游戏为基础的学习 (GBL) 的全球市场
市场调查报告书
商品编码
1166370

游戏为基础的学习 (GBL) 的全球市场

Game-based Learning: Global Markets

出版日期: | 出版商: BCC Research | 英文 122 Pages | 订单完成后即时交付

价格

全球游戏为基础的学习 (GBL) 的市场规模,预计从2022年的129亿美元,2027年达到356亿美元,从2022年到2027年的预测期间中以22.4%的年复合成长率成长。

医疗保健产业的GBL的部门,预计从2022年的15亿美元,2027年达到47亿美元,从2022年到2027年的预测期间中以25.4%的年复合成长率成长。还有企业用GBL的部门,预计从2022年的43亿美元,2027年达到125亿美元,以23.6%的年复合成长率成长。

本报告提供全球游戏为基础的学习 (GBL) 的市场调查,市场概要,市场成长的各种影响因素分析,专利分析,市场规模的变化、预测,各种区分、各地区/主要国家的详细分析,竞争环境,主要企业简介等彙整资讯。

目录

第1章 简介

第2章 摘要、亮点

第3章 市场及技术的背景

  • GBL的历史和概要
  • 波特的五力分析
  • 专利分析
  • COVID-19对GBL的影响
  • GBL的未来

第4章 市场动态

  • 推动市场要素
  • 市场机会
  • 市场课题

第5章 市场明细:各零件

  • 概要
  • 解决方案
  • 服务

第6章 市场明细:各游戏类型

  • 概要
  • 评估、评估游戏
  • 训练、知识、技术为基础的游戏
  • 语言学习游戏
  • AI为基础的游戏
  • AR游戏、VR游戏
  • 定位及卷为基础的游戏

第7章 市场明细:各产业

  • 概要
  • 教育
  • 企业
  • 医疗保健
  • 其他

第8章 市场明细:各地区

  • 概要
  • 南北美洲
  • 欧洲
  • 亚太地区
  • 中东、非洲

第9章 竞争情形

  • 关注的发展

第10章 企业简介

  • 概要
  • 主要企业
  • BREAKAWAY LTD.
  • CENTRICAL
  • DUOLINGO
  • EDAPP
  • FILAMENT GAMES
  • GAMELEARN
  • GAMETIZE
  • G-CUBE
  • GROWTH ENGINEERING
  • INDUSGEEKS SOLUTIONS PVT. LTD.
  • KAHOOT!
  • KUATO STUDIOS
  • LAYUP
  • MINECRAFT
  • MONKIMUN INC.

第11章 附录:简称

Product Code: IFT251A

Highlights:

The global market for GBL (game-based learning) is estimated to grow from $12.9 billion in 2022 to $35.6 billion in 2027, with a compound annual growth rate (CAGR) of 22.4% for the period of 2022-2027.

The global market for GBL in healthcare industry is estimated to grow from $1.5 billion in 2022 to $4.7 billion in 2027, with a CAGR of 25.4% for the period of 2022-2027.

The global market for GBL in enterprises industry is estimated to grow from $4.3 billion in 2022 to $12.5 billion in 2027, with a CAGR of 23.6% for the period of 2022-2027.

Report Scope:

This report provides an overview of the GBL market and analyzes market trends. Using 2021 as the base year, the report provides market data for the forecast period 2022 through 2027 by estimating with values derived from manufacturers' total revenues. Revenue forecasts for this period are segmented based on component, game type, industry and geography.

The report also includes a section on the leading players in the market. It also explains the main drivers, competitive landscape and current GBL market trends. The report concludes with a focus on the GBL vendor landscape, including detailed profiles of the major players operating in the global GBL market.

Report Includes:

  • 36 data tables and 31 additional tables
  • In-depth overview of the global market for game-based learning (GBL) technology
  • Analyses of the global market trends, with historic market revenue (sales data) from 2021, estimates for 2022, and projections of compound annual growth rates (CAGRs) through 2027
  • Evaluation and forecast the game-based learning market size, projected growth trends, and corresponding market share analysis by component, game type, end user, deployment, and geographic region
  • Assessment of major driving trends, challenges, and opportunities in this innovation driven market, along with current trends, new developments, and regulatory implications within the marketplace
  • Discussion of the industry value chain analysis providing a systematic study of the key intermediaries involved, which could further assist stakeholders in formulating appropriate strategies
  • Market share analysis of the key market participants, along with their research priorities, product portfolios, and competitive landscape
  • Descriptive company profiles of the leading global players, including Minecraft, Layup, Centrical and Gametize

Table of Contents

Chapter 1 Introduction

  • 1.1 Overview
  • 1.2 Study Goals and Objectives
  • 1.3 Reasons for Doing this Study
  • 1.4 Scope of Report
  • 1.5 Information Sources
  • 1.6 Methodology
  • 1.7 Intended Audience
  • 1.8 Geographic Breakdown
  • 1.9 Analyst's Credentials
  • 1.10 BCC Custom Research
  • 1.11 Related BCC Research Reports

Chapter 2 Summary and Highlights

  • 2.1 Overview

Chapter 3 Market and Technology Background

  • 3.1 GBL History and Overview
  • 3.2 Porter's Five Forces Analysis of GBL
    • 3.2.1 Bargaining Power of Buyers
    • 3.2.2 Bargaining Power of Suppliers
    • 3.2.3 Threat from Substitutes
    • 3.2.4 Threat from New Entrants
    • 3.2.5 Competitive Rivalry
  • 3.3 Patent Analysis
    • 3.3.1 Patents by Title, Code, Status and Abstract
  • 3.4 Impact of COVID-19 on GBL
  • 3.5 Future of GBL

Chapter 4 Market Dynamics

  • 4.1 Market Drivers
    • 4.1.1 Rising Adoption of Digital Learning Solutions
    • 4.1.2 Supportive Government and Organization Initiatives
    • 4.1.3 Increased Prominence of Social Learning
    • 4.1.4 Increase in Strategic Initiatives
  • 4.2 Market Opportunities
    • 4.2.1 Launch of 5G Network and Increasing Penetration of Mobile Learning
    • 4.2.2 Growing Adoption of Online Learning in the Education and Corporate Sectors
  • 4.3 Market Challenges
    • 4.3.1 Increasing Incidence of Cyberattacks
    • 4.3.2 Slow Internet Connection and Poor Infrastructure in Some Countries

Chapter 5 Market Breakdown by Component

  • 5.1 Overview
  • 5.2 Solutions
  • 5.3 Services

Chapter 6 Market Breakdown by Game Type

  • 6.1 Overview
  • 6.2 Assessment and Evaluation Games
  • 6.3 Training, Knowledge and Skill-based Games
  • 6.4 Language Learning Games
  • 6.5 AI-Based Games
  • 6.6 AR and VR Games
  • 6.7 Location- and Role-Based Games

Chapter 7 Market Breakdown by Industry

  • 7.1 Overview
  • 7.2 Education
  • 7.3 Enterprises
  • 7.4 Healthcare
  • 7.5 Other Industries

Chapter 8 Market Breakdown by Region

  • 8.1 Overview
  • 8.2 Americas
  • 8.3 Europe
  • 8.4 Asia-Pacific
  • 8.5 Middle East and Africa

Chapter 9 Competitive Landscape

  • 9.1 Noteworthy Developments

Chapter 10 Company Profiles

  • 10.1 Overview
  • 10.2 Key Companies
  • BREAKAWAY LTD.
  • CENTRICAL
  • DUOLINGO
  • EDAPP
  • FILAMENT GAMES
  • GAMELEARN
  • GAMETIZE
  • G-CUBE
  • GROWTH ENGINEERING
  • INDUSGEEKS SOLUTIONS PVT. LTD.
  • KAHOOT!
  • KUATO STUDIOS
  • LAYUP
  • MINECRAFT
  • MONKIMUN INC.

Chapter 11 Appendix: Abbreviations

List of Tables

  • Summary Table : Global Market for GBL, by Industry, Through 2027
  • Table 1 : Porter's Five Forces Analysis: Overview
  • Table 2 : Attack Types on Current Technologies
  • Table 3 : School-Age Children Without Home Internet Access, by Region, 2020
  • Table 4 : Global Market for GBL, by Component, Through 2027
  • Table 5 : Global Market for GBL Solutions, by Region, Through 2027
  • Table 6 : Global Market for GBL Services, by Region, Through 2027
  • Table 7 : Global Market for GBL, by Game Type, Through 2027
  • Table 8 : Traditional Measures of Psychometrics Being Converted and Absorbed Into GBA
  • Table 9 : Global Market for GBL in Assessment and Evaluation Games, by Industry, Through 2027
  • Table 10 : Global Market for GBL in Training, Knowledge and Skill-Based Games, by Industry, Through 2027
  • Table 11 : Global Market for GBL in Language Learning Games, by Industry, Through 2027
  • Table 12 : Global Market for GBL in AI-Based Games, by Industry, Through 2027
  • Table 13 : Global Market for GBL in AR and VR Games, by Industry, Through 2027
  • Table 14 : Global Market for GBL in Location- and Role-Based Games, Through 2027
  • Table 15 : Global Market for GBL, by Industry, Through 2027
  • Table 16 : Global Market for GBL in Education, by Game Type, Through 2027
  • Table 17 : Global Market for GBL in Education, by Region, Through 2027
  • Table 18 : Global Market for GBL in Enterprises, by Game Type, Through 2027
  • Table 19 : Global Market for GBL in Enterprises, by Region, Through 2027
  • Table 20 : Global Market for GBL in Healthcare, by Game Type, Through 2027
  • Table 21 : Global Market for GBL in Healthcare, by Region, Through 2027
  • Table 22 : Global Market for GBL in Other Industries, by Game Type, Through 2027
  • Table 23 : Global Market for GBL in Other Industries, by Region, Through 2027
  • Table 24 : Global Market for GBL, by Region, Through 2027
  • Table 25 : Americas Market for GBL, by Industry, Through 2027
  • Table 26 : Americas Market for GBL, by Component, Through 2027
  • Table 27 : Americas Market for GBL, by Country, Through 2027
  • Table 28 : European Market for GBL, by Industry, Through 2027
  • Table 29 : European Market for GBL, by Component, Through 2027
  • Table 30 : European Market for GBL, by Country, Through 2027
  • Table 31 : APAC Market for GBL, by Industry, Through 2027
  • Table 32 : APAC Market for GBL, by Component, Through 2027
  • Table 33 : APAC Market for GBL, by Country, Through 2027
  • Table 34 : MEA Market for GBL, by Industry, Through 2027
  • Table 35 : MEA Market for GBL, by Component, Through 2027
  • Table 36 : MEA Market for GBL, by Country, Through 2027
  • Table 37 : GBL Market: Collaborations and Partnerships, 2020-2022
  • Table 38 : GBL Market: Mergers and Acquisitions, 2020 and 2021
  • Table 39 : GBL Market: Funding, 2020 and 2021
  • Table 40 : Breakaway Ltd.: GBL Industries Served
  • Table 41 : Centrical: GBL Offerings
  • Table 42 : Centrical: Recent Developments
  • Table 43 : Duolingo: Recent Financial Performance, 2020 and 2021
  • Table 44 : Duolingo: GBL Offerings
  • Table 45 : Duolingo: Recent Developments, 2022
  • Table 46 : EdApp: GBL Offerings
  • Table 47 : EdApp: Recent Developments
  • Table 48 : Filament Games: GBL Industries Served
  • Table 49 : Filament Games: Recent Developments
  • Table 50 : Gamelearn: GBL Offerings
  • Table 51 : Gametize: GBL Offerings
  • Table 52 : G-Cube: GBL Offerings
  • Table 53 : G-Cube: Recent Developments, 2021 and 2022
  • Table 54 : Growth Engineering: GBL Offerings
  • Table 55 : Growth Engineering: Recent Developments, 2021 and 2022
  • Table 56 : Indusgeeks: GBL Offerings
  • Table 57 : Kahoot!: Recent Financial Performance, 2020 and 2021
  • Table 58 : Kahoot!: GBL Offerings
  • Table 59 : Kahoot!: Recent Developments, 2021 and 2022
  • Table 60 : Kuato Studios: GBL Offerings
  • Table 61 : Kuato Studios: Recent Developments
  • Table 62 : Layup: GBL Offerings
  • Table 63 : Minecraft Education: GBL Offerings
  • Table 64 : Minecraft Education: Recent Developments, 2021-2022
  • Table 65 : Monkimun: GBL Offerings
  • Table 66 : Monkimun: Recent Developments, 2020 and 2021
  • Table 67 : Abbreviations Used in This Report

List of Figures

  • Summary Figure : Global Market for GBL, 2021-2027
  • Figure 1 : Porter's Five Forces Impact Analysis
  • Figure 2 : Porter's Five Forces Impact, 2021
  • Figure 3 : Bargaining Power of Buyers
  • Figure 4 : Bargaining Power of Suppliers
  • Figure 5 : Threat from Substitutes
  • Figure 6 : Threat from New Entrants
  • Figure 7 : Competitive Rivalry
  • Figure 8 : Porter's Five Forces Impact During the Forecast Period, 2027
  • Figure 9 : Global GBL Patents Applications, 2016-2021
  • Figure 10 : Global GBL Patent Application Shares, by Region, 2021
  • Figure 11 : Key Factors Impacting the GBL Market
  • Figure 12 : Countries with Highest eLearning Adoption Rates, 2021
  • Figure 13 : Global Smartphone Subscriptions, 2016-2021
  • Figure 14 : Online Learners, 2016-2021
  • Figure 15 : Enrollments in Digital Education, 2016-2021
  • Figure 16 : Global Market Shares of GBL, by Component, 2021
  • Figure 17 : Global Market Shares of GBL, by Component, 2027
  • Figure 18 : Global Market Shares of GBL Solutions, by Region, 2021
  • Figure 19 : Global Market Shares of GBL Solutions, by Region, 2027
  • Figure 20 : Global Market Shares of GBL Services, by Region, 2021
  • Figure 21 : Global Market Shares of GBL Services, by Region, 2027
  • Figure 22 : Global Market Shares of GBL, by Game Type, 2021
  • Figure 23 : Global Market Shares of GBL, by Game Type, 2027
  • Figure 24 : Global Market Shares of GBL in Assessment and Evaluation Games, by Industry, 2021
  • Figure 25 : Global Market Shares of GBL in Assessment and Evaluation Games, by Industry, 2027
  • Figure 26 : Global Market Shares of GBL in Training, Knowledge and Skill-Based Games, by Industry, 2021
  • Figure 27 : Global Market Shares of GBL in Training, Knowledge and Skill-Based Games, by Industry, 2027
  • Figure 28 : Global Market Shares of GBL in Language Learning Games, by Industry, 2021
  • Figure 29 : Global Market Shares of GBL in Language Learning Games, by Industry, 2027
  • Figure 30 : Global Market Shares of GBL in AI-Based Games, by Industry, 2021
  • Figure 31 : Global Market Shares of GBL in AI-Based Games, by Industry, 2027
  • Figure 32 : Global Market Shares of GBL in AR and VR Games, by Industry, 2021
  • Figure 33 : Global Market Shares of GBL in AR and VR Games, by Industry, 2027
  • Figure 34 : Global Market Shares of GBL in Location- and Role-Based Games, by Industry, 2021
  • Figure 35 : Global Market Shares of GBL in Location- and Role-Based Games, by Industry, 2027
  • Figure 36 : Global Market Shares of GBL, by Industry, 2021
  • Figure 37 : Global Market Shares of GBL, by Industry, 2027
  • Figure 38 : Global Market Shares of GBL in Education, by Game Type, 2021
  • Figure 39 : Global Market Shares of GBL in Education, by Game Type, 2027
  • Figure 40 : Global Market Shares of GBL in Education, by Region, 2021
  • Figure 41 : Global Market Shares of GBL in Education, by Region, 2027
  • Figure 42 : Global Market Shares of GBL in Enterprises, by Game Type, 2021
  • Figure 43 : Global Market Shares of GBL in Enterprises, by Game Type, 2027
  • Figure 44 : Global Market Shares of GBL in Enterprises, by Region, 2021
  • Figure 45 : Global Market Shares of GBL in Enterprises, by Region, 2027
  • Figure 46 : Global Market Shares of GBL in Healthcare, by Game Type, 2021
  • Figure 47 : Global Market Shares of GBL in Healthcare, by Game Type, 2027
  • Figure 48 : Global Market Shares of GBL in Healthcare, by Region, 2021
  • Figure 49 : Global Market Shares of GBL in Healthcare, by Region, 2027
  • Figure 50 : Global Market Shares of GBL in Other Industries, by Game Type, 2021
  • Figure 51 : Global Market Shares of GBL in Other Industries, by Game Type, 2027
  • Figure 52 : Global Market Shares of GBL in Other Industries, by Region, 2021
  • Figure 53 : Global Market Shares of GBL in Other Industries, by Region, 2027
  • Figure 54 : Global Markets Shares of GBL, by Region, 2021
  • Figure 55 : Global Market Shares of GBL, by Region, 2027
  • Figure 56 : Americas Market Shares of GBL, by Industry, 2021
  • Figure 57 : Americas Market Shares of GBL, by Industry, 2027
  • Figure 58 : Americas Market Shares of GBL, by Component, 2021
  • Figure 59 : Americas Market Shares of GBL, by Component, 2027
  • Figure 60 : Americas Market Shares of GBL, by Country, 2021
  • Figure 61 : Americas Market Shares of GBL, by Country, 2027
  • Figure 62 : European Market Share of GBL, by Industry, 2021
  • Figure 63 : European Market Shares of GBL, by Industry, 2021
  • Figure 64 : European Market Shares of GBL, by Component, 2021
  • Figure 65 : European Market Shares of GBL, by Component, 2021
  • Figure 66 : European Market Shares of GBL, by Country, 2021
  • Figure 67 : European Market Shares of GBL, by Country, 2027
  • Figure 68 : APAC Market Shares of GBL, by Industry, 2021
  • Figure 69 : APAC Market Shares of GBL, by Industry, 2027
  • Figure 70 : APAC Market Shares of GBL, by Component, 2021
  • Figure 71 : APAC Market Shares of GBL, by Component, 2027
  • Figure 72 : APAC Market Shares of GBL, by Country, 2021
  • Figure 73 : APAC Market Shares of GBL, by Country, 2027
  • Figure 74 : MEA Market Shares of GBL, by Industry, 2021
  • Figure 75 : MEA Market Shares of GBL, by Industry, 2027
  • Figure 76 : MEA Market Shares of GBL, by Component, 2021
  • Figure 77 : MEA Market Shares of GBL, by Component, 2027
  • Figure 78 : MEA Market Shares of GBL, by Country, 2021
  • Figure 79 : MEA Market Shares of GBL, by Country, 2027
  • Figure 80 : GBL Market: Recent Development Trends, 2020-2022
  • Figure 81 : Duolingo: Revenue Share, by Region or Country, 2021
  • Figure 82 : Kahoot!: Revenue Share, by Region/Country, 2021