封面
市场调查报告书
商品编码
1577090

以游戏为基础的学习市场、机会、成长动力、产业趋势分析与预测,2024-2032

Game-Based Learning Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 200 Pages | 商品交期: 2-3个工作天内

价格
简介目录

The Global Game-Based Learning Market was valued at USD 23.45 billion in 2023 and is anticipated to register a CAGR of over 14% from 2024 to 2032. The market growth is driven by the increasing adoption of e-learning in both educational institutions and corporate设定.基于游戏的学习 (GBL) 工具和平台越来越受欢迎,因为它们能够使教育在数位学习环境中更具吸引力和有效性。这一趋势导致了对教育游戏和平台的需求激增,使 GBL 成为现代学习策略不可或缺的一部分。企业界也采用GBL进行培训与发展,进一步扩大市场。

教育机构和政府的支持在基于游戏的学习的发展和采用中发挥关键作用。透过资金、政策措施和融入教育框架,这些实体正在推动 GBL 的广泛实施。这种支持验证了 GBL 的有效性,并为其发展提供了必要的资源。世界各地的各种政府措施都专注于推动数位教育,包括基于游戏的学习,使其成为学术和专业培训计画日益重要的一部分。

整个游戏学习产业根据提供者、部署模式、应用程式和地区进行分类。

2023年,内容细分市场占据了超过58%的市场份额,主导了基于游戏的学习市场。该细分市场的成长归因于其在提供教育价值方面的作用。高品质的互动式内容对于创造有效的学习体验至关重要,提供者正在投资开发多样化的、针对特定主题的游戏和模拟。教育机构和个人学习者对适应性和客製化学习资源的需求推动了细分市场的扩张。

企业细分市场成为 2023 年成长最快的产业,复合年增长率超过 15%。公司越来越多地利用基于游戏的学习来进行员工培训和技能发展,这提高了参与度并有助于填补技能差距。随着远端和混合工作环境变得越来越普遍,对数位化和灵活的培训解决方案(例如基于游戏的学习)的需求正在增加,进一步推动了细分市场的成长。

2023年,北美市占率最大,占全球市场的34%以上。这种主导地位归因于该地区先进的技术基础设施和数位学习工具的广泛采用。此外,对研发的大力投资和蓬勃发展的科技公司生态系统也有助于该地区的市场成长。

目录

第 1 章:范围与方法

  • 市场范围和定义
  • 基本估计和计算
  • 预测参数
  • 数据来源
    • 基本的
    • 中学
      • 付费来源
      • 公共来源

第 2 章:执行摘要

第 3 章:产业洞察

  • 产业生态系统分析
  • 供应商矩阵
  • 技术和创新格局
  • 专利分析
  • 重要新闻和倡议
  • 监管环境
  • 衝击力
    • 成长动力
      • 提高学生的参与度和积极性
      • AR 和 VR 技术的进步
      • 电子学习的成长
      • 自适应学习技术
      • 教育机构和政府的支持
    • 产业陷阱与挑战
      • 欠发达国家的认识有限
      • 教育游戏开发成本高
  • 成长潜力分析
  • 波特的分析
  • PESTEL分析

第 4 章:竞争格局

  • 公司市占率分析
  • 竞争定位矩阵
  • 战略展望矩阵

第 5 章:市场估计与预测:按提供者划分,2021-2032 年

  • 主要趋势
  • 内容
  • 服务

第 6 章:市场估计与预测:按部署模式,2021-2032 年

  • 主要趋势
  • 基于云端
  • 本地

第 7 章:市场估计与预测:按应用划分,2021-2032 年

  • 主要趋势
  • 学术的
    • K-12
    • 高等教育
    • 职业训练
  • 公司的
    • 中小企业
    • 大型企业
  • 政府

第 8 章:市场估计与预测:按地区,2021-2032 年

  • 主要趋势
  • 北美洲
    • 我们
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳新银行
    • 亚太地区其他地区
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 拉丁美洲其他地区
  • MEA
    • 阿联酋
    • 沙乌地阿拉伯
    • 南非
    • MEA 的其余部分

第 9 章:公司简介

  • Allen Communication Learning Services
  • Breakaway Ltd.
  • Centrical
  • Cisco Systems Inc.
  • Cognitive Toybox Inc.
  • Duolingo
  • EI Design Pvt. Ltd.
  • ELM Learning
  • Elucidat
  • Filament Games
  • Gamelearn
  • Gametize
  • Goodbye Kansas Group (Bublar Group)
  • Hurix Digital
  • Indusgeeks Solutions Pvt. Ltd.
  • Kahoot! ASA
  • Kineo
  • Learnbrite
  • Learning Pool
  • Raptivity
  • Schell Games
  • StratBeans Consulting Pvt. Ltd.
  • Sweetrush
  • The Performance Development Group
  • Toolwire Spaces Learning
简介目录
Product Code: 5229

The Global Game-Based Learning Market was valued at USD 23.45 billion in 2023 and is anticipated to register a CAGR of over 14% from 2024 to 2032. The market growth is driven by the increasing adoption of e-learning in both educational institutions and corporate settings. Game-based learning (GBL) tools and platforms are gaining popularity due to their ability to make education more engaging and effective in digital learning environments. This trend has led to a surge in demand for educational games and platforms, making GBL an integral part of modern learning strategies. The corporate sector is also adopting GBL for training and development, further expanding the market.

Support from educational institutions and governments is playing a key role in the growth and adoption of game-based learning. Through funding, policy initiatives, and integration into educational frameworks, these entities are driving GBL's widespread implementation. Such support validates GBL's effectiveness and provides the resources necessary for its growth. Various government initiatives around the world are focused on advancing digital education, including game-based learning, making it an increasingly vital part of both academic and professional training programs.

The overall game-based learning industry is categorized based on provider, deployment mode, application, and region.

In 2023, the content segment captured over 58% of the market share, dominating the game-based learning market. This segment's growth is attributed to its role in delivering educational value. High-quality, interactive content is critical for creating effective learning experiences, and providers are investing in developing diverse, subject-specific games and simulations. The demand from educational institutions and individual learners for adaptable and tailored learning resources drives segment expansion.

The corporate segment emerged as the fastest-growing sector in 2023, with a CAGR exceeding 15%. Companies are increasingly utilizing game-based learning for employee training and skills development, which enhances engagement and helps fill skills gaps. As remote and hybrid work environments become more common, the demand for digital and flexible training solutions, such as game-based learning, is increasing, further propelling segment growth.

In 2023, North America held the largest market share, accounting for over 34% of the global market. This dominance is attributed to the region's advanced technological infrastructure and high adoption of digital learning tools. Additionally, strong investments in research and development and a thriving ecosystem of tech companies contribute to the market growth in this region.

Table of Contents

Chapter 1 Scope and Methodology

  • 1.1 Market scope and definition
  • 1.2 Base estimates and calculations
  • 1.3 Forecast parameters
  • 1.4 Data sources
    • 1.4.1 Primary
    • 1.4.2 Secondary
      • 1.4.2.1 Paid sources
      • 1.4.2.2 Public sources

Chapter 2 Executive Summary

  • 2.1 Industry 360° synopsis, 2021-2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Vendor matrix
  • 3.3 Technology and innovation landscape
  • 3.4 Patent analysis
  • 3.5 Key news and initiatives
  • 3.6 Regulatory landscape
  • 3.7 Impact forces
    • 3.7.1 Growth drivers
      • 3.7.1.1 Enhances student engagement and motivation
      • 3.7.1.2 Advancements in technology with AR and VR
      • 3.7.1.3 E-Learning growth
      • 3.7.1.4 Adaptive learning technologies
      • 3.7.1.5 Support from educational institutions and governments
    • 3.7.2 Industry pitfalls and challenges
      • 3.7.2.1 Limited awareness in underdeveloped countries
      • 3.7.2.2 High development costs of educational games
  • 3.8 Growth potential analysis
  • 3.9 Porter's analysis
    • 3.9.1 Supplier power
    • 3.9.2 Buyer power
    • 3.9.3 Threat of new entrants
    • 3.9.4 Threat of substitutes
    • 3.9.5 Industry rivalry
  • 3.10 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Company market share analysis
  • 4.2 Competitive positioning matrix
  • 4.3 Strategic outlook matrix

Chapter 5 Market Estimates and Forecast, By Provider, 2021-2032 (USD Million)

  • 5.1 Key trends
  • 5.2 Content
  • 5.3 Services

Chapter 6 Market Estimates and Forecast, By Deployment Mode, 2021-2032 (USD Million)

  • 6.1 Key trends
  • 6.2 Cloud-based
  • 6.3 On-premises

Chapter 7 Market Estimates and Forecast, By Application, 2021-2032 (USD Million)

  • 7.1 Key trends
  • 7.2 Academic
    • 7.2.1 K-12
    • 7.2.2 Higher education
    • 7.2.3 Vocational training
  • 7.3 Corporate
    • 7.3.1 SME
    • 7.3.2 Large enterprises
  • 7.4 Government

Chapter 8 Market Estimates and Forecast, By Region, 2021-2032 (USD Million)

  • 8.1 Key trends
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
  • 8.3 Europe
    • 8.3.1 UK
    • 8.3.2 Germany
    • 8.3.3 France
    • 8.3.4 Italy
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 India
    • 8.4.3 Japan
    • 8.4.4 South Korea
    • 8.4.5 ANZ
    • 8.4.6 Rest of Asia Pacific
  • 8.5 Latin America
    • 8.5.1 Brazil
    • 8.5.2 Mexico
    • 8.5.3 Rest of Latin America
  • 8.6 MEA
    • 8.6.1 UAE
    • 8.6.2 Saudi Arabia
    • 8.6.3 South Africa
    • 8.6.4 Rest of MEA

Chapter 9 Company Profiles

  • 9.1 Allen Communication Learning Services
  • 9.2 Breakaway Ltd.
  • 9.3 Centrical
  • 9.4 Cisco Systems Inc.
  • 9.5 Cognitive Toybox Inc.
  • 9.6 Duolingo
  • 9.7 EI Design Pvt. Ltd.
  • 9.8 ELM Learning
  • 9.9 Elucidat
  • 9.10 Filament Games
  • 9.11 Gamelearn
  • 9.12 Gametize
  • 9.13 Goodbye Kansas Group (Bublar Group)
  • 9.14 Hurix Digital
  • 9.15 Indusgeeks Solutions Pvt. Ltd.
  • 9.16 Kahoot! ASA
  • 9.17 Kineo
  • 9.18 Learnbrite
  • 9.19 Learning Pool
  • 9.20 Raptivity
  • 9.21 Schell Games
  • 9.22 StratBeans Consulting Pvt. Ltd.
  • 9.23 Sweetrush
  • 9.24 The Performance Development Group
  • 9.25 Toolwire Spaces Learning