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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 |
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。
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。
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.
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.
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.
Online
Offline
Based on the platform, the market has been segmented into online and offline.
Game Purchase
Advertising
Others
Based on the revenue type, the market has been segmented into game purchase, advertising and others.
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.
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
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.