Game Based Learning Market: Current Analysis and Forecast (2022-2028)

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Emphasis on Component (Solutions and Services); Deployment (On-Premises and Deployment); End-User (Education, Consumer, Enterprises, and Governments) Region/Country.

Pages:

153

Table:

48

Figure:

98

Report ID:

UMTI211569

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Report Description
Table of content
Research Methodology

Report Description

Game Based Learning Market 3
Game Based Learning Market 3

Global Game-Based Learning Market is expected to grow at a significant rate of around 21% during the forecast period. Game based learning is a process of using educational games as a platform to teach students. Educational games are games that are specifically designed for educational purposes or have incidental or secondary educational value. The growing adoption of game-based learning is mainly attributed to the increasing demand for virtual reality and augmented reality and artificial intelligence. The game-based learning is growing on account of its features such as conformational feedback. Conformational feedback is intended to indicate the degree to which a response, action, or activity was correct or incorrect. Furthermore, the growing prominence of gaming industry is expected to influence the market growth. For instance, according to techdigest, the number of gaming apps in the Google Play Store jumped by 40% in a year and hit almost 480,000 in the first quarter of 2021. Moreover, 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.

Kahoot, Frontier Developments plc, Mojang Studios, BreakAway Games, Schell Games, Monkimun Inc, Smart Lumies Ltd, Cognitive ToyBox Inc, Paratus Knowledge Ventures Pvt Ltd, and Indusgeeks Solutions Pvt Ltd are some of the key players in the market. Several M&As along with partnerships have been undertaken by these players to facilitate customers with hi-tech and innovative products/technologies.

Insights Presented in the Report

“Amongst deployment, the cloud category to witness robust CAGR 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.

 “Amongst end-user, the educational segment to hold a significant share in the market in 2020”

Based on end-user, the game-based learning market is classified into education, consumer enterprises, and governments. The education sector accounted for a significant share in 2020 and is expected to showcase similar growth during the forecast period. Features such as amplified recalling ability for better retention and its potential to foster creative thinking and problem-solving capabilities are expected to drive the market during the forecast period. Furthermore, the implementation of games enables healthy competition amongst students and simultaneously introduces them to goals and feedback.

 “North America to hold a significant share in the market”

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. In addition, the robust growth of the ICT sector in the region coupled with the presence of key players is expected to elevate the market during the forecast period. Reasons to buy this report:

  • The study includes market sizing and forecasting analysis validated by authenticated key industry experts.
  • The report presents a quick review of overall industry performance at one glance.
  • The report covers an in-depth analysis of prominent industry peers with a primary focus on key business financials, product portfolio, expansion strategies, and recent developments.
  • Detailed examination of drivers, restraints, key trends, and opportunities prevailing in the industry.
  • The study comprehensively covers the market across different segments.
  • Deep dive regional level analysis of the industry.

Customization Options:

The global Game-Based Learning market can further be customized as per the requirement or any other market segment. Besides this, UMI understands that you may have your own business needs, hence feel free to connect with us to get a report that completely suits your requirements.

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1.1.      Market Definitions
1.2.      Main Objective
1.3.      Stakeholders
1.4.      Limitation

 

2.1.      Research Process of the Game Based Learning Market
2.2.      Research Methodology of the Game Based Learning Market
2.3.      Respondent Profile

 

3MARKET SYNOPSIS

 

4EXECUTIVE SUMMARY

 

5.      IMPACT OF COVID-19 ON THE GAME BASED LEARNING MARKET

 

6.      GAME BASED LEARNING MARKET REVENUE (USD BN), 2020-2028F

 

7.1.   Solutions
7.2.   Services

 

8.1.   On-Premises
8.2.   Cloud  

 

9.1.   Education
9.2.   Consumer
9.3.   Enterprises
9.4.   Governments

 

10.1.   North America   
10.1.1.   U.S. 
10.1.2.   Canada
10.1.3.   Rest of North America
10.2.   Europe  
10.2.1.   Germany 
10.2.2.   The United Kingdom
10.2.3.   France 
10.2.4.   Italy 
10.2.5.   Spain 
10.2.6.   Rest of Europe
10.3.   Asia-Pacific  
10.3.1.   China 
10.3.2.   Japan 
10.3.3.   India 
10.3.4.   Rest of Asia-Pacific
10.4.   Rest of World  

 

11.1.   Market Drivers 
11.2.   Market Challenges
11.3.   Impact Analysis 

 

12.  GAME BASED LEARNING MARKET OPPORTUNITIES

 

13.  GAME BASED LEARNING MARKET TRENDS

 

14.1.   Demand Side Analysis
14.2.   Supply Side Analysis

 

15.  VALUE CHAIN ANALYSIS

 

16.1.   Competitive Landscape
16.1.1.   Porters Fiver Forces Analysis

 

17.1.   Kahoot 
17.2.   Frontier Developments plc
17.3.   Mojang 
17.4.   BreakAway Games
17.5.   Schell Games 
17.6.   Monkimun Inc 
17.7.   Smart Lumies Ltd 
17.8.   Cognitive ToyBox Inc
17.9.   Paratus Knowledge Ventures Pvt Ltd
17.10.               Indusgeeks Solutions Pvt Ltd.

 

18.  DISCLAIMER 

Research Methodology

Research Methodology for the Game-Based Learning Market Analysis (2022-2028)

Analyzing the historical market, estimating the current market, and forecasting the future market of the global game-based learning market were the three major steps undertaken to create and analyze the adoption of game-based learnings in major regions globally. Exhaustive secondary research was conducted to collect the historical market numbers and estimate the current market size. Secondly, to validate these insights, numerous findings and assumptions were taken into consideration. Moreover, exhaustive primary interviews were also conducted, with industry experts across the value chain of the global Game-Based Learning market. Post assumption and validation of market numbers through primary interviews, we employed a top-down/bottom-up approach to forecasting the complete market size. Thereafter, market breakdown and data triangulation methods were adopted to estimate and analyze the market size of segments and sub-segments of the industry pertains to. Detailed methodology is explained below:

Analysis of Historical Market Size

Step 1: In-Depth Study of Secondary Sources:

Detail secondary study was conducted to obtain the historical market size of the game-based learning market through company internal sources such as annual reports & financial statements, performance presentations, press releases, etc., and external sources including journals, news & articles, government publications, competitor publications, sector reports, third-party database, and other credible publications.

Step 2: Market Segmentation:

After obtaining the historical market size of the game-based learning market, we conducted a detailed secondary analysis to gather historical market insights and share for different segments & sub-segments for major regions. Major segments are included in the report as component, deployment, end-user. Further country-level analyses were conducted to evaluate the overall adoption of testing models in that region.

Step 3: Factor Analysis:

After acquiring the historical market size of different segments and sub-segments, we conducted a detailed factor analysis to estimate the current market size of the Game-Based Learning market. Further, we conducted factor analysis using dependent and independent variables such as component, deployment, end-user of game-based learnings. A thorough analysis was conducted for demand and supply-side scenarios considering top partnerships, mergers and acquisitions, business expansion, and product launches in the game-based learning market sector across the globe. 

Current Market Size Estimate & Forecast

Current Market Sizing: Based on actionable insights from the above 3 steps, we arrived at the current market size, key players in the global game-based learning market, and market shares of the segments. All the required percentage shares split, and market breakdowns were determined using the above-mentioned secondary approach and were verified through primary interviews.

Estimation & Forecasting: For market estimation and forecast, weights were assigned to different factors including drivers & trends, restraints, and opportunities available for the stakeholders. After analyzing these factors, relevant forecasting techniques i.e., the top-down/bottom-up approach were applied to arrive at the market forecast for 2028 for different segments and sub-segments across the major markets globally. The research methodology adopted to estimate the market size encompasses:

  • The industry’s market size, in terms of revenue (USD) and the adoption rate of the game-based learning market across the major markets domestically
  • All percentage shares, splits, and breakdowns of market segments and sub-segments
  • Key players in the global game-based learning market in terms of products offered. Also, the growth strategies adopted by these players to compete in the fast-growing market

Market Size and Share Validation

Primary Research: In-depth interviews were conducted with the Key Opinion Leaders (KOLs) including Top Level Executives (CXO/VPs, Sales Head, Marketing Head, Operational Head, Regional Head, Country Head, etc.) across major regions. Primary research findings were then summarized, and statistical analysis was performed to prove the stated hypothesis. Inputs from primary research were consolidated with secondary findings, hence turning information into actionable insights.

Split of Primary Participants in Different Regions

Game Based Learning Market 2
Game Based Learning Market 2

Market Engineering

The data triangulation technique was employed to complete the overall market estimation and to arrive at precise statistical numbers for each segment and sub-segment of the global game-based learning market. Data was split into several segments & sub-segments post studying various parameters and trends in the areas of component, deployment, end-user in the global game-based learning market.

The main objective of the Global Game-Based Learning Market Study

The current & future market trends of the global game-based learning market were pinpointed in the study. Investors can gain strategic insights to base their discretion for investments on the qualitative and quantitative analysis performed in the study. Current and future market trends determined the overall attractiveness of the market at a regional level, providing a platform for the industrial participant to exploit the untapped market to benefit from a first-mover advantage. Other quantitative goals of the studies include:

  • Analyze the current and forecast market size of the game-based learning market in terms of value (USD). Also, analyze the current and forecast market size of different segments and sub-segments
  • Segments in the study include areas of component, deployment, end-user.
  • Define and analysis of the regulatory framework for the game-based learning
  • Analyze the value chain involved with the presence of various intermediaries, along with analyzing customer and competitor behaviors of the industry.
  • Analyze the current and forecast market size of the game-based learning market for the major region.
  • Major countries of regions studied in the report include Asia Pacific, Europe, North America, and the Rest of the World.
  • Company profiles of the Game-Based Learning market and the growth strategies adopted by the market players to sustain in the fast-growing market
  • Deep dive regional level analysis of the industry

You can also purchase parts of this report. Do you want to check out a section wise price list?