Product Code: GVR-4-68040-269-1
Game-based Learning Market Growth & Trends:
The global game-based learning market size is anticipated to reach USD 64.54 billion by 2030, and is projected to grow at a CAGR of 22.0% from 2024 to 2030, according to a new report by Grand View Research, Inc. The growing adoption in K-12 education system, the emergence of machine learning (ML) and natural language processing (NLP) are driving the market growth.
The COVID-19 pandemic had a significant impact on the game-based learning market. All schools and educational institutes were physically shut owing to the lockdown. During the pandemic, educators and learners turned to game-based learning as a means to engage students in virtual classrooms. The gamification of educational content helped to maintain student motivation and interest in learning, especially in the absence of traditional face-to-face interactions that led to an overall positive effect on market growth.
The integration of ML and NLP technologies into GBL solutions further enhances the effectiveness of game-based learning in the K-12 education system. ML algorithms can analyze student interactions with educational games, identify learning patterns, and adapt the difficulty level of challenges based on individual student performance. NLP technologies can provide real-time language support, feedback on written assignments, and language comprehension exercises within game-based learning platforms, helping students improve their language skills and literacy abilities in an interactive and engaging manner.
The emergence of cloud computing is driving the demand for game-based learning (GBL) solutions across various sectors, including education. Cloud computing technology has revolutionized the way educational content is delivered, accessed, and managed, making GBL solutions more accessible, scalable, and cost-effective for educators, students, and institutions. This can be attributed to the flexibility and accessibility offered by cloud-based platforms.
Game-based Learning Market Report Highlights:
- Based on components, the solution segment led the market with the largest revenue share of 73.2% in 2023. This can be attributed to the proliferation of smart devices in various sectors. The services segment is expected to witness the fastest growth, led by the increasing demand for the software-as-a-service (SaaS) business model
- Based on deployment mode, the on-premise segment led the market with the largest revenue share of 50.9% in 2023 and is expected to grow at a significant CAGR over the forecast period, owing to the rising concerns regarding data privacy and protection
- Based on the platform, the online segment is expected to grow at a significant CAGR over the forecast period, owing to the increased accessibility to internet connection globally
- Based on game type, location-based games segment led the market with the largest revenue share of 39.6% in 2023, due to the advancement in GPS technologies
- Based on application, the critical thinking & problem-solving segment is expected to witness at a rapid CAGR during the forecast period. This can be attributed to the growing need for cognitive skills development
- Based on end-users, the education segment accounted for the largest revenue share in 2023, which is attributable to the enhanced student engagement and motivation resulting from GBL
- In September 2023, Kahoot! ASA launched the Uniting Minds collection, LEGO Foundation-funded games designed to raise awareness about neurodiversity and create inclusive learning environments. It represents the launch of the Kahoot! for All initiative, which aims to inspire educators, parents, and students to build an understanding of neurodiversity. The collection includes ready-to-use learning games, lesson plans, and additional activities
Table of Contents
Chapter 1. Methodology and Scope
- 1.1. Market Segmentation & Scope
- 1.2. Segment Definitions
- 1.2.1. Component
- 1.2.2. Deployment mode
- 1.2.3. Platform
- 1.2.4. Game type
- 1.2.5. Application
- 1.2.6. End-user
- 1.2.7. Regional scope
- 1.2.8. Estimates and forecasts timeline
- 1.3. Research Methodology
- 1.4. Information Procurement
- 1.4.1. Information procurement
- 1.4.2. Information or data analysis
- 1.4.3. Market formulation & data visualization
- 1.4.4. Data validation & publishing
- 1.5. Research Scope and Assumptions
- 1.5.1. List of data sources
Chapter 2. Executive Summary
- 2.1. Market Outlook
- 2.2. Segment Outlook
- 2.2.1. Component outlook
- 2.2.2. Deployment mode outlook
- 2.2.3. Platform outlook
- 2.2.4. Game type outlook
- 2.2.5. Application outlook
- 2.2.6. End-user outlook
- 2.3. Competitive Insights
Chapter 3. Game-based Learning Market Variables, Trends & Scope
- 3.1. Market Lineage Outlook
- 3.1.1. Parent market outlook
- 3.1.2. Related/ancillary market outlook
- 3.2. End-user Value Chain Analysis
- 3.3. Market Dynamics
- 3.3.1. Market driver analysis
- 3.3.2. Market restraint analysis
- 3.3.3. Market opportunity analysis
- 3.4. Game-based Learning Market Analysis Tools
- 3.4.1. End-user Analysis - Porter's
- 3.4.1.1. Supplier power
- 3.4.1.2. Buyer power
- 3.4.1.3. Substitution threat
- 3.4.1.4. Threat of new entrant
- 3.4.1.5. Competitive rivalry
- 3.4.2. PESTEL Analysis
- 3.4.2.1. Political landscape
- 3.4.2.2. Economic landscape
- 3.4.2.3. Social landscape
- 3.4.2.4. Technological landscape
- 3.4.2.5. Environmental landscape
- 3.4.2.6. Legal landscape
Chapter 4. Game-based Learning Market: Component Estimates & Trend Analysis
- 4.1. Segment Dashboard
- 4.2. Game-based Learning Market: Component Movement Analysis, 2023 & 2030 (USD Million)
- 4.2.1. Solution
- 4.2.1.1. Solution market estimates and forecasts 2018 to 2030 (USD Million)
- 4.2.2. Services
- 4.2.2.1. Services market estimates and forecasts 2018 to 2030 (USD Million)
Chapter 5. Game-based Learning Market: Deployment Mode Estimates & Trend Analysis
- 5.1. Segment Dashboard
- 5.2. Game-based Learning Market: Deployment Mode Movement Analysis, 2023 & 2030 (USD Million)
- 5.2.1. Cloud
- 5.2.1.1. Cloud market estimates and forecasts 2018 to 2030 (USD Million)
- 5.2.2. On-premise
- 5.2.2.1. On-premise market estimates and forecasts 2018 to 2030 (USD Million)
Chapter 6. Game-based Learning Market: Platform Estimates & Trend Analysis
- 6.1. Segment Dashboard
- 6.2. Game-based Learning Market: Platform Movement Analysis, 2023 & 2030 (USD Million)
- 6.2.1. Offline
- 6.2.1.1. Offline market estimates and forecasts 2018 to 2030 (USD Million)
- 6.2.2. Online
- 6.2.2.1. Online market estimates and forecasts 2018 to 2030 (USD Million)
Chapter 7. Game-based Learning Market: Game Type Estimates & Trend Analysis
- 7.1. Segment Dashboard
- 7.2. Game-based Learning Market: Game Type Movement Analysis, 2023 & 2030 (USD Million)
- 7.2.1. Location-Based Games
- 7.2.1.1. Location-based games market estimates and forecasts 2018 to 2030 (USD Million)
- 7.2.2. AR/VR Games
- 7.2.2.1. AR/VR games market estimates and forecasts 2018 to 2030 (USD Million)
- 7.2.3. AI-Based Games
- 7.2.3.1. AI-based Games market estimates and forecasts 2018 to 2030 (USD Million)
- 7.2.4. Language Learning
- 7.2.4.1. Language learning market estimates and forecasts 2018 to 2030 (USD Million)
- 7.2.5. Skill-Based Learning
- 7.2.5.1. Skill-based learning market estimates and forecasts 2018 to 2030 (USD Million)
- 7.2.6. Simulation
- 7.2.6.1. Simulation market estimates and forecasts 2018 to 2030 (USD Million)
- 7.2.7. Others
- 7.2.7.1. Others market estimates and forecasts 2018 to 2030 (USD Million)
Chapter 8. Game-based Learning Market: Application Estimates & Trend Analysis
- 8.1. Segment Dashboard
- 8.2. Game-based Learning Market: Application Movement Analysis, 2023 & 2030 (USD Million)
- 8.2.1. Critical Thinking & Problem-Solving
- 8.2.1.1. Critical thinking & problem-solving market estimates and forecasts 2018 to 2030 (USD Million)
- 8.2.2. Training & Development
- 8.2.2.1. Training & development market estimates and forecasts 2018 to 2030 (USD Million)
- 8.2.3. Evaluation
- 8.2.3.1. Evaluation market estimates and forecasts 2018 to 2030 (USD Million)
- 8.2.4. Others
- 8.2.4.1. Others market estimates and forecasts 2018 to 2030 (USD Million)
Chapter 9. Game-based Learning Market: End-user Estimates & Trend Analysis
- 9.1. Segment Dashboard
- 9.2. Game-based Learning Market: End-user Movement Analysis, 2023 & 2030 (USD Million)
- 9.2.1. IT & Telecom
- 9.2.1.1. IT & telecom market estimates and forecasts 2018 to 2030 (USD Million)
- 9.2.2. Retail
- 9.2.2.1. Retail market estimates and forecasts 2018 to 2030 (USD Million)
- 9.2.3. Consumer
- 9.2.3.1. Consumer market estimates and forecasts 2018 to 2030 (USD Million)
- 9.2.4. Manufacturing
- 9.2.4.1. Manufacturing market estimates and forecasts 2018 to 2030 (USD Million)
- 9.2.5. Government
- 9.2.5.1. Government market estimates and forecasts 2018 to 2030 (USD Million)
- 9.2.6. Education
- 9.2.6.1. Education market estimates and forecasts 2018 to 2030 (USD Million)
- 9.2.7. Healthcare & Life Sciences
- 9.2.7.1. Healthcare & life sciences market estimates and forecasts 2018 to 2030 (USD Million)
- 9.2.8. Others
- 9.2.8.1. Others market estimates and forecasts 2018 to 2030 (USD Million)
Chapter 10. Game-based Learning Market: Regional Estimates & Trend Analysis
- 10.1. Game-based Learning Market Share, By Region, 2023 & 2030, USD Million
- 10.2. North America
- 10.2.1. North America game-based learning market estimates and forecasts, 2018 - 2030 (USD Million)
- 10.2.2. U.S.
- 10.2.2.1. U.S. game-based learning market estimates and forecasts 2017 to 2030 (USD Million)
- 10.2.3. Canada
- 10.2.3.1. Canada game-based learning market estimates and forecasts 2017 to 2030 (USD Million)
- 10.3. Europe
- 10.3.1. Europe game-based learning market estimates and forecasts, 2018 - 2030 (USD Million)
- 10.3.2. UK
- 10.3.2.1. UK game-based learning market estimates and forecasts 2018 to 2030 (USD Million)
- 10.3.3. Germany
- 10.3.3.1. Germany game-based learning market estimates and forecasts 2018 to 2030 (USD Million)
- 10.3.4. France
- 10.3.4.1. France game-based learning market estimates and forecasts 2018 to 2030 (USD Million)
- 10.3.5. Italy
- 10.3.5.1. Italy game-based learning market estimates and forecasts 2018 to 2030 (USD Million)
- 10.3.6. Spain
- 10.3.6.1. Spain game-based learning market estimates and forecasts 2018 to 2030 (USD Million)
- 10.4. Asia Pacific
- 10.4.1. Asia Pacific game-based learning market estimates and forecasts, 2018 - 2030 (USD Million)
- 10.4.2. China
- 10.4.2.1. China game-based learning market estimates and forecasts 2018 to 2030 (USD Million)
- 10.4.3. India
- 10.4.3.1. India game-based learning market estimates and forecasts 2018 to 2030 (USD Million)
- 10.4.4. Japan
- 10.4.4.1. Japan game-based learning market estimates and forecasts 2018 to 2030 (USD Million)
- 10.4.5. South Korea
- 10.4.5.1. South Korea game-based learning market estimates and forecasts 2018 to 2030 (USD Million)
- 10.5. Latin America
- 10.5.1. Latin America game-based learning market estimates and forecasts, 2018 - 2030 (USD Million)
- 10.5.2. Brazil
- 10.5.2.1. Brazil game-based learning market estimates and forecasts 2018 to 2030 (USD Million)
- 10.5.3. Mexico
- 10.5.3.1. Mexico game-based learning market estimates and forecasts 2018 to 2030 (USD Million)
- 10.6. MEA
- 10.6.1. MEA game-based learning market estimates and forecasts, 2018 - 2030 (USD Million)
- 10.6.2. UAE
- 10.6.2.1. UAE game-based learning market estimates and forecasts 2018 to 2030 (USD Million)
- 10.6.3. South Africa
- 10.6.3.1. South Africa game-based learning market estimates and forecasts 2018 to 2030 (USD Million)
Chapter 11. Competitive Landscape
- 11.1. Recent Developments & Impact Analysis, By Key Market Participants
- 11.2. Company Categorization
- 11.3. Company Market Positioning
- 11.4. Company Heat Map Analysis
- 11.5. Strategy Mapping
- 11.5.1. Expansion
- 11.5.2. Mergers & acquisition
- 11.5.3. Partnerships & collaborations
- 11.5.4. New product launches
- 11.5.5. Research and development
- 11.6. Company Profiles
- 11.6.1. Amazon Web Services, Inc.
- 11.6.1.1. Company overview
- 11.6.1.2. Financial performance
- 11.6.1.3. Product benchmarking
- 11.6.1.4. Strategic initiatives
- 11.6.2. Google LLC
- 11.6.2.1. Company overview
- 11.6.2.2. Financial performance
- 11.6.2.3. Product benchmarking
- 11.6.2.4. Strategic initiatives
- 11.6.3. Duolingo, Inc.
- 11.6.3.1. Company overview
- 11.6.3.2. Financial performance
- 11.6.3.3. Product benchmarking
- 11.6.3.4. Strategic initiatives
- 11.6.4. Mojang Studios
- 11.6.4.1. Company overview
- 11.6.4.2. Financial performance
- 11.6.4.3. Product benchmarking
- 11.6.4.4. Strategic initiatives
- 11.6.5. Kahoot! ASA
- 11.6.5.1. Company overview
- 11.6.5.2. Financial performance
- 11.6.5.3. Product benchmarking
- 11.6.5.4. Strategic initiatives
- 11.6.6. Epic Games
- 11.6.6.1. Company overview
- 11.6.6.2. Financial performance
- 11.6.6.3. Product benchmarking
- 11.6.6.4. Strategic initiatives
- 11.6.7. Age of Learning, Inc.
- 11.6.7.1. Company overview
- 11.6.7.2. Financial performance
- 11.6.7.3. Product benchmarking
- 11.6.7.4. Strategic initiatives
- 11.6.8. Breakaway Games
- 11.6.8.1. Company overview
- 11.6.8.2. Financial performance
- 11.6.8.3. Product benchmarking
- 11.6.8.4. Strategic initiatives
- 11.6.9. Filament Games
- 11.6.9.1. Company overview
- 11.6.9.2. Financial performance
- 11.6.9.3. Product benchmarking
- 11.6.9.4. Strategic initiatives
- 11.6.10. Lumos Labs
- 11.6.10.1. Company overview
- 11.6.10.2. Financial performance
- 11.6.10.3. Product benchmarking
- 11.6.10.4. Strategic initiatives
- 11.6.11. Tangible Play, Inc.
- 11.6.11.1. Company overview
- 11.6.11.2. Financial performance
- 11.6.11.3. Product benchmarking
- 11.6.11.4. Strategic initiatives
- 11.6.12. Quizizz, Inc.
- 11.6.12.1. Company overview
- 11.6.12.2. Financial performance
- 11.6.12.3. Product benchmarking
- 11.6.12.4. Strategic initiatives