封面
市场调查报告书
商品编码
1243255

游戏型学习产品和服务的全球市场

Game-based Learning Products and Services

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 179 Pages | 商品交期: 最快1-2个工作天内

价格

本网页内容可能与最新版本有所差异。详细情况请与我们联繫。

简介目录

游戏型学习产品和服务的全球市场在2030年前将达到2,414亿美元

在COVID-19后改变的商务环境中,2022年226亿美元的游戏型学习产品和服务的全球市场,在2030年前将达到2,414亿美元的规模,在2022年~2030年预计将以34.4%的年复合成长率增长。

美国市场估算为72亿美元,中国则以年复合成长率33.1%增长

美国的游戏型学习产品和服务市场在2022年估算为72亿美元。作为世界第2大经济大国的中国,在2022年~2030年年复合成长率预计将为33.1%,在2030年前将达到393亿美元的市场规模。其他热门的地区市场有日本和加拿大,在2022年~2030年预计将各以30.6%和29.2%的速度成长。在欧洲市场中,德国以年复合成长率24.2%成长。

调查对像企业范例

  • BreakAway, Ltd.
  • Filament Games
  • LearningWare, Inc.
  • PlayGen Limited
  • Tangible Play, Inc.(OSMO)
  • Toolwire, Inc.

目录

第1章 调查手法

第2章 摘要整理

  • 市场概要
  • 主要企业
  • 市场趋势与推动因素
  • 全球市场预测

第3章 市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 其他欧洲
  • 亚太地区
  • 全球其他地区

第4章 竞争

简介目录
Product Code: MCP12117

What`s New for 2023?

»Special coverage on Russia-Ukraine war; global inflation; easing of "zero-Covid" policy in China and its `bumpy` reopening; supply chain disruptions, global trade tensions; and risk of recession.

»Global competitiveness and key competitor percentage market shares

» Market presence across multiple geographies - Strong/Active/Niche/Trivial

»Online interactive peer-to-peer collaborative bespoke updates

»Access to our digital archives and MarketGlass Research Platform

»Complimentary updates for one year

Looking Ahead to 2023

The global economy is at a critical crossroads with a number of interlocking challenges and crises running in parallel. The uncertainty around how Russia`s war on Ukraine will play out this year and the war`s role in creating global instability means that the trouble on the inflation front is not over yet. Food and fuel inflation will remain a persistent economic problem. Higher retail inflation will impact consumer confidence and spending. As governments combat inflation by raising interest rates, new job creation will slowdown and impact economic activity and growth. Lower capital expenditure is in the offing as companies go slow on investments, held back by inflation worries and weaker demand. With slower growth and high inflation, developed markets seem primed to enter into a recession. Fears of new COVID outbreaks and China's already uncertain post-pandemic path poses a real risk of the world experiencing more acute supply chain pain and manufacturing disruptions this year. Volatile financial markets, growing trade tensions, stricter regulatory environment and pressure to mainstream climate change into economic decisions will compound the complexity of challenges faced. Year 2023 is expected to be tough year for most markets, investors and consumers. Nevertheless, there is always opportunity for businesses and their leaders who can chart a path forward with resilience and adaptability.

Global Game-based Learning Products and Services Market to Reach $241.4 Billion by 2030

In the changed post COVID-19 business landscape, the global market for Game-based Learning Products and Services estimated at US$22.6 Billion in the year 2022, is projected to reach a revised size of US$241.4 Billion by 2030, growing at a CAGR of 34.4% over the period 2022-2030.

The U.S. Market is Estimated at $7.2 Billion, While China is Forecast to Grow at 33.1% CAGR

The Game-based Learning Products and Services market in the U.S. is estimated at US$7.2 Billion in the year 2022. China, the world`s second largest economy, is forecast to reach a projected market size of US$39.3 Billion by the year 2030 trailing a CAGR of 33.1% over the analysis period 2022 to 2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 30.6% and 29.2% respectively over the 2022-2030 period. Within Europe, Germany is forecast to grow at approximately 24.2% CAGR.

Select Competitors (Total 12 Featured) -

  • BreakAway, Ltd.
  • Filament Games
  • LearningWare, Inc.
  • PlayGen Limited
  • Tangible Play, Inc. (OSMO)
  • Toolwire, Inc.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • Impact of Covid-19 and a Looming Global Recession
    • Game-based Learning Products and Services - Global Key Competitors Percentage Market Share in 2022 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2022 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 2: World Historic Review for Game-based Learning Products and Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
    • TABLE 3: World 16-Year Perspective for Game-based Learning Products and Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2014, 2023 & 2030
    • TABLE 4: World Game-based Learning Products and Services Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2023 (E)
    • TABLE 5: USA Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 6: USA Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • CANADA
    • TABLE 7: Canada Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 8: Canada Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • JAPAN
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2023 (E)
    • TABLE 9: Japan Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 10: Japan Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • CHINA
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2023 (E)
    • TABLE 11: China Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 12: China Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • EUROPE
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2023 (E)
    • TABLE 13: Europe Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 14: Europe Historic Review for Game-based Learning Products and Services by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
    • TABLE 15: Europe 16-Year Perspective for Game-based Learning Products and Services by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2014, 2023 & 2030
  • FRANCE
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2023 (E)
    • TABLE 16: France Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 17: France Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • GERMANY
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2023 (E)
    • TABLE 18: Germany Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 19: Germany Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • ITALY
    • TABLE 20: Italy Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 21: Italy Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • UNITED KINGDOM
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2023 (E)
    • TABLE 22: UK Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 23: UK Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • REST OF EUROPE
    • TABLE 24: Rest of Europe Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 25: Rest of Europe Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • ASIA-PACIFIC
    • Game-based Learning Products and Services Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2023 (E)
    • TABLE 26: Asia-Pacific Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 27: Asia-Pacific Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
  • REST OF WORLD
    • TABLE 28: Rest of World Recent Past, Current & Future Analysis for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 29: Rest of World Historic Review for Game-based Learning Products and Services by Segment - Game-based Learning Products and Services Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR

IV. COMPETITION