Global Game Based Learning Market is expected to foresee significant growth. North America to lead the growth!

Author: Vikas Kumar

12 January 2023

Game-based learning incorporates the characteristics and principles of games into learning activities. Here, learning activities promote student engagement and motivation to learn. Components of game-based learning include points systems, badges, leaderboards, discussion boards, quizzes and classroom response systems. Playing the game encourages critical thinking and problem-solving abilities while providing learning opportunities to students.

The game-based learning marketis expected to witness a CAGR of around 21% during the forecast period owing to the growing trend of gaming coupled with the technological advancements in the game development industry. The growing prevalence of gaming across the globe and increasing adoption of cloud-based learning models in both developed and developing countries are boosting the market growth. For instance, according to exploding topics, there are approximately 3.09 billion active video gamers worldwide. Additionally, companies are moving to cloud-based models to take advantage of new technologies such as microlearning, augmented learning, and virtual reality. Additionally, cloud-based technology is gaining momentum in the education sector due to its low-cost and flexible teaching methods for students.

For a detailed analysis of the Global Game Based Learning Market browse throughhttps://univdatos.com/report/game-based-learning-market/

Based on component, the market is segmented into solutions and services. The solutions segment is expected to achieve a higher market share during the forecast period. The increasing implementation of modern and interactive teaching approaches for maintaining quality education is expected to drive the market during the forecast period. Furthermore, the introduction of tablets and smartphones for e-learning in schools and colleges around the world is expected to drive the market during the forecast period.

On the basis of deployment, the market is bifurcated into on-premises and cloud. The cloud segment is expected to grow with a significant CAGR during the forecast period. The growth of the cloud segment is mainly governed by factors, such as easy deployment, flexibility, and cost-effective pricing structure. Furthermore, the cloud enables project managers to synchronize and connect with multiple teams to get real-time information across the project sites. It has become the most preferred way to deploy learning games and is predicted to maintain its growth over the forecast period.

Request for a sample of the report browse through- https://univdatos.com/get-a-free-sample-form-php/?product_id=32511

For a better understanding of the market adoption of the Game Based Learning industry, the market is analyzed based on its worldwide presence in the countries such as North America (U.S., Canada, Rest of North America), Europe (Germany, U.K., France, Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. North America is expected to lead the game-based learning market in 2021 and is expected to retain its domination throughout the forecast period. The rapid adoption of game-based learning solutions in the region is attributed to the growing integration of superior technology such as AI, AR/VR, and cloud technology. Furthermore, the presence of developed economies in the region such as The United States and Canada have advanced connectivity, which gives their citizens access to uninterrupted network connectivity which helps them to get seamless gaming experience is also expected to influence the market growth during the forecast period. In addition, the robust growth of the ICT sector in the region coupled with the presence of key players such as Schell games, Cognitive ToyBox Inc, is expected to elevate the market during the forecast period.

Some of the major players operating in the market include Kahoot, Frontier Developments plc, Mojang, BreakAway Games, Schell Games, Monkimun Inc, Smart Lumies Ltd, Cognitive ToyBox Inc, Paratus Knowledge Ventures Pvt Ltd, and Indusgeeks Solutions Pvt Ltd.

Global Game Based Learning Market Segmentation

Market Insight, by Component

• Solutions
• Services

Market Insight, by Deployment

• On-Premises
• Cloud

Market Insight, by End-User

• Education
• Consumer• Enterprises• Governments

Market Insight, by Region

  • North America
    • US
    • Canada
    • Rest of North America
  • Europe
  • Germany
  • United Kingdom
  • France
  • Italy
  • Spain
  • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • India
    • Rest of Asia-Pacific
  • Rest of the World

Top Company Profiles
• Kahoot• Frontier Developments plc• Mojang• BreakAway Games• Schell Games• Monkimun Inc• Smart Lumies Ltd• Cognitive ToyBox Inc• Paratus Knowledge Ventures Pvt Ltd• Indusgeeks Solutions Pvt Ltd.

Get a call back


Related Articles