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市场调查报告书
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1347383

基于游戏的学习市场:2023-2028 年全球行业趋势、份额、规模、增长、机会和预测

Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

出版日期: | 出版商: IMARC | 英文 142 Pages | 商品交期: 2-3个工作天内

价格

市场概况:

2022年全球游戏学习市场规模达到156亿美元。展望未来,IMARC集团预计到2028年市场规模将达到423亿美元,2023-2028年復合年增长率(CAGR)为18.3%。

基于游戏的学习旨在通过在学习环境中使用视频游戏设计和元素来激励学生并吸引他们的兴趣。使用这种方法有助于简化复杂的主题,并提供有趣且有趣的学习途径。此外,它赋予学生学习的自主权,激励他们转向横向思维方法,为他们提供学习不同领域的机会,并使学习过程更加可行。因此,基于游戏的学习是全球教育领域增长最快的趋势之一。

全球游戏学习市场驱动因素:

对现代互动方式的优质教育的需求不断增长,导致一些教育机构越来越多地采用基于游戏的学习技术。此外,全球学校引入平板电脑和电子学习方法为全球游戏学习市场创造了积极的前景。除此之外,增强现实(AR)和虚拟现实(VR)在教育游戏化中的使用增加有助于提供更加身临其境和互动的体验。影响市场增长的其他因素包括社交媒体的迅速兴起、收入水平的提高、智能手机的普及率不断提高、高速互联网的普及等。

本报告回答的关键问题:

  • 迄今为止,全球基于游戏的学习市场表现如何?未来几年将如何表现?
  • 全球游戏学习市场的主要区域市场有哪些?
  • COVID-19 对全球游戏学习市场有何影响?
  • 全球游戏学习市场在平台基础上的分化如何?
  • 全球游戏学习市场按收入类型划分是怎样的?
  • 全球基于游戏的学习市场在最终用户的基础上有何细分?
  • 全球游戏学习市场价值链的各个阶段是什么?
  • 全球游戏学习市场的关键驱动因素和挑战是什么?
  • 全球游戏学习市场的结构如何?谁是主要参与者?
  • 全球游戏学习市场的竞争程度如何?

目录

第一章:前言

第 2 章:范围和方法

  • 研究目的
  • 利益相关者
  • 数据源
    • 主要资源
    • 二手资料
  • 市场预测
    • 自下而上的方法
    • 自上而下的方法
  • 预测方法

第 3 章:执行摘要

第 4 章:简介

  • 概述
  • 主要行业趋势

第 5 章:全球游戏学习市场

  • 市场概况
  • 市场业绩
  • COVID-19 的影响
  • 按平台分類的市场细分
  • 按收入类型分類的市场细分
  • 按最终用户分類的市场细分
  • 按地区分類的市场细分
  • 市场预测

第 6 章:按平台分類的市场细分

  • 在线的
    • 市场走向
    • 市场预测
  • 离线
    • 市场走向
    • 市场预测

第 7 章:按收入类型分類的市场细分

  • 游戏购买
    • 市场走向
    • 市场预测
  • 广告
    • 市场走向
    • 市场预测
  • 其他的
    • 市场走向
    • 市场预测

第 8 章:最终用户的市场细分

  • K-12 基于游戏的学习
    • 市场走向
    • 市场预测
  • 更高的基于游戏的学习
    • 市场走向
    • 市场预测

第 9 章:按地区分類的市场细分

  • 北美
    • 市场走向
    • 市场预测
  • 欧洲
    • 市场走向
    • 市场预测
  • 亚太地区
    • 市场走向
    • 市场预测
  • 中东和非洲
    • 市场走向
    • 市场预测
  • 拉美
    • 市场走向
    • 市场预测

第 10 章:全球游戏学习行业:SWOT 分析

  • 概述
  • 优势
  • 弱点
  • 机会
  • 威胁

第 11 章:全球游戏学习产业:价值链分析

第 12 章:全球游戏学习行业:波特五力分析

  • 概述
  • 买家的议价能力
  • 供应商的议价能力
  • 竞争程度
  • 新进入者的威胁
  • 替代品的威胁

第 13 章:全球游戏学习行业:价格分析

第14章:竞争格局

  • 市场结构
  • 关键参与者
  • 关键参与者简介
    • Badgeville (CallidusCloud)
    • Bunchball (BI WORLDWIDE)
    • Classcraft Studios Inc.
    • Six Waves Inc.
    • Recurrence, Inc.
    • Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
    • Gametize Pte. Ltd.
    • GradeCraft (The Regents of the University of Michigan)
    • Kuato Studios
    • BreakAway Ltd., Inc.
    • Filament Games
    • LearningWare, Inc.
    • Osmo (Tangible Play, Inc.)
    • Toolwire, Inc
Product Code: SR112023A1176

Market Overview:

The global game-based learning market size reached US$ 15.6 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 42.3 Billion by 2028, exhibiting a growth rate (CAGR) of 18.3% during 2023-2028.

Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning. Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.

Global Game-Based Learning Market Drivers:

The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market. Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience. The other factors influencing the growth of the market include the rapid emergence of social media, rising income levels, increasing penetration of smart phones, rising access to high speed internet, etc.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the global game-based learning market report, along with forecasts at the global and regional levels from 2023-2028. Our report has categorized the market based on platform, revenue type and end-user.

Breakup by Platform:

Online

Offline

Based on the platform, the market has been segmented into online and offline.

Breakup by Revenue Type:

Game Purchase

Advertising

Others

Based on the revenue type, the market has been segmented into game purchase, advertising and others.

Breakup by End-User:

K-12 Game-Based Learning

Higher Game-Based Learning

Based on the end-user, the market has been segmented into K-12 game-based learning, higher game-based learning. The K-12 game-based learning segment currently represent the biggest segment.

Breakup by Region:

North America

Europe

Asia Pacific

Middle East and Africa

Latin America

Region-wise, the market has been segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America

Competitive Landscape:

The competitive landscape of the market has also been examined with some of the key players being Badgeville (CallidusCloud), Bunchball (BI WORLDWIDE), Classcraft Studios Inc., Six Waves Inc., Recurrence, Inc., Fundamentor (Paratus Knowledge Ventures Pvt Ltd), Gametize Pte. Ltd., GradeCraft (The Regents of the University of Michigan), Kuato Studios, BreakAway Ltd., Inc., Filament Games, LearningWare, Inc., Osmo (Tangible Play, Inc.) and Toolwire, Inc.

Key Questions Answered in This Report:

  • How has the global game-based learning market performed so far and how will it perform in the coming years?
  • What are the key regional markets in the global game-based learning market?
  • What has been the impact of COVID-19 on the global game-based learning market?
  • What is the breakup of the global game-based learning market on the basis of platform?
  • What is the breakup of the global game-based learning market on the basis of revenue type?
  • What is the breakup of the global game-based learning market on the basis of end-user?
  • What are the various stages in the value chain of the global game-based learning market?
  • What are the key driving factors and challenges in the global game-based learning market?
  • What is the structure of the global game-based learning market and who are the key players?
  • What is the degree of competition in the global game-based learning market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Game-Based Learning Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Breakup by Platform
  • 5.5 Market Breakup by Revenue Type
  • 5.6 Market Breakup by End-User
  • 5.7 Market Breakup by Region
  • 5.8 Market Forecast

6 Market Breakup by Platform

  • 6.1 Online
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Offline
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast

7 Market Breakup by Revenue Type

  • 7.1 Game Purchase
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Advertising
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Others
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8 Market Breakup by End-User

  • 8.1 K-12 Game-Based Learning
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Higher Game-Based Learning
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Region

  • 9.1 North America
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Europe
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Asia Pacific
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Middle East and Africa
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Latin America
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast

10 Global Game-Based Learning Industry: SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Global Game-Based Learning Industry: Value Chain Analysis

12 Global Game-Based Learning Industry: Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Global Game-Based Learning Industry: Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 Badgeville (CallidusCloud)
    • 14.3.2 Bunchball (BI WORLDWIDE)
    • 14.3.3 Classcraft Studios Inc.
    • 14.3.4 Six Waves Inc.
    • 14.3.5 Recurrence, Inc.
    • 14.3.6 Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
    • 14.3.7 Gametize Pte. Ltd.
    • 14.3.8 GradeCraft (The Regents of the University of Michigan)
    • 14.3.9 Kuato Studios
    • 14.3.10 BreakAway Ltd., Inc.
    • 14.3.11 Filament Games
    • 14.3.12 LearningWare, Inc.
    • 14.3.13 Osmo (Tangible Play, Inc.)
    • 14.3.14 Toolwire, Inc

List of Figures

  • Figure 1: Global: Game-Based Learning Market: Major Drivers and Challenges
  • Figure 2: Global: Game-Based Learning Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Game-Based Learning Market: Breakup by Platform (in %), 2022
  • Figure 4: Global: Game-Based Learning Market: Breakup by Revenue Type (in %), 2022
  • Figure 5: Global: Game-Based Learning Market: Breakup by End-User (in %), 2022
  • Figure 6: Global: Game-Based Learning Market: Breakup by Region (in %), 2022
  • Figure 7: Global: Game-Based Learning Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 8: Global: Game-Based Learning Industry: SWOT Analysis
  • Figure 9: Global: Game-Based Learning Industry: Value Chain Analysis
  • Figure 10: Global: Game-Based Learning Industry: Porter's Five Forces Analysis
  • Figure 11: Global: Game-Based Learning (Online) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 12: Global: Game-Based Learning (Online) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 13: Global: Game-Based Learning (Offline) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 14: Global: Game-Based Learning (Offline) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 15: Global: Game-Based Learning (Game Purchase) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 16: Global: Game-Based Learning (Game Purchase) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 17: Global: Game-Based Learning (Advertising) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 18: Global: Game-Based Learning (Advertising) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 19: Global: Game-Based Learning (Others) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 20: Global: Game-Based Learning (Others) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 21: Global: Game-Based Learning (K-12 Game-Based Learning) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 22: Global: Game-Based Learning (K-12 Game-Based Learning) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 23: Global: Game-Based Learning (Higher Game-Based Learning) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 24: Global: Game-Based Learning (Higher Game-Based Learning) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 25: North America: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 26: North America: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 27: Europe: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 28: Europe: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 29: Asia Pacific: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 30: Asia Pacific: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 31: Middle East and Africa: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 32: Middle East and Africa: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 33: Latin America: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 34: Latin America: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028

List of Tables

  • Table 1: Global: Game-Based Learning Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Game-Based Learning Market Forecast: Breakup by Platform (in Million US$), 2023-2028
  • Table 3: Global: Game-Based Learning Market Forecast: Breakup by Revenue Type (in Million US$), 2023-2028
  • Table 4: Global: Game-Based Learning Market Forecast: Breakup by End-User (in Million US$), 2023-2028
  • Table 5: Global: Game-Based Learning Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 6: Global: Game-Based Learning Market: Competitive Structure
  • Table 7: Global: Game-Based Learning Market: Key Players