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市场调查报告书
商品编码
1729539

日本基于游戏的学习市场报告,按平台(线上、线下)、收入类型(游戏购买、广告及其他)、最终用户(K-12基于游戏的学习、高级基于游戏的学习)和地区划分,2025-2033 年

Japan Game Based Learning Market Report by Platform (Online, Offline), Revenue Type (Game Purchase, Advertising, and Others), End User (K-12 Game-Based Learning, Higher Game-Based Learning), and Region 2025-2033

出版日期: | 出版商: IMARC | 英文 118 Pages | 商品交期: 5-7个工作天内

价格
简介目录

2024 年,日本基于游戏的学习市场规模达到 8.733 亿美元。展望未来, IMARC Group预计到 2033 年该市场规模将达到 50.391 亿美元,2025-2033 年期间的成长率 (CAGR) 为 19.7%。市场受到多种重要因素的推动,包括对更沉浸式学习体验的需求不断增长、教育成果的改善、个性化和自适应学习方法、企业培训和技能提升计划,以及智慧型手机使用的日益普及。

基于游戏的学习是一种利用互动游戏来促进学习和技能习得过程的教育策略。在这个框架内,学习者参与专门设计的游戏场景和活动,以符合既定的教育目标。透过结合挑战、奖励和进步等游戏元素,这种方法可以激励参与者积极参与学习之旅。以游戏为基础的学习的主要目标是透过鼓励积极参与、磨练解决问题的能力和培养批判性思考技能来丰富学习体验。透过沉浸在动态和互动的环境中,学习者能够探索、实验并将获得的知识应用于现实世界。这种方法对于加深对复杂概念的理解和促进知识保留特别有利。基于游戏的学习已在正规教育、企业培训和专业发展计划等各个领域获得广泛讚誉。它的功效在于它能够使学习变得愉快和有意义,最终提高知识保留率和提高绩效结果。

日本基于游戏的学习市场趋势:

在几个关键因素的推动下,日本基于游戏的学习市场正在经历显着成长。人们越来越认识到互动游戏作为教育工具的好处,特别是在提高学习者的参与和培养批判性思维方面。此外,包括学校和大学在内的教育机构正在将基于游戏的学习方法融入其课程中,以创造动态和沈浸式的学习体验,这是另一个重要的成长诱因。此外,企业界正在采用基于游戏的培训计划来提高员工技能和生产力。除此之外,随着智慧型手机和数位装置的普及,基于游戏的学习变得越来越容易和便捷,进一步推动了它的普及。市场正在见证游戏设计和技术的创新,以符合教育目标,使其成为日本教育领域和专业发展计画的重要组成部分。

日本基于游戏的学习市场区隔:

平台洞察:

  • 在线的
  • 离线

收入类型洞察:

  • 游戏购买
  • 广告
  • 其他的

最终用户洞察:

  • K-12游戏化学习
  • 更高阶的游戏化学习

竞争格局:

市场研究报告也对市场竞争格局进行了全面的分析。报告涵盖了市场结构、关键参与者定位、最佳制胜策略、竞争仪表板和公司评估象限等竞争分析。此外,也提供了所有主要公司的详细资料。

本报告回答的关键问题:

  • 日本基于游戏的学习市场迄今表现如何?未来几年将如何表现?
  • COVID-19 对日本以游戏为基础的学习市场有何影响?
  • 日本基于游戏的学习市场依平台划分是怎样的?
  • 根据收入类型,日本基于游戏的学习市场是如何分類的?
  • 根据最终用户,日本基于游戏的学习市场是如何分類的?
  • 日本基于游戏的学习市场的价值链分为哪些阶段?
  • 日本基于游戏的学习的主要驱动因素和挑战是什么?
  • 日本基于游戏的学习市场的结构是怎么样的?主要参与者是谁?
  • 日本游戏化学习市场的竞争程度如何?

本报告回答的关键问题:

  • 日本基于游戏的学习市场迄今表现如何?未来几年将如何表现?
  • COVID-19 对日本以游戏为基础的学习市场有何影响?
  • 日本基于游戏的学习市场依平台划分是怎样的?
  • 根据收入类型,日本基于游戏的学习市场是如何分類的?
  • 根据最终用户,日本基于游戏的学习市场是如何分類的?
  • 日本基于游戏的学习市场的价值链分为哪些阶段?
  • 日本基于游戏的学习的主要驱动因素和挑战是什么?
  • 日本基于游戏的学习市场的结构是怎么样的?主要参与者是谁?
  • 日本游戏化学习市场的竞争程度如何?

目录

第一章:前言

第二章:范围与方法

  • 研究目标
  • 利害关係人
  • 资料来源
    • 主要来源
    • 次要来源
  • 市场评估
    • 自下而上的方法
    • 自上而下的方法
  • 预测方法

第三章:执行摘要

第四章:日本基于游戏的学习市场 - 简介

  • 概述
  • 市场动态
  • 产业趋势
  • 竞争情报

第五章:日本以游戏为基础的学习市场格局

  • 历史与当前市场趋势(2019-2024)
  • 市场预测(2025-2033)

第六章:日本基于游戏的学习市场 - 细分:按平台

  • 在线的
    • 概述
  • 离线
    • 概述

第七章:日本基于游戏的学习市场 - 细分:按收入类型

  • 游戏购买
    • 概述
  • 广告
    • 概述
  • 其他的

第八章:日本基于游戏的学习市场 - 细分:按最终用户

  • K-12游戏化学习
    • 概述
  • 更高阶的游戏化学习
    • 概述

第九章:日本以游戏为基础的学习市场-竞争格局

  • 概述
  • 市场结构
  • 市场参与者定位
  • 最佳获胜策略
  • 竞争仪錶板
  • 公司评估象限

第十章:关键参与者简介

  • Company A
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company B
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company C
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company D
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company E
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events

第 11 章:日本基于游戏的学习市场 - 产业分析

  • 驱动因素、限制因素和机会
    • 概述
    • 驱动程式
    • 限制
    • 机会
  • 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
  • 价值链分析

第 12 章:附录

简介目录
Product Code: SR112025A18028

Japan game based learning market size reached USD 873.3 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 5,039.1 Million by 2033, exhibiting a growth rate (CAGR) of 19.7% during 2025-2033. The market is being driven by several significant factors, including a growing need for more immersive learning experiences, improved educational results, personalized and adaptive learning approaches, corporate training and skill enhancement initiatives, and the increasing prevalence of smartphone use.

Game-based learning is an educational strategy that employs interactive games to facilitate the process of learning and skill acquisition. Within this framework, learners participate in game scenarios and activities that have been specifically designed to align with defined educational goals. By incorporating game elements such as challenges, rewards, and progression, this approach motivates participants to actively engage in the learning journey. The primary objective of game-based learning is to enrich the learning experience by encouraging active participation, honing problem-solving abilities, and fostering critical thinking skills. Through immersion in a dynamic and interactive environment, learners are prompted to explore, experiment, and apply acquired knowledge in real-world contexts. This methodology proves particularly advantageous in deepening comprehension of intricate concepts and promoting knowledge retention. Game-based learning has garnered widespread acclaim across diverse sectors, including formal education, corporate training, and professional development initiatives. Its efficacy is rooted in its capacity to render learning enjoyable and pertinent, ultimately resulting in heightened knowledge retention and enhanced performance outcomes.

Japan Game Based Learning Market Trends:

The game-based learning market in Japan is experiencing notable growth, driven by several key factors. There is an increasing recognition of the benefits of interactive gaming as an educational tool, particularly in enhancing engagement and fostering critical thinking among learners. Additionally, educational institutions, including schools and universities, are incorporating game-based learning methods into their curricula to create dynamic and immersive learning experiences, which is acting as another significant growth-inducing factor. Furthermore, the corporate sector is adopting game-based training programs to enhance employee skills and productivity. Besides this, with the widespread availability of smartphones and digital devices, game-based learning is becoming more accessible and convenient, further fueling its adoption. The market is witnessing innovations in game design and technology to align with educational objectives, making it a valuable component of Japan's educational landscape and professional development initiatives.

Japan Game Based Learning Market Segmentation:

Platform Insights:

  • Online
  • Offline

Revenue Type Insights:

  • Game Purchase
  • Advertising
  • Others

End User Insights:

  • K-12 Game-Based Learning
  • Higher Game-Based Learning

Competitive Landscape:

The market research report has also provided a comprehensive analysis of the competitive landscape in the market. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.

Key Questions Answered in This Report:

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

  • 4.1 Overview
  • 4.2 Market Dynamics
  • 4.3 Industry Trends
  • 4.4 Competitive Intelligence

5 Japan Game Based Learning Market Landscape

  • 5.1 Historical and Current Market Trends (2019-2024)
  • 5.2 Market Forecast (2025-2033)

6 Japan Game Based Learning Market - Breakup by Platform

  • 6.1 Online
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Offline
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)

7 Japan Game Based Learning Market - Breakup by Revenue Type

  • 7.1 Game Purchase
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2019-2024)
    • 7.1.3 Market Forecast (2025-2033)
  • 7.2 Advertising
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2019-2024)
    • 7.2.3 Market Forecast (2025-2033)
  • 7.3 Others
    • 7.3.1 Historical and Current Market Trends (2019-2024)
    • 7.3.2 Market Forecast (2025-2033)

8 Japan Game Based Learning Market - Breakup by End User

  • 8.1 K-12 Game-Based Learning
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2019-2024)
    • 8.1.3 Market Forecast (2025-2033)
  • 8.2 Higher Game-Based Learning
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2019-2024)
    • 8.2.3 Market Forecast (2025-2033)

9 Japan Game Based Learning Market - Competitive Landscape

  • 9.1 Overview
  • 9.2 Market Structure
  • 9.3 Market Player Positioning
  • 9.4 Top Winning Strategies
  • 9.5 Competitive Dashboard
  • 9.6 Company Evaluation Quadrant

10 Profiles of Key Players

  • 10.1 Company A
    • 10.1.1 Business Overview
    • 10.1.2 Services Offered
    • 10.1.3 Business Strategies
    • 10.1.4 SWOT Analysis
    • 10.1.5 Major News and Events
  • 10.2 Company B
    • 10.2.1 Business Overview
    • 10.2.2 Services Offered
    • 10.2.3 Business Strategies
    • 10.2.4 SWOT Analysis
    • 10.2.5 Major News and Events
  • 10.3 Company C
    • 10.3.1 Business Overview
    • 10.3.2 Services Offered
    • 10.3.3 Business Strategies
    • 10.3.4 SWOT Analysis
    • 10.3.5 Major News and Events
  • 10.4 Company D
    • 10.4.1 Business Overview
    • 10.4.2 Services Offered
    • 10.4.3 Business Strategies
    • 10.4.4 SWOT Analysis
    • 10.4.5 Major News and Events
  • 10.5 Company E
    • 10.5.1 Business Overview
    • 10.5.2 Services Offered
    • 10.5.3 Business Strategies
    • 10.5.4 SWOT Analysis
    • 10.5.5 Major News and Events

11 Japan Game Based Learning Market - Industry Analysis

  • 11.1 Drivers, Restraints and Opportunities
    • 11.1.1 Overview
    • 11.1.2 Drivers
    • 11.1.3 Restraints
    • 11.1.4 Opportunities
  • 11.2 Porters Five Forces Analysis
    • 11.2.1 Overview
    • 11.2.2 Bargaining Power of Buyers
    • 11.2.3 Bargaining Power of Suppliers
    • 11.2.4 Degree of Competition
    • 11.2.5 Threat of New Entrants
    • 11.2.6 Threat of Substitutes
  • 11.3 Value Chain Analysis

12 Appendix