投資を分析します。

4.競合の評価と情報:競合情勢を徹底的に分析し、市場シェア、事業戦略、製品ポートフォリオ、認証、規制当局の承認、特許動向、主要企業の技術進歩などを検証します。

5.製品開発およびイノベーション:将来の市場成長を促進すると期待される最先端技術、研究開発活動、製品イノベーションをハイライトしています。

また、利害関係者が十分な情報を得た上で意思決定できるよう、重要な質問にも答えています:

1.現在の市場規模と今後の成長予測は?

2.最高の投資機会を提供する製品、セグメント、地域はどこか?

3.市場を形成する主な技術動向と規制の影響とは?

4.主要ベンダーの市場シェアと競合ポジションは?

5.ベンダーの市場参入・撤退戦略の原動力となる収益源と戦略的機会は何か?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • 現代的でインタラクティブなアプローチによる質の高い教育への需要の高まり
      • 学習のためのデジタルインフラの利用可能性の向上
      • 商業部門におけるトレーニングとスキル開発のためのゲームベースの学習の使用が増加
    • 抑制要因
      • ITインフラストラクチャの利用可能性が限られており、トレーナーがゲームベースの学習の実装について理解が不足している
    • 機会
      • 教育ゲーミフィケーションにおけるAR、VR、AIの統合の拡大
      • 言語学習におけるゲームベースの学習の採用
    • 課題
      • 学習目標とカリキュラムを満たす適切なゲームデザインを作成する際の潜在的な障壁
  • 市場セグメンテーション分析
    • ゲームタイプ:ゲームベースの学習にARとVRを統合し、没入感のある体験を提供し、学習者のエンゲージメントを維持します。
    • 導入:柔軟性とコスト効率を考慮したクラウドとオンプレミスの学習の活用
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治的
    • 経済
    • 社交
    • 技術的
    • 法律上
    • 環境
  • 顧客のカスタマイズ

第6章 ゲームベースの学習市場ゲームタイプ別

  • AIベースのゲーム
  • AR & VRゲーム
  • 評価ゲーム
  • 言語学習ゲーム
  • 位置情報ゲーム
  • トレーニング、知識、スキルベースのゲーム

第7章 ゲームベースの学習市場:展開別

  • クラウド上
  • オンプレミス

第8章 ゲームベースの学習市場:エンドユーザー別

  • 消費者
  • 教育
  • 企業
    • BFSI
    • 消費財・小売
    • ヘルスケアとライフサイエンス
    • 製造業
  • 政府

第9章 南北アメリカのゲームベースの学習市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第10章 アジア太平洋地域のゲームベースの学習市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第11章 欧州・中東・アフリカのゲームベースの学習市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第12章 競合情勢

  • 市場シェア分析2023
  • FPNVポジショニングマトリックス, 2023
  • 競合シナリオ分析
    • Imarticus LearningがHeromindmineを買収。
    • MicrosoftはAppleやGoogleのように独自のモバイルゲームストアを立ち上げる予定です。
    • Spin Masterのトレンドをリードする2023年の楽しいゲームポートフォリオは、毎日の遊びを再考します。
    • Duolingoがインドの子供向けの主力英語学習製品を発売。
    • Prodigy EducationがSXSW EDUでデジタルゲームベースの学習に関する思想的リーダーシップパネルを主導します。
    • EdtechスタートアップUpsurgeがJCBL Indiaからプレシード資金を調達。
    • Imarticus Learningは、従業員のオンボーディングを容易にするStartonboardを導入しました。
    • インドのゲームベースの貯蓄アプリFelloが400万米ドルを調達。
    • 米国のテクノロジー企業Pi Square Technologiesが、ハイデラバードに世界アニメーションおよびVFXサービスのためのHornbill Studiosをオープンしました。
    • Spin MasterがNordlightの買収によりデジタルゲームエコシステムを拡大。
    • Duolingoは言語学習を促進するためにJackboxゲームにブランド化された質問を追加します。
    • Spin MasterがSonyのPlayStationと複数年にわたるゲームライセンシング契約を締結。
    • Breakout EDUがESSA認証を取得。
    • AWSがクラウドスキルを教えるゲームベースのコースを開始。
    • Imarticusがゲームベースの学習プラットフォームのStratonboardを買収しました。

企業一覧

  • Breakout Inc.
  • Schell Games
  • Layup by Creative eLearning Pvt. Ltd.
  • Blooket LLC
  • ThreatGEN
  • Gametize
  • Hornbill FX Private Limited
  • Classcraft Studios Inc.
  • Harbinger Systems Private Limited
  • GoSkills Ltd.
  • Centrical
  • Lumos Labs, Inc.
  • Animated Technologies Ltd.
  • QuoDeck Technologies PLC
  • EdApp by SafetyCulture
  • Smart Lumies, Inc.
  • Prodigy Education Inc.
  • Gamelearn S.L.
  • Kahoot!ASA
  • BrainPOP
  • SimuLearn
  • Esus e-Learning
  • Flocabulary
  • Duolingo, Inc.
  • Hoopla
  • Batia Infotech
  • Stratbeans Consulting Pvt. Ltd.
  • The Game Agency, LLC
  • Archy Learning
  • Microsoft Corporation
  • BreakAway Games
  • SweetRush Inc.
  • Kuato Studios
  • Spin Master Ltd.
  • Cognitive ToyBox, Inc.
  • Hurix Systems Pvt. Ltd.
  • Quizlet, Inc.
  • Discovery Kids by Discovery Communications, LLC
  • Tophatmonocle Corp.
  • Gimkit
図表

LIST OF FIGURES

  • FIGURE 1. GAME-BASED LEARNING MARKET RESEARCH PROCESS
  • FIGURE 2. GAME-BASED LEARNING MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL GAME-BASED LEARNING MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. GAME-BASED LEARNING MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. GAME-BASED LEARNING MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. GAME-BASED LEARNING MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL GAME-BASED LEARNING MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. GAME-BASED LEARNING MARKET DYNAMICS
  • TABLE 7. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY AI-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY AR & VR GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ASSESSMENT & EVALUATION GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY LANGUAGE LEARNING GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY LOCATION-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY TRAINING, KNOWLEDGE & SKILL-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ON-CLOUD, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ON-PREMISE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY CONSUMER, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY EDUCATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY BFSI, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY CONSUMER GOODS & RETAIL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY HEALTHCARE & LIFESCIENCES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY MANUFACTURING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GOVERNMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 29. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 30. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 31. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 32. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 33. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 34. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 35. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 36. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 38. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 39. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 40. CANADA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 41. CANADA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 42. CANADA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 43. CANADA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 44. MEXICO GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 45. MEXICO GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 46. MEXICO GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 47. MEXICO GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 48. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 49. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 50. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 51. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 52. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 53. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 55. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 56. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 57. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 58. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 60. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 61. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 62. CHINA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. CHINA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 64. CHINA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 65. CHINA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 66. INDIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 67. INDIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 68. INDIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 69. INDIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 70. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 71. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 72. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 73. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 74. JAPAN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. JAPAN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 76. JAPAN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 77. JAPAN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 78. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 79. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 80. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 81. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 82. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 83. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 84. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 85. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 86. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 87. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 88. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 89. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 90. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 92. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 93. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 94. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 95. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 96. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 97. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 98. THAILAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 99. THAILAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 100. THAILAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 101. THAILAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 102. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 103. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 104. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 105. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 106. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 107. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 108. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 109. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 110. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 111. DENMARK GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 112. DENMARK GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 113. DENMARK GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 114. DENMARK GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 115. EGYPT GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 116. EGYPT GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 117. EGYPT GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 118. EGYPT GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 119. FINLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 120. FINLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 121. FINLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 122. FINLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 123. FRANCE GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. FRANCE GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 125. FRANCE GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 126. FRANCE GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 127. GERMANY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 128. GERMANY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 129. GERMANY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 130. GERMANY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 131. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 132. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 133. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 134. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 135. ITALY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 136. ITALY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 137. ITALY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 138. ITALY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 139. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 140. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 141. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 142. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 143. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 144. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 145. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 146. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 147. NORWAY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 148. NORWAY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 149. NORWAY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 150. NORWAY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 151. POLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 152. POLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 153. POLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 154. POLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 155. QATAR GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 156. QATAR GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 157. QATAR GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 158. QATAR GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 159. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 160. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 161. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 162. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 163. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 164. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 165. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 166. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 167. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 168. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 169. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 170. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 171. SPAIN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 172. SPAIN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 173. SPAIN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 174. SPAIN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 175. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 176. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 177. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 178. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 179. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 180. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 181. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 182. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 183. TURKEY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 184. TURKEY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 185. TURKEY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 186. TURKEY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 187. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 188. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 189. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 190. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 191. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 192. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 193. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 194. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 195. GAME-BASED LEARNING MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 196. GAME-BASED LEARNING MARKET, FPNV POSITIONING MATRIX, 2023
目次
Product Code: MRR-3A2E844FCCBC

The Game-Based Learning Market was valued at USD 9.68 billion in 2023, expected to reach USD 11.81 billion in 2024, and is projected to grow at a CAGR of 21.70%, to USD 38.31 billion by 2030.

Game-based learning is an educational approach that incorporates gaming elements and principles into learning environments to enhance engagement, motivation, and learning outcomes. This method, which includes digital and non-digital games, supports various educational needs ranging from K-12 schools and higher education to corporate training and healthcare. The primary necessity stems from the growing demand for interactive and personalized learning experiences which can potentially lead to improved learner engagement and retention. Applications extend across diverse sectors such as education, corporate training, healthcare, and military training, each requiring tailored solutions to accommodate specific learning objectives.

KEY MARKET STATISTICS
Base Year [2023] USD 9.68 billion
Estimated Year [2024] USD 11.81 billion
Forecast Year [2030] USD 38.31 billion
CAGR (%) 21.70%

The game-based learning market is poised for significant growth driven by technological advancements, widespread adoption of mobile devices, and increased emphasis on skills and competency development. Key influencing growth factors include the integration of artificial intelligence, augmented reality, and adaptive learning technologies that create immersive and customized learning experiences. Moreover, the COVID-19 pandemic underscored the importance of remote learning solutions, accelerating innovation and adoption in this field. Potential opportunities exist in expanding content libraries to cover a wider range of subjects and competencies, developing interoperability standards for seamless integration with existing educational platforms, and creating robust analytics tools to measure learning efficacy.

However, challenges such as high development costs, resistance to change from traditional teaching methods, and concerns around data privacy and security can hinder market growth. Navigating these challenges requires businesses to focus on creating cost-effective, scalable solutions that prioritize user data protection and training for educators in effectively deploying game-based learning tools.

Innovation areas ripe for exploration include the development of AI-driven personalized learning pathways, gamification of soft skill training, and the use of virtual and augmented reality for experiential learning scenarios. These innovations not only address current educational gaps but also provide scalable solutions that can transform learning environments globally. Understanding these dynamics can provide valuable insights into strategic investments and product development for market players who aim to thrive amidst evolving educational needs and technological capabilities.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Game-Based Learning Market

The Game-Based Learning Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rising demand for quality education with a modern and interactive approach
    • Improved availability of digital infrastructure for learning
    • Growing usage of game-based learning in the commercial sector for training & skill development
  • Market Restraints
    • Limited availability of IT infrastructure and lack of understanding among trainers in implementing game-based learning
  • Market Opportunities
    • Growing integration of AR, VR, and AI in educational gamification
    • Adoption of game-based learning for language learning
  • Market Challenges
    • Potential barriers in creating suitable game designs that meet the learning objectives and curriculum

Porter's Five Forces: A Strategic Tool for Navigating the Game-Based Learning Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Game-Based Learning Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Game-Based Learning Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Game-Based Learning Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Game-Based Learning Market

A detailed market share analysis in the Game-Based Learning Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Game-Based Learning Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Game-Based Learning Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Key Company Profiles

The report delves into recent significant developments in the Game-Based Learning Market, highlighting leading vendors and their innovative profiles. These include Breakout Inc., Schell Games, Layup by Creative eLearning Pvt. Ltd., Blooket LLC, ThreatGEN, Gametize, Hornbill FX Private Limited, Classcraft Studios Inc., Harbinger Systems Private Limited, GoSkills Ltd., Centrical, Lumos Labs, Inc., Animated Technologies Ltd., QuoDeck Technologies PLC, EdApp by SafetyCulture, Smart Lumies, Inc., Prodigy Education Inc., Gamelearn S.L., Kahoot! ASA, BrainPOP, SimuLearn, Esus e-Learning, Flocabulary, Duolingo, Inc., Hoopla, Batia Infotech, Stratbeans Consulting Pvt. Ltd., The Game Agency, LLC, Archy Learning, Microsoft Corporation, BreakAway Games, SweetRush Inc., Kuato Studios, Spin Master Ltd., Cognitive ToyBox, Inc., Hurix Systems Pvt. Ltd., Quizlet, Inc., Discovery Kids by Discovery Communications, LLC, Tophatmonocle Corp., and Gimkit.

Market Segmentation & Coverage

This research report categorizes the Game-Based Learning Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Game Type, market is studied across AI-Based Games, AR & VR Games, Assessment & Evaluation Games, Language Learning Games, Location-Based Games, and Training, Knowledge & Skill-Based Games.
  • Based on Deployment, market is studied across On-Cloud and On-Premise.
  • Based on End-User, market is studied across Consumer, Education, Enterprises, and Government. The Enterprises is further studied across BFSI, Consumer Goods & Retail, Healthcare & Lifesciences, and Manufacturing.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising demand for quality education with a modern and interactive approach
      • 5.1.1.2. Improved availability of digital infrastructure for learning
      • 5.1.1.3. Growing usage of game-based learning in the commercial sector for training & skill development
    • 5.1.2. Restraints
      • 5.1.2.1. Limited availability of IT infrastructure and lack of understanding among trainers in implementing game-based learning
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing integration of AR, VR, and AI in educational gamification
      • 5.1.3.2. Adoption of game-based learning for language learning
    • 5.1.4. Challenges
      • 5.1.4.1. Potential barriers in creating suitable game designs that meet the learning objectives and curriculum
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Game Type: Integration of AR and VR in game-based learning, offering immersive experience and maintaining learner engagement
    • 5.2.2. Deployment: Utilization of on-cloud & on-premise learning due to their flexibility and cost-efficiency
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental
  • 5.5. Client Customization

6. Game-Based Learning Market, by Game Type

  • 6.1. Introduction
  • 6.2. AI-Based Games
  • 6.3. AR & VR Games
  • 6.4. Assessment & Evaluation Games
  • 6.5. Language Learning Games
  • 6.6. Location-Based Games
  • 6.7. Training, Knowledge & Skill-Based Games

7. Game-Based Learning Market, by Deployment

  • 7.1. Introduction
  • 7.2. On-Cloud
  • 7.3. On-Premise

8. Game-Based Learning Market, by End-User

  • 8.1. Introduction
  • 8.2. Consumer
  • 8.3. Education
  • 8.4. Enterprises
    • 8.4.1. BFSI
    • 8.4.2. Consumer Goods & Retail
    • 8.4.3. Healthcare & Lifesciences
    • 8.4.4. Manufacturing
  • 8.5. Government

9. Americas Game-Based Learning Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Game-Based Learning Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Game-Based Learning Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Imarticus Learning Acquires Heromindmine.
    • 12.3.2. Microsoft Plans to Create Its Own Mobile Games Store Like Apple and Google.
    • 12.3.3. Spin Master's Trendsetting 2023 Portfolio of Fun and Games Reimagines Everyday Play.
    • 12.3.4. Duolingo Launches Its Flagship English Learning Product For Indian Kids.
    • 12.3.5. Prodigy Education to Lead Thought Leadership Panel on Digital Game-Based Learning At SXSW EDU.
    • 12.3.6. Edtech Start-Up Upsurge Raises Pre-Seed Funding From JCBL India.
    • 12.3.7. Imarticus Learning Launches Startonboard to Ease Onboarding of Employees.
    • 12.3.8. India's Game-Based Savings App Fello Nets USD 4 Million.
    • 12.3.9. U.S. Tech Firm Pi Square Technologies Opens Hornbill Studios For Global Animation and VFX Services in Hyderabad.
    • 12.3.10. Spin Master Expands Digital Games Ecosystem with Acquisition of Nordlight.
    • 12.3.11. Duolingo Adds Branded Questions to Jackbox Games to Encourage Language Learning.
    • 12.3.12. Spin Master Strikes Multiyear Games Licensing Deal With Sony's PlayStation.
    • 12.3.13. Breakout EDU Earns ESSA Certification.
    • 12.3.14. AWS Launches Game-Based Courses to Teach Cloud Skills.
    • 12.3.15. Imarticus Has Acquired Stratonboard, A Game-Based Learning Platform.

Companies Mentioned

  • 1. Breakout Inc.
  • 2. Schell Games
  • 3. Layup by Creative eLearning Pvt. Ltd.
  • 4. Blooket LLC
  • 5. ThreatGEN
  • 6. Gametize
  • 7. Hornbill FX Private Limited
  • 8. Classcraft Studios Inc.
  • 9. Harbinger Systems Private Limited
  • 10. GoSkills Ltd.
  • 11. Centrical
  • 12. Lumos Labs, Inc.
  • 13. Animated Technologies Ltd.
  • 14. QuoDeck Technologies PLC
  • 15. EdApp by SafetyCulture
  • 16. Smart Lumies, Inc.
  • 17. Prodigy Education Inc.
  • 18. Gamelearn S.L.
  • 19. Kahoot! ASA
  • 20. BrainPOP
  • 21. SimuLearn
  • 22. Esus e-Learning
  • 23. Flocabulary
  • 24. Duolingo, Inc.
  • 25. Hoopla
  • 26. Batia Infotech
  • 27. Stratbeans Consulting Pvt. Ltd.
  • 28. The Game Agency, LLC
  • 29. Archy Learning
  • 30. Microsoft Corporation
  • 31. BreakAway Games
  • 32. SweetRush Inc.
  • 33. Kuato Studios
  • 34. Spin Master Ltd.
  • 35. Cognitive ToyBox, Inc.
  • 36. Hurix Systems Pvt. Ltd.
  • 37. Quizlet, Inc.
  • 38. Discovery Kids by Discovery Communications, LLC
  • 39. Tophatmonocle Corp.
  • 40. Gimkit