市場調査レポート
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ゲームベースラーニングの世界市場:2034年までの市場の機会と戦略

Game-Based Learning Global Market Opportunities And Strategies To 2034


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英文 319 Pages
納期
2~3営業日
カスタマイズ可能
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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:2034年までの市場の機会と戦略
出版日: 2025年03月20日
発行: The Business Research Company
ページ情報: 英文 319 Pages
納期: 2~3営業日
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概要

世界のゲームベースラーニングの市場規模は、2019年に57億9,177万米ドルとなりました。同市場は、2024年まで24.00%以上のCAGRで成長しています。

デジタル学習プラットフォームの採用増加は、歴史的な期間におけるゲームベースラーニング市場の成長を支えました。デジタル学習プラットフォームは、ゲームベースラーニングを効果的に提供し、世界なアクセスと柔軟性を提供します。デジタル学習プラットフォームは、インタラクティブな課題やマルチメディア環境を通じて学習意欲を高め、AIやアナリティクスを活用して体験をパーソナライズし、学習成果を最適化し、個人のスタイルやペースに合わせます。例えば、2022年2月、米国政府の独立機関であり、起業家や中小企業への支援を提供する米国中小企業庁(SBA)は、女性経営者の事業拡大を支援するため、政府との契約に踏み出すことを教育することに重点を置いたAscent eラーニング・プラットフォームのJourney 6の開始を発表しました。さらに2020年8月、米国の公立大学であるニューヨーク市立大学(CUNY)は、ニューヨーク市の主要企業の経営トップで構成されるニューヨーク・ジョブズCEO評議会と協力し、従来の学位プログラムと並行して100時間のオンライン集中講義を提供するエバーアップ・マイクロ・クレデンシャル・プログラムを開始しました。ニューヨーク市の大手雇用主からの情報によって形成されたこれらの資格は、特定の仕事に関連するスキルを習得することで、学生が仕事やインターンシップによりよく備えられるようにすることを目的としています。そのため、デジタル学習プラットフォームの採用が増加し、ゲームベースラーニング市場の成長を後押ししました。

当レポートは、世界のゲームベースラーニング市場について調査し、市場の概要とともに、コンポーネント別、展開モード別、ゲームタイプ別、エンドユーザー別、地域・国別の動向、および市場に参入する企業のプロファイルなどを提供しています。

目次

第1章 エグゼクティブサマリー

第2章 目次

第3章 表の一覧

第4章 図表一覧

第5章 レポートの構成

第6章 市場の特徴

  • 一般的な市場の定義
  • サマリー
  • ゲームベースラーニング市場の定義とセグメンテーション
  • コンポーネント別市場セグメンテーション
    • ソリューション
    • サービス
  • 展開モード別市場セグメンテーション
    • クラウド
    • オンプレミス
  • ゲームタイプ別市場セグメンテーション
    • AR VRゲーム
    • AIベースのゲーム
    • 位置情報ゲーム
    • 評価と評価ゲーム
    • 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
  • エンドユーザー別市場セグメンテーション
    • 消費者
    • 教育
    • 政府
    • 企業

第7章 主要な市場動向

  • コンプライアンスとオンボーディングのためのAI駆動型ゲームベースプラットフォーム
  • ゲームベースラーニングプラットフォームでソフトスキルトレーニングを革新
  • 適応型ゲームベースのソリューションによるパーソナライズされた語彙学習
  • 革新的な学習シリーズは金融理解の向上を目指す
  • ゲームベースのトレーニングプログラムがクラウドスキルと学習機会を強化

第8章 ゲームベースラーニング市場- マクロ経済シナリオ

第9章 世界市場の規模と成長

  • 市場規模
  • 市場成長実績、2019年~2024年
  • 市場成長予測、2024年~2029年、2034年

第10章 世界のゲームベースラーニング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、コンポーネント別セグメンテーション、実績および予測、2019年~2024年、2029年、2034年
  • 世界のゲームベースラーニング市場、展開モード別セグメンテーション、実績および予測、2019年~2024年、2029年、2034年
  • 世界のゲームベースラーニング市場、ゲームタイプ別セグメンテーション、実績および予測、2019年~2024年、2029年、2034年
  • 世界のゲームベースラーニング市場、エンドユーザー別セグメンテーション、実績および予測、2019年~2024年、2029年予想、2034年予想

第11章 ゲームベースラーニング市場、地域別および国別分析

  • 世界のゲームベースラーニング市場、地域別、実績および予測、2019年~2024年、2029年予測、2034年予測
  • 世界のゲームベースラーニング市場、国別、実績および予測、2019年~2024年、2029年予想、2034年予想

第12章 アジア太平洋市場

第13章 西欧市場

第14章 東欧市場

第15章 北米市場

第16章 南米市場

第17章 中東市場

第18章 アフリカ市場

第19章 競合情勢と企業プロファイル

  • 企業プロファイル
  • Spin Master Corp.
  • G-Cube Solutions
  • Age of Learning Inc.
  • Hurix Digital Ltd.
  • Quizlet Inc.

第20章 その他の大手企業と革新的企業

  • BrainPop Educators LLC
  • Duolingo Inc.
  • Gamelearn SL
  • Centrical
  • McGraw Hill Education Inc.
  • Lumos Labs (Lumosity)
  • Filament Games LLC
  • Paradiso Solutions Corp.
  • Schell Games LLC
  • StratBeans Consulting Pvt. Ltd.
  • Sweetrush Inc.
  • Tangible Play Inc. (Osmo)
  • Raptivity
  • Square Panda Inc.
  • Quizizz Inc.

第21章 競合ベンチマーキング

第22章 競合ダッシュボード

第23章 主要な合併と買収

第24章 機会と戦略

  • 2029年の世界のゲームベースラーニング市場- 最も新しい機会を提供する国
  • 2029年の世界のゲームベースラーニング市場- 最も新しい機会を提供するセグメント
  • 2029年の世界のゲームベースラーニング市場- 成長戦略
    • 市場動向に基づく戦略
    • 競合戦略

第25章 ゲームベースラーニング市場、結論・提言

第26章 付録

目次
Product Code: o&s1524

Game-based learning refers to the use of interactive and immersive gaming elements to facilitate education, training and skill development. This approach integrates gaming mechanics such as challenges, rewards and storytelling into educational content, creating an engaging and interactive learning environment.

The game-based learning market consists of sales, by entities (organizations, sole traders, or partnerships), of game-based learning products, which are utilized by individuals, educational institutions, government agencies and enterprises to enhance knowledge acquisition, improve retention rates and foster skill development in various domains. The users of game-based learning span a wide range of demographics, including students, employees, professionals and consumers seeking personal development.

The global game-based learning market was valued at $5,791.77 million in 2019 which grew till 2024 at a compound annual growth rate (CAGR) of more than 24.00%.

Increased Adoption of Digital Learning Platforms

The increased adoption of digital learning platforms supported the growth of the game-based learning market during the historic period. Digital learning platforms effectively deliver game-based learning, offering global access and flexibility. They enhance engagement through interactive challenges and multimedia environments, leveraging AI and analytics to personalize experiences, optimize learning outcomes and align with individual styles and paces. For example, in February 2022, the U.S. Small Business Administration (SBA), an independent agency of the United States government that provides support to entrepreneurs and small businesses, announced the launch of Journey 6 of the Ascent e-learning platform, which is focused on educating women business owners about venturing into government contracting, to help expand their businesses. Further, in August 2020, the City University of New York (CUNY), a US-based public university, collaborated with the New York Jobs chief executive officer (CEO) Council, a US-based group of top executives from leading companies in New York City to launch the EverUp Micro-Credential Program, which offers 100-hour online intensives alongside traditional degree programs. Shaped by input from the largest employers in New York City, these credentials aim to better prepare students for jobs or internships, by helping them master specific job-related skills. Therefore, the increased adoption of digital learning platforms drove the growth of the game-based learning market.

Revolutionizing Soft-Skill Training With Game-Based Learning Platforms

Companies operating in the game-based learning market are focusing on unveiling a new era in soft-skill training with games. These platforms can analyse learner behaviours in different scenarios, providing insights into how they apply soft skills and where they might need additional support. For instance, in May 2024, Kairos, a US-based digital engineering company, launched India's first comprehensive game-based training platform to arm corporates with soft skills. This innovative suite of digital games, physical games and tools, combined with comprehensive resources, provides learning and development (L&D) professionals the tools they require to make soft-skill training impactful and engaging in a way that helps learners 'want learning.'. The unique game designs draw out instinctive behaviours and help bring to light the gaps between what participants think they know, vis-a-vis what they actually do in the workplace. The games offer real challenges that tap into intrinsic motivation to participate, interact, share and enable peer-to-peer learning.

The global game-based learning market is highly fragmented, with a large number of small players operating in the market. The top ten competitors in the market made up to 4.62% of the total market in 2023.

Game-Based Learning Global Market Opportunities And Strategies To 2034 from The Business Research Company provides the strategists; marketers and senior management with the critical information they need to assess the global game-based learning market as it emerges from the COVID-19 shut down.

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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 history and forecasts market growth by geography. It places the market within the context of the wider game-based learning market; and compares it with other markets.

The report covers the following chapters

  • Introduction and Market Characteristics - Brief introduction to the segmentations covered in the market, definitions and explanations about the segment by component, by deployment mode, by game type and by end user.
  • Key Trends - Highlights the major trends shaping the global market. This section also highlights likely future developments in the market.
  • Macro-Economic Scenario - The report provides an analysis of the impact of the COVID-19 pandemic, impact of the Russia-Ukraine war and impact of rising inflation on global and regional markets, providing strategic insights for businesses in the game-based learning market.
  • Global Market Size And Growth- Global historic (2019-2024) and forecast (2024-2029, 2034F) market values and drivers and restraints that support and control the growth of the market in the historic and forecast periods.
  • Regional And Country Analysis- Historic (2019-2024) and forecast (2024-2029, 2034F) market values and growth and market share comparison by region and country.
  • Market Segmentation- Contains the market values (2019-2024) (2024-2029, 2034F) and analysis for each segment by component, by deployment mode, by game type and by end user in the market. Historic (2019-2024) and forecast (2024-2029) and (2029-2034) market values and growth and market share comparison by region market.
  • Regional Market Size and Growth- Regional market size (2024), historic (2019-2024) and forecast (2024-2029, 2034F) market values and growth and market share comparison of countries within the region. This report includes information on all the regions Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa and major countries within each region.
  • Competitive Landscape- Details on the competitive landscape of the market, estimated market shares and company profiles of the leading players.

Other Major And Innovative Companies- Details on the company profiles of other major and innovative companies in the market.

  • Competitive Benchmarking- Briefs on the financials comparison between major players in the market.
  • Competitive Dashboard- Briefs on competitive dashboard of major players.
  • Key Mergers and Acquisitions- Information on recent mergers and acquisitions in the market is covered in the report. This section gives key financial details of mergers and acquisitions which have shaped the market in recent years.
  • Recent Developments Information on recent developments in the market covered in the report.
  • Market Opportunities And Strategies- Describes market opportunities and strategies based on findings of the research, with information on growth opportunities across countries, segments and strategies to be followed in those markets.
  • Conclusions And Recommendations- This section includes recommendations for game-based learning providers in terms of product/service offerings geographic expansion, marketing strategies and target groups.
  • Appendix- This section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.

Markets Covered:

  • 1) By Component: Solution; Services
  • 2) By Deployment Mode: Cloud; On-Premises
  • 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
  • Companies Mentioned: Spin Master Corp.; G-Cube Solutions; Age of Learning Inc.; Hurix Digital Ltd.; Quizlet Inc.
  • Countries: Australia; China; India; Indonesia; Japan; South Korea;USA; Canada;Brazil;France; Germany; UK; Italy; Spain;Denmark; Norway; Sweden; Russia
  • 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; game-based learning indicators comparison.
  • 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.

Table of Contents

1 Executive Summary

  • 1.1 Game-Based Learning - Market Attractiveness And Macro economic Landscape

2 Table Of Contents

3 List Of Tables

4 List Of Figures

5 Report Structure

6 Market Characteristics

  • 6.1 General Market Definition
  • 6.2 Summary
  • 6.3 Game-Based Learning Market Definition And Segmentations
  • 6.4 Market Segmentation By Component
    • 6.4.1 Solution
    • 6.4.2 Services
  • 6.5 Market Segmentation By Deployment Mode
    • 6.5.1 Cloud
    • 6.5.2 On-Premises
  • 6.6 Market Segmentation By Game Type
    • 6.6.1 AR VR Games
    • 6.6.2 AI-Based Games
    • 6.6.3 Location-Based Games
    • 6.6.4 Assessment And Evaluation Games
    • 6.6.5 Training, Knowledge And Skill-Based Games
    • 6.6.6 Language Learning Games
    • 6.6.7 Other Game Types
  • 6.7 Market Segmentation By End User
    • 6.7.1 Consumer
    • 6.7.2 Education
    • 6.7.3 Government
    • 6.7.4 Enterprises

7 Major Market Trends

  • 7.1 AI-Driven Game-Based Platform For Compliance And Onboarding
  • 7.2 Revolutionizing Soft-Skill Training With Game-Based Learning Platforms
  • 7.3 Personalized Vocabulary Learning Through Adaptive Game-Based Solutions
  • 7.4 Innovative Learning Series Targets Enhanced Financial Understanding
  • 7.5 Game-Based Training Programs Enhance Cloud Skills And Learning Opportunities

8 Game-Based Learning Market - Macro Economic Scenario

  • 8.1 COVID-19 Impact On The Game-Based Learning Market
  • 8.2 Impact Of The War In Ukraine On The Game-Based Learning Market
  • 8.3 Impact Of High Inflation On The Game-Based Learning Market

9 Global Market Size and Growth

  • 9.1 Market Size
  • 9.2 Historic Market Growth, 2019 - 2024, Value ($ Million)
    • 9.2.1 Market Drivers 2019 - 2024
    • 9.2.2 Market Restraints 2019 - 2024
  • 9.3 Forecast Market Growth, 2024 - 2029, 2034F Value ($ Million)
    • 9.3.1 Market Drivers 2024 - 2029
    • 9.3.2 Market Restraints 2024 - 2029

10 Global Game-Based Learning Market Segmentation

  • 10.1 Global Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 10.2 Global Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 10.3 Global Game-Based Learning Market, Segmentation By Game Type, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 10.4 Global Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

11 Game-Based Learning Market, Regional and Country Analysis

  • 11.1 Global Game-Based Learning Market, By Region, Historic and Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 11.2 Global Game-Based Learning Market, By Country, Historic and Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

12 Asia-Pacific Market

  • 12.1 Summary
  • 12.2 Market Overview
    • 12.2.1 Region Information
    • 12.2.2 Market Information
    • 12.2.3 Background Information
    • 12.2.4 Government Initiatives
    • 12.2.5 Regulations
    • 12.2.6 Regulatory Bodies
    • 12.2.7 Major Associations
    • 12.2.8 Taxes Levied
    • 12.2.9 Corporate Tax Structure
    • 12.2.10 Investments
    • 12.2.11 Major Companies
  • 12.3 Asia-Pacific Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.4 Asia-Pacific Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.5 Asia-Pacific Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.6 Asia-Pacific Game-Based Learning Market: Country Analysis
  • 12.7 China Market
  • 12.8 Summary
  • 12.9 Market Overview
    • 12.9.1 Country Information
    • 12.9.2 Market Information
    • 12.9.3 Background Information
    • 12.9.4 Government Initiatives
    • 12.9.5 Regulations
    • 12.9.6 Regulatory Bodies
    • 12.9.7 Major Associations
    • 12.9.8 Taxes Levied
    • 12.9.9 Corporate Tax Structure
    • 12.9.10 Investments
    • 12.9.11 Major Companies
  • 12.10 China Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.11 China Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.12 China Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.13 India Market
  • 12.14 India Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.15 India Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.16 India Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.17 Japan Market
  • 12.18 Japan Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.19 Japan Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.20 Japan Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.21 Australia Market
  • 12.22 Australia Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.23 Australia Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.24 Australia Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.25 Indonesia Market
  • 12.26 Indonesia Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.27 Indonesia Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.28 Indonesia Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.29 South Korea Market
  • 12.30 South Korea Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.31 South Korea Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 12.32 South Korea Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

13 Western Europe Market

  • 13.1 Summary
  • 13.2 Market Overview
    • 13.2.1 Region Information
    • 13.2.2 Market Information
    • 13.2.3 Background Information
    • 13.2.4 Government Initiatives
    • 13.2.5 Regulations
    • 13.2.6 Regulatory Bodies
    • 13.2.7 Major Associations
    • 13.2.8 Taxes Levied
    • 13.2.9 Corporate tax structure
    • 13.2.10 Major Companies
  • 13.3 Western Europe Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.4 Western Europe Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.5 Western Europe Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.6 Western Europe Game-Based Learning Market: Country Analysis
  • 13.7 UK Market
  • 13.8 UK Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.9 UK Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.10 UK Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.11 Germany Market
  • 13.12 Germany Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.13 Germany Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.14 Germany Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.15 France Market
  • 13.16 France Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.17 France Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.18 France Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.19 Italy Market
  • 13.20 Italy Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.21 Italy Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.22 Italy Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.23 Spain Market
  • 13.24 Spain Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.25 Spain Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.26 Spain Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.27 Denmark Market
  • 13.28 Summary
  • 13.29 Market Overview
    • 13.29.1 Country Information
    • 13.29.2 Market Information
    • 13.29.3 Background Information
    • 13.29.4 Government Initiatives
    • 13.29.5 Regulations
    • 13.29.6 Regulatory Bodies
    • 13.29.7 Major Associations
    • 13.29.8 Taxes Levied
    • 13.29.9 Corporate Tax Structure
    • 13.29.10 Investments
    • 13.29.11 Major Companies
  • 13.30 Denmark Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.31 Denmark Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.32 Denmark Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.33 Norway Market
  • 13.34 Summary
  • 13.35 Market Overview
    • 13.35.1 Country Information
    • 13.35.2 Market Information
    • 13.35.3 Background Information
    • 13.35.4 Government Initiatives
    • 13.35.5 Regulations
    • 13.35.6 Regulatory Bodies
    • 13.35.7 Major Associations
    • 13.35.8 Taxes Levied
    • 13.35.9 Corporate Tax Structure
    • 13.35.10 Major Companies
  • 13.36 Norway Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.37 Norway Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.38 Norway Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.39 Sweden Market
  • 13.40 Summary
  • 13.41 Market Overview
    • 13.41.1 Country Information
    • 13.41.2 Market Information
    • 13.41.3 Background Information
    • 13.41.4 Government Initiatives
    • 13.41.5 Regulations
    • 13.41.6 Regulatory Bodies
    • 13.41.7 Major Associations
    • 13.41.8 Taxes Levied
    • 13.41.9 Corporate Tax Structure
    • 13.41.10 Investments
    • 13.41.11 Major Companies
  • 13.42 Sweden Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.43 Sweden Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 13.44 Sweden Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

14 Eastern Europe Market

  • 14.1 Summary
  • 14.2 Market Overview
    • 14.2.1 Region Information
    • 14.2.2 Market Information
    • 14.2.3 Background Information
    • 14.2.5 Government Initiatives
    • 14.2.6 Regulations
    • 14.2.7 Regulatory Bodies
    • 14.2.8 Major Associations
    • 14.2.9 Taxes Levied
    • 14.2.10 Corporate Tax Structure
    • 14.2.11 Major companies
  • 14.3 Eastern Europe Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.4 Eastern Europe Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.5 Eastern Europe Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.6 Eastern Europe Game-Based Learning Market: Country Analysis
  • 14.7 Russia Market
  • 14.8 Russia Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.9 Russia Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 14.10 Russia Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

15 North America Market

  • 15.1 Summary
  • 15.2 Market Overview
    • 15.2.1 Region Information
    • 15.2.2 Market Information
    • 15.2.3 Background Information
    • 15.2.4 Government Initiatives
    • 15.2.5 Regulations
    • 15.2.6 Regulatory Bodies
    • 15.2.7 Major Associations
    • 15.2.8 Taxes Levied
    • 15.2.9 Corporate Tax Structure
    • 15.2.10 Investments
    • 15.2.11 Major Companies
  • 15.3 North America Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.4 North America Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.5 North America Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.6 North America Game-Based Learning Market: Country Analysis
  • 15.7 USA Market
  • 15.8 Summary
  • 15.9 Market Overview
    • 15.9.1 Country Information
    • 15.9.2 Market Information
    • 15.9.3 Background Information
    • 15.9.4 Government Initiatives
    • 15.9.5 Regulations
    • 15.9.6 Regulatory Bodies
    • 15.9.7 Major Associations
    • 15.9.8 Taxes Levied
    • 15.9.9 Corporate Tax Structure
    • 15.9.10 Investments
    • 15.9.11 Major Companies
  • 15.10 USA Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.11 USA Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.12 USA Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.13 Canada Market
  • 15.14 Canada Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.15 Canada Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 15.16 Canada Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

16 South America Market

  • 16.1 Summary
  • 16.2 Market Overview
    • 16.2.1 Region Information
    • 16.2.2 Market Information
    • 16.2.3 Background Information
    • 16.2.4 Government Initiatives
    • 16.2.5 Regulations
    • 16.2.6 Regulatory Bodies
    • 16.2.7 Major Associations
    • 16.2.8 Taxes Levied
    • 16.2.9 Corporate Tax Structure
    • 16.2.10 Major Companies
  • 16.3 South America Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 16.4 South America Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 16.5 South America Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 16.6 South America Game-Based Learning Market: Country Analysis
  • 16.7 Brazil Market
  • 16.8 Brazil Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 16.9 Brazil Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 16.10 Brazil Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

17 Middle East Market

  • 17.1 Summary
  • 17.2 Market Overview
    • 17.2.1 Region Information
    • 17.2.2 Market Information
    • 17.2.3 Background Information
    • 17.2.4 Government Initiatives
    • 17.2.5 Regulations
    • 17.2.6 Regulatory Bodies
    • 17.2.7 Major Associations
    • 17.2.8 Taxes Levied
    • 17.2.9 Corporate Tax Structure
    • 17.2.10 Investments
    • 17.2.11 Major Companies
  • 17.3 Middle East Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 17.4 Middle East Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 17.5 Middle East Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

18 Africa Market

  • 18.1 Summary
  • 18.2 Market Overview
    • 18.2.1 Region Information
    • 18.2.2 Market Information
    • 18.2.3 Background Information
    • 18.2.4 Government Initiatives
    • 18.2.5 Regulations
    • 18.2.6 Regulatory Bodies
    • 18.2.7 Major Associations
    • 18.2.8 Taxes Levied
    • 18.2.9 Corporate Tax Structure
    • 18.2.10 Investments
    • 18.2.11 Major Companies
  • 18.3 Africa Game-Based Learning Market, Segmentation By Component, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 18.4 Africa Game-Based Learning Market, Segmentation By Deployment Mode, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)
  • 18.5 Africa Game-Based Learning Market, Segmentation By End User, Historic And Forecast, 2019 - 2024, 2029F, 2034F, Value ($ Million)

19 Competitive Landscape And Company Profiles

  • 19.1 Company Profiles
  • 19.2 Spin Master Corp.
    • 19.2.1 Company Overview
    • 19.2.2 Products And Services
    • 19.2.3 Business Strategy
    • 19.2.4 Financial Overview
  • 19.3 G-Cube Solutions
    • 19.3.1 Company Overview
    • 19.3.2 Products And Services
    • 19.3.3 Financial Overview
  • 19.4 Age of Learning Inc.
    • 19.4.1 Company Overview
    • 19.4.2 Products And Services
    • 19.4.3 Financial Overview
  • 19.5 Hurix Digital Ltd.
    • 19.5.1 Company Overview
    • 19.5.2 Products And Services
    • 19.5.3 Business Strategy
    • 19.5.4 Financial Overview
  • 19.6 Quizlet Inc.
    • 19.6.1 Company Overview
    • 19.6.2 Products And Services
    • 19.6.3 Business Strategy
    • 19.6.4 Financial Overview

20 Other Major And Innovative Companies

  • 20.1 BrainPop Educators LLC
    • 20.1.1 Company Overview
    • 20.1.2 Product And Services
  • 20.2 Duolingo Inc.
    • 20.2.1 Company Overview
    • 20.2.2 Product And Services
  • 20.3 Gamelearn SL
    • 20.3.1 Company Overview
    • 20.3.2 Product And Services
  • 20.4 Centrical
    • 20.4.1 Company Overview
    • 20.4.2 Product And Services
  • 20.5 McGraw Hill Education Inc.
    • 20.5.1 Company Overview
    • 20.5.2 Product And Services
  • 20.6 Lumos Labs (Lumosity)
    • 20.6.1 Company Overview
    • 20.6.2 Product And Services
  • 20.7 Filament Games LLC
    • 20.7.1 Company Overview
    • 20.7.2 Product And Services
  • 20.8 Paradiso Solutions Corp.
    • 20.8.1 Company Overview
    • 20.8.2 Product And Services
  • 20.9 Schell Games LLC
    • 20.9.1 Company Overview
    • 20.9.2 Product And Services
  • 20.10 StratBeans Consulting Pvt. Ltd.
    • 20.10.1 Company Overview
    • 20.10.2 Product And Services
  • 20.11 Sweetrush Inc.
    • 20.11.1 Company Overview
    • 20.11.2 Product And Services
  • 20.12 Tangible Play Inc. (Osmo)
    • 20.12.1 Company Overview
    • 20.12.2 Product And Services
  • 20.13 Raptivity
    • 20.13.1 Company Overview
    • 20.13.2 Product And Services
  • 20.14 Square Panda Inc.
    • 20.14.1 Company Overview
    • 20.14.2 Product And Services
  • 20.15 Quizizz Inc.
    • 20.15.1 Company Overview
    • 20.15.2 Product And Services

21 Competitive Benchmarking

22 Competitive Dashboard

23 Key Mergers And Acquisitions

  • 23.1 University Games Acquired The Learning Journey International To Expand Educational Product Line
  • 23.2 Kirkbi A/S Acquired BrainPOP To Drive Digital Transformation In Education
  • 23.3 Imarticus Learning Acquired StratOnboard To Enhance Educational Offerings with Epistemic Games
  • 23.4 Axonify Acquired MLevel To Enhance Digital Learning And Modern Training Solutions

24 Opportunities And Strategies

  • 24.1 Global Game-Based Learning Market In 2029 - Countries Offering Most New Opportunities
  • 24.2 Global Game-Based Learning Market In 2029 - Segments Offering Most New Opportunities
  • 24.3 Global Game-Based Learning Market In 2029 - Growth Strategies
    • 24.3.1 Market Trend Based Strategies
    • 24.3.2 Competitor Strategies

25 Game-Based Learning Market, Conclusions And Recommendations

  • 25.1 Conclusions
  • 25.2 Recommendations
    • 25.2.1 Product
    • 25.2.2 Place
    • 25.2.3 Price
    • 25.2.4 Promotion
    • 25.2.5 People

26 Appendix

  • 26.1 Geographies Covered
  • 26.2 Market Data Sources
  • 26.3 Research Methodology
  • 26.4 Currencies
  • 26.5 The Business Research Company
  • 26.6 Copyright and Disclaimer