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ゲームベースラーニングの世界市場レポート 2025年

Game Based Learning Global Market Report 2025


出版日
ページ情報
英文 200 Pages
納期
2~10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=143.57円
ゲームベースラーニングの世界市場レポート 2025年
出版日: 2025年03月03日
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

ゲームベースラーニング市場規模は、今後数年で飛躍的な成長が見込まれます。2029年にはCAGR27.3%で546億9,000万米ドルに成長します。予測期間の成長は、スキル開発への注力、モバイル学習プラットフォームの台頭、企業研修への応用、アナリティクスとデータ駆動型洞察の導入などに起因しています。予測期間の主な動向には、ストーリーテリング要素の取り込み、モバイルゲームベースの学習アプリ、コンピテンシーベースの学習ゲームなどがあります。

スマートフォンの普及率の増加は、予測期間中にゲームベースの学習市場を大幅に押し上げると予想されます。世界のスマートフォン所有率の上昇に伴い、学習者はいつでもどこでもインタラクティブな教育コンテンツにアクセスできるようになり、従来の教室での学習を超えた継続的な学習が可能になります。タッチスクリーンやモーションセンサーなど、スマートフォンの魅力的な機能はユーザー体験を向上させ、ゲームベースの学習をより楽しく効果的なものにします。例えば、2023年12月、リトアニアを拠点とするオンライン小売業者やベンダー向けのクラウドベースのドロップシッピング・ソリューションであるOberlo社は、2024年には世界のスマートフォンユーザー数が約47億4,000万人に達し、年率2.2%の増加を反映すると予測しました。世界のスマートフォン利用者数は、2028年には51億4000万人に達し、年間約10万人の利用者が増加すると予測されています。その結果、スマートフォンの普及率の上昇がゲームベースの学習市場を促進します。

ビデオゲーム産業の拡大は、ゲームベース学習市場の成長を促進します。ビデオゲーム産業は、エンターテインメントおよびテクノロジー分野におけるビデオゲームの開発、生産、流通、収益化を包括しています。ゲームベースの学習は、ゲームの没入的な性質を利用して、プレイヤーの体験を向上させ、従業員トレーニングを向上させ、より広範な教育的・社会的目標に貢献します。2022年6月のPWCの報告書によると、ビデオゲームとesportsの市場規模は2021年に2,156億米ドルとなり、2026年には年率8.5%で3,235億米ドルに達すると予測されています。2021年の売上高が1,094億米ドルのアジア太平洋が過半数を占め、北米の約2倍となっており、ビデオゲーム産業の成長がゲームベースの学習市場の重要な促進要因となっています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場- マクロ経済シナリオ金利、インフレ、地政学、コロナ禍、回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界ゲームベースラーニング PESTEL分析(政治、社会、技術、環境、法的要因、促進要因、抑制要因)
  • 最終用途産業の分析
  • 世界のゲームベースラーニング市場:成長率分析
  • 世界のゲームベースラーニング市場の実績:規模と成長, 2019-2024
  • 世界のゲームベースラーニング市場の予測:規模と成長, 2024-2029, 2034F
  • 世界ゲームベースラーニング総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のゲームベースラーニング市場:コンポーネント別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ソリューション
  • サービス
  • 世界のゲームベースラーニング市場:展開モード別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • クラウド
  • オンプレミス
  • 世界のゲームベースラーニング市場ゲームタイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • AR VRゲーム
  • AIベースのゲーム
  • 位置情報ゲーム
  • 評価ゲーム
  • トレーニング、知識、スキルベースのゲーム
  • 言語学習ゲーム
  • その他のゲームタイプ
  • 世界のゲームベースラーニング市場:エンドユーザー別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 消費者
  • 教育
  • 政府
  • 企業
  • 世界のゲームベースラーニング市場、ソリューションのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 学習管理システム(LMS)
  • ゲーム開発ソフトウェア
  • コンテンツ作成ツール
  • 評価ツール
  • 世界のゲームベースラーニング市場、サービスの種類別の細分化、実績と予測, 2019-2024, 2024-2029F, 2034F
  • コンサルティングサービス
  • 実装サービス
  • サポートおよびメンテナンスサービス
  • トレーニングおよび開発サービス

第7章 地域別・国別分析

  • 世界のゲームベースラーニング市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のゲームベースラーニング市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • ゲームベースラーニング市場:競合情勢
  • ゲームベースラーニング市場:企業プロファイル
    • Spin Master Corp. Overview, Products and Services, Strategy and Financial Analysis
    • Mojang Studios AB Overview, Products and Services, Strategy and Financial Analysis
    • Kahoot!AS Overview, Products and Services, Strategy and Financial Analysis
    • Frontier Developments plc Overview, Products and Services, Strategy and Financial Analysis
    • G-Cube Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • Schell Games LLC
  • LearningWare Inc.
  • Banzai Labs Inc.
  • StratBeans Consulting LLC
  • Raptivity Technologies Pvt. Ltd.
  • MAK Technologies India Pvt Ltd
  • Tangible Play
  • BreakAway Games Ltd.
  • Gamelearn S.L.
  • Lumos Labs Inc.
  • Classcraft Education Inc.
  • Simulearn LLC
  • Growth Engineering Ltd
  • Playgen Limited
  • Kuato Studios Inc.

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • ゲームベースラーニング市場2029:新たな機会を提供する国
  • ゲームベースラーニング市場2029:新たな機会を提供するセグメント
  • ゲームベースラーニング市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r26501

Game-based learning is an instructional approach that harnesses the efficacy of games to define and support learning outcomes.

Game-based learning comprises solutions and services, with the solution segment involving the sales of game-based learning solutions by entities providing engaging learning experiences. These solutions enhance content understanding and overall performance, fostering problem-solving, risk-taking, decision-making, and analytical thinking. Deployment modes include cloud and on-premises, offering games such as AR VR games, AI-based games, location-based games, assessment and evaluation games, training, knowledge, skill-based games, language learning games, and more. End-users range from consumers and education to government and enterprises.

The game-based learning market research report is one of a series of new reports from The Business Research Company that provides game-based learning market statistics, including game-based learning industry global market size, regional shares, competitors with a game-based learning market share, detailed game based learning market segments, market trends and opportunities, and any further data you may need to thrive in the game-based learning industry. This game-based learning market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The game based learning market size has grown exponentially in recent years. It will grow from $17.07 billion in 2024 to $20.84 billion in 2025 at a compound annual growth rate (CAGR) of 22.1%. The growth in the historic period can be attributed to shift in educational paradigms, demand for interactive and engaging learning tools, focus on personalized learning, recognition of gamification benefits.

The game based learning market size is expected to see exponential growth in the next few years. It will grow to $54.69 billion in 2029 at a compound annual growth rate (CAGR) of 27.3%. The growth in the forecast period can be attributed to focus on skill development, rise of mobile learning platforms, application in corporate training, incorporation of analytics and data-driven insights. Major trends in the forecast period include incorporation of storytelling elements, mobile game-based learning apps, competency-based learning games.

The increase in smartphone penetration is expected to significantly boost the game-based learning market during the forecast period. As global smartphone ownership continues to rise, learners will gain enhanced access to interactive educational content anytime and anywhere, enabling continuous learning beyond traditional classroom settings. The engaging features of smartphones, including touch screens and motion sensors, improve the user experience, making game-based learning more enjoyable and effective. For example, in December 2023, Oberlo, a Lithuania-based cloud-based drop-shipping solution for online retailers and vendors, projected that the number of global smartphone users will reach approximately 4.74 billion in 2024, reflecting a 2.2% annual increase. Global smartphone usage is anticipated to grow to 5.14 billion users by 2028, adding about 100,000 users per year. Consequently, the rise in smartphone penetration will propel the game-based learning market.

The expansion in the video gaming industry is poised to drive the growth of the game-based learning market. The video gaming industry encompasses the development, production, distribution, and monetization of video games within the entertainment and technology sector. Game-based learning leverages the immersive nature of games to enhance player experiences, elevate employee training, and contribute to broader educational and societal goals. As per PWC's report in June 2022, the video games and esports market was valued at US$215.6 billion in 2021, with projections indicating growth to reach US$323.5 billion by 2026 at an annual rate of 8.5%. Asia Pacific, with US$109.4 billion in revenue in 2021, accounted for the majority, nearly double that of North America, making the growth in the video gaming industry a significant driver for the game-based learning market.

Major companies in the game-based learning market are concentrating on integrating media and education to improve user engagement with complex subjects. A collaboration between a prominent media outlet and an established game-based learning platform highlights the recognition of game-based learning as an effective means of enhancing financial literacy. For example, in August 2024, CNBC, a US-based business news channel, launched a new channel on Kahoot!, a Norwegian online game-based learning platform, to boost educational engagement around business and financial topics. This initiative will provide users worldwide with access to short-form videos and quiz games organized under the 'CNBC Explains' series, covering subjects such as Crypto, Economy, Politics, and Tech. This move reinforces CNBC's commitment to improving financial literacy and personal finance understanding among users, allowing them to engage with essential business news and concepts interactively.

Major companies are innovating solutions such as educational gaming platforms to maintain their market positions. An educational gaming platform is an online or digital environment hosting and delivering educational games and activities. For instance, in September 2022, Focus Games Ltd., an India-based provider of online educational games, introduced FocusGamesIndia.com. The activities on this platform facilitate teamwork among students and contribute to the development of the conscious competence necessary for successful performance in placements and post-qualification. These activities not only enhance students' ability to absorb and retain information but also help them build the self-confidence needed to practice effectively.

In February 2022, Imarticus Learning, a professional education firm based in India, acquired StratOnboard. This acquisition represents a major advancement for Imarticus Learning in enhancing its educational offerings with innovative game-based learning solutions, positioning the company for future growth in both domestic and international markets. StratOnboard is a game-based learning platform located in India.

Major companies operating in the game based learning market include Spin Master Corp., Mojang Studios AB, Kahoot! AS, Frontier Developments plc, G-Cube, Schell Games LLC, LearningWare Inc., Banzai Labs Inc., StratBeans Consulting LLC, Raptivity Technologies Pvt. Ltd., MAK Technologies India Pvt Ltd, Tangible Play, BreakAway Games Ltd., Gamelearn S.L., Lumos Labs Inc., Classcraft Education Inc., Simulearn LLC, Growth Engineering Ltd, Playgen Limited, Kuato Studios Inc., Recurrence Inc., Fundamentor Learning Ltd., Will Interactive, Cognite ToyBox Inc., Indusgeeks Learning Solutions Pvt Ltd, MLevel GmbH, Gametize Learning Labs Inc., Games2Train, SCVNGR Inc.

North America was the largest region in the game-based learning market in 2024. North America is expected to be the fastest-growing region in the forecast period. The regions covered in the game based learning market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the game based learning market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The game-based learning market includes revenues earned by entities by providing game-based learning solutions for engaging the learners. Game-based learning refers to embedding the gaming principles within learning activities to improve the users' motivation and engagement. The components involved in game-based learning include badges, points systems, leader boards, quizzes, classroom response systems, and discussion boards. Game-based learning is using active learning techniques through various games to enhance student learning. The user gains knowledge by playing the game, improving problem-solving and critical thinking skills. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Game Based Learning Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on game based learning market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for game based learning ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The game based learning market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Solution; Services
  • 2) By Deployment Mode: Cloud; On-Premise
  • 3) By Game Type: AR VR Games; AI-based Games; Location-based Games; Assessment And Evaluation Games; Training, Knowledge And Skill-based Games; Language Learning Games; Other Game Types
  • 4) By End User: Consumer; Education; Government; Enterprises
  • Subsegments:
  • 1) By Solution: Learning Management Systems (LMS); Game Development Software; Content Creation Tools; Assessment Tools
  • 2) By Services: Consulting Services; Implementation Services; Support And Maintenance Services; Training And Development Services
  • Companies Mentioned: Spin Master Corp.; Mojang Studios AB; Kahoot! AS; Frontier Developments plc; G-Cube
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Game Based Learning Market Characteristics

3. Game Based Learning Market Trends And Strategies

4. Game Based Learning Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Game Based Learning Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Game Based Learning PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Game Based Learning Market Growth Rate Analysis
  • 5.4. Global Game Based Learning Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Game Based Learning Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Game Based Learning Total Addressable Market (TAM)

6. Game Based Learning Market Segmentation

  • 6.1. Global Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Solution
  • Services
  • 6.2. Global Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Cloud
  • On-Premise
  • 6.3. Global Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • AR VR Games
  • AI-based Games
  • Location-based Games
  • Assessment And Evaluation Games
  • Training, Knowledge And Skill-based Games
  • Language Learning Games
  • Other Game Types
  • 6.4. Global Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Consumer
  • Education
  • Government
  • Enterprises
  • 6.5. Global Game Based Learning Market, Sub-Segmentation Of Solution, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Learning Management Systems (LMS)
  • Game Development Software
  • Content Creation Tools
  • Assessment Tools
  • 6.6. Global Game Based Learning Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Consulting Services
  • Implementation Services
  • Support And Maintenance Services
  • Training And Development Services

7. Game Based Learning Market Regional And Country Analysis

  • 7.1. Global Game Based Learning Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Game Based Learning Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Game Based Learning Market

  • 8.1. Asia-Pacific Game Based Learning Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Game Based Learning Market

  • 9.1. China Game Based Learning Market Overview
  • 9.2. China Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Game Based Learning Market

  • 10.1. India Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Game Based Learning Market

  • 11.1. Japan Game Based Learning Market Overview
  • 11.2. Japan Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Game Based Learning Market

  • 12.1. Australia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Game Based Learning Market

  • 13.1. Indonesia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Game Based Learning Market

  • 14.1. South Korea Game Based Learning Market Overview
  • 14.2. South Korea Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Game Based Learning Market

  • 15.1. Western Europe Game Based Learning Market Overview
  • 15.2. Western Europe Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Game Based Learning Market

  • 16.1. UK Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Game Based Learning Market

  • 17.1. Germany Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Game Based Learning Market

  • 18.1. France Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Game Based Learning Market

  • 19.1. Italy Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Game Based Learning Market

  • 20.1. Spain Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Game Based Learning Market

  • 21.1. Eastern Europe Game Based Learning Market Overview
  • 21.2. Eastern Europe Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Game Based Learning Market

  • 22.1. Russia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Game Based Learning Market

  • 23.1. North America Game Based Learning Market Overview
  • 23.2. North America Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Game Based Learning Market

  • 24.1. USA Game Based Learning Market Overview
  • 24.2. USA Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Game Based Learning Market

  • 25.1. Canada Game Based Learning Market Overview
  • 25.2. Canada Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Game Based Learning Market

  • 26.1. South America Game Based Learning Market Overview
  • 26.2. South America Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Game Based Learning Market

  • 27.1. Brazil Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Game Based Learning Market

  • 28.1. Middle East Game Based Learning Market Overview
  • 28.2. Middle East Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Game Based Learning Market

  • 29.1. Africa Game Based Learning Market Overview
  • 29.2. Africa Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Game Based Learning Market Competitive Landscape And Company Profiles

  • 30.1. Game Based Learning Market Competitive Landscape
  • 30.2. Game Based Learning Market Company Profiles
    • 30.2.1. Spin Master Corp. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Mojang Studios AB Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Kahoot! AS Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Frontier Developments plc Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. G-Cube Overview, Products and Services, Strategy and Financial Analysis

31. Game Based Learning Market Other Major And Innovative Companies

  • 31.1. Schell Games LLC
  • 31.2. LearningWare Inc.
  • 31.3. Banzai Labs Inc.
  • 31.4. StratBeans Consulting LLC
  • 31.5. Raptivity Technologies Pvt. Ltd.
  • 31.6. MAK Technologies India Pvt Ltd
  • 31.7. Tangible Play
  • 31.8. BreakAway Games Ltd.
  • 31.9. Gamelearn S.L.
  • 31.10. Lumos Labs Inc.
  • 31.11. Classcraft Education Inc.
  • 31.12. Simulearn LLC
  • 31.13. Growth Engineering Ltd
  • 31.14. Playgen Limited
  • 31.15. Kuato Studios Inc.

32. Global Game Based Learning Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Game Based Learning Market

34. Recent Developments In The Game Based Learning Market

35. Game Based Learning Market High Potential Countries, Segments and Strategies

  • 35.1 Game Based Learning Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Game Based Learning Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Game Based Learning Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer