封面
市场调查报告书
商品编码
1754157

2025 年至 2033 年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

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 141 Pages | 商品交期: 2-3个工作天内

价格

2024年,全球基于游戏的学习市场规模达到213亿美元。展望未来, IMARC Group预计到2033年,该市场规模将达到800亿美元,2025-2033年期间的复合年增长率(CAGR)为15.05%。市场成长主要源自于对引人入胜的学习体验、企业培训和技能发展、更佳的个人化、学习成果和适应性的需求不断增长,以及智慧型手机的普及。

基于游戏的学习市场分析:

  • 主要市场驱动因素:研究表明,与传统方法相比,基于游戏的学习可以提高学生的留存率和知识获取能力,这主要刺激了市场的成长。此外,针对特定技能或能力(例如批判性思维、解决问题、协作和决策能力)的沉浸式游戏的开发,尤其是在企业和教育环境中,正在进一步促进市场扩张。
  • 主要市场趋势:游戏化技术(包括奖励、积分、徽章和排行榜)日益普及,旨在提升学习者的参与和学习动机,这正在催化全球市场的发展。此外,扩增实境和虚拟实境(AR/VR)等游戏化学习领域主要参与者的广泛研发投入,也正在推动市场的成长。
  • 竞争格局:一些主要的以游戏为基础的学习市场公司包括 Badgeville(CallidusCloud)、Bunchball(BI WORLDWIDE)、Classcraft Studios Inc.、Six Waves Inc.、Recurrence, Inc.、Fundamentor(Paratus Knowledge Ventures Pvt Ltd)、Gametize Pte. Ltd.、Gradeway Ltd(密西根大学董事会)、Crak. Games、LearningWare, Inc.、Osmo(Tangible Play, Inc.)和 Toolwire, Inc 等。
  • 地理趋势:北美是游戏化学习市场最大的地区,这得益于其技术先进的教育基础设施以及对教学方法持续创新的日益重视。此外,该地区成熟的创新数位环境促进了线上学习平台和教育游戏的广泛应用,这也催化了市场的成长。此外,精通科技的教育者和学习者数量的不断增长、有利的监管环境以及政府机构在教育科技领域不断增加的投资,都极大地促进了游戏化学习市场的成长。
  • 挑战与机会:打造高品质、沉浸式的游戏、设计引人入胜的玩法、开发先进的动画和图形以及整合教育内容可能成本高昂且耗时,这些都是阻碍基于游戏的学习市场统计数据发展的主要挑战之一。然而,游戏能够吸引学习者的注意力,培养内在动力,从而提高学习者的参与度和参与度,这将成为预测期内市场成长的重要驱动因素。

基于游戏的学习市场趋势:

引人入胜的学习体验

挑战、竞争和奖励等游戏元素的融入,能够吸引学习者的注意力,鼓励他们积极参与,这对全球游戏化学习市场的需求产生了正面的影响。此外,学习者沉浸在动态场景中,激励他们以有意义的方式探索和与内容互动。因此,他们会更投入自己的学习之旅,从而获得更高的学习动力和内在满足感。参与度因素能带来正向的学习体验,减少无聊和兴趣缺失,并提升整体的学习过程。此外,由于游戏体验中建立的情感联繫,学习者更有可能记住资讯并对主题产生更深入的理解。例如,Grandel Games 开发了一款能够改变行为的严肃游戏。其中一款名为「加菲猫算我一份」的游戏专为小学生设计,旨在帮助他们进行重复的数学练习。它主要基于「数学墙」(Het Rekenmuurtje)学习方法,由教育顾问专门开发。此外,国家网路安全中心(NCSC)还推出了一款名为「Cyber​​Sprinters」的全新教育游戏,用于在小学、青年组织和俱乐部中教授网路安全知识。 Cyber​​Sprinters 是一款互动游戏,主要针对 7 至 11 岁的学习者。

增强学习成果

学习者面临各种任务和障碍,需要批判性思考和解决问题的能力才能克服。随着游戏的进展,他们会收到即时回馈,从而从错误中学习并调整策略。这种反覆试误的过程促进了对内容的更深入理解,并鼓励使用者进行分析性思考,从而推动了游戏化学习市场的发展。此外,一些游戏中的竞争元素可以激励学习者追求更好的表现,从而推动他们取得更高的学习成果。成功完成游戏关卡或掌握高难度概念所带来的成就感,可以增强个人的自信心和自我效能感,对他们的整体学业或职业成就产生正面影响,从而推动游戏化学习市场的发展。例如,肯特大学的电脑专业学生开发了一款用于网路安全教育的严肃游戏《SherLOCKED》。这款严肃游戏是一款2D自上而下的解谜冒险游戏,主要旨在巩固学生对安全相关的基础知识和概念。

个性化和适应性

透过资料分析和人工智慧,游戏可以有效地收集学习者的学习进度、偏好以及优势和劣势领域的资讯。基于这些资料,学习内容和难度等级可以根据每个使用者的独特需求进行调整。这种适应性确保学习者获得与其当前技能水平相匹配的有针对性的指导和挑战,从而优化理解过程,从而促进基于游戏的学习市场的收入成长。此外,个人化也融入了学习过程中的主人翁意识,因为学习者会觉得学习内容是专门为他们量身定制的,从而增强了他们积极参与学习的动力。透过迎合多样化的学习风格和学习节奏,基于游戏的学习能够满足各种消费者的需求,使其成为包容且有效的教育方式。例如,Enthusiast Gaming Holdings Inc. 与全球领先的订阅串流服务和製作公司 Netflix 合作,在 Netflix 的 Twitch 帐户上每週推出并支援 Geeked: Toon-in 直播。此外,Fnatic 和 ASOS 签署了一项为期三年的协议,旨在将时尚界与游戏界连接起来。作为交易的一部分,两个品牌都开发并部署了多个线下和线上活动,将游戏和时尚世界融合在一起。

基于游戏的学习市场区隔

按平台划分:

  • 在线的
  • 离线

数位科技和网路连线的日益普及,通常推动着线上学习领域的发展。线上平台为学习者提供了随时随地透过各种装置(例如电脑、平板电脑和智慧型手机)存取教育游戏的便利性。这种便利性将游戏化学习的覆盖范围拓展到了全球。此外,线上平台也为来自不同背景的学习者提供了即时协作和互动的机会,培养了社群意识和共享的学习体验。另一方面,线下游戏化学习通常涉及使用无需网路连线即可运行的实体教育游戏、棋盘游戏或模拟游戏。这些解决方案在传统课堂环境、企业培训研讨会和团队建立活动中广受欢迎。它们提供触觉和互动式学习体验,使参与者能够面对面协作并培养社交和沟通技巧。线下平台也因其能够促进专注的教育,避免数位干扰,营造沉浸式环境,鼓励学生更深入参与学习内容而受到重视。此外,一些机构更倾向于采用离线解决方案来维护资料隐私和安全,尤其是在国防和医疗保健等敏感行业,这些行业正在扩大基于游戏的学习市场份额。例如,全球科技供应商微软在市场上占有重要地位,提供一系列旨在提升学习体验的产品和解决方案。该公司提供了一整套以教育为中心的工具和应用程序,例如 Microsoft 365、Teams 和 OneNote Class Notebook。这些工具促进了学生和教育工作者之间的协作学习、内容创作和沟通。

按收入类型细分:

  • 游戏购买
  • 广告
  • 其他的

基于游戏的学习市场统计数据是基于游戏购买,即用户付费存取教育游戏和学习内容。这种收入模式在线上平台和基于应用程式的解决方案中很常见,学习者可以购买单一游戏、游戏包,或订阅高级会员以完全存取多款教育游戏。此外,游戏购买模式为开发者和内容创作者提供了直接的收入来源,激励他们设计高品质且引人入胜的教育游戏。它还为消费者提供了主人翁意识和灵活性,使他们能够选择符合自身学习目标的特定游戏。另一方面,广告是游戏化学习市场中另一个重要的收入模式。各种线上教育平台都提供免费的学习游戏,但透过向用户显示定向广告来获取收入。广告主利用这些教育游戏中参与度高、受众群体广的受众来推广他们的产品、服务或其他与学习相关的内容。此外,广告收入模式也使用户和内容创作者受益,因为个人用户可以免费存取教育游戏,而开发者则透过广告投放获得收入。例如,游戏内建广告赋能商Frameplay与游戏行销公司Gamestack宣布合作,在持续快速成长的印度游戏市场提供内建游戏内建广告解决方案。此次合作将使品牌能够透过沉浸式游戏内建广告体验触及庞大的印度游戏社群受众。

按最终用户分类:

  • K-12游戏化学习
  • 更高级的基于游戏的学习

K-12游戏化学习占市场主导地位

K-12游戏化学习领域专注于教育游戏和互动学习内容,这些内容专为幼儿园至12年级的学生量身定制。随着教育工作者和机构认识到游戏化学习在增强传统教学方法的潜力,该领域经历了显着增长。此外,K-12游戏化学习提供丰富的科目和主题,使学习者能够愉快地学习,并且易于理解。专为K-12学生设计的教育游戏通常采用游戏化技术,以促进学生的积极参与、批判性思考和解决问题的能力。这些游戏符合课程标准,使教师能够将其无缝地融入他们的教学计划中。例如,2023年9月,Adobe公司与印度联邦教育部合作,为所有K-12学校免费提供Adobe Express Premium。该平台能够培养学生的创造力和必备的数位技能,为他们从事各种职业做好准备。它还透过使教育工作者能够创建动态学习材料来增强教学效果,并提供提升技能的专业发展机会。

按地区划分:

  • 北美洲
  • 欧洲
  • 亚太地区
  • 中东和非洲
  • 拉丁美洲

北美引领市场,占据最大的游戏化学习市场份额

该报告还对所有主要区域市场进行了全面分析,包括北美、欧洲、亚太地区、拉丁美洲以及中东和非洲。报告显示,北美占据了最大的市场份额。

根据游戏化学习市场报告,北美占据了最大的市场份额,这得益于其技术先进的教育基础设施以及对教学方法持续创新的日益重视。除此之外,该地区完善的数位环境促进了线上学习平台和教育游戏的广泛采用,这也催化了市场的成长。此外,精通科技的教育者和学习者数量的增加、支持性的监管环境以及政府机构在教育科技方面不断增加的投资,都大幅提升了游戏化学习市场的近期价格。例如,根据 GSMA 的数据,到 2025 年,北美的智慧型手机用户数量预计将达到 3.28 亿。此外,到 2025 年,该地区的行动用户普及率(86%)和网路普及率(80%)可能会上升,位居全球第二。

游戏化学习产业的关键参与者

游戏化学习产业的领先公司投入大量资金研发,打造创新且优质的教育内容。他们与学科专家和教育工作者合作,设计符合课程标准并满足特定学习目标的游戏。持续的内容发展确保学习者能够接触到引人入胜且切合实际的游戏,从而促进有效的学习成果。此外,主要参与者利用人工智慧、虚拟实境和扩增实境等技术进步,增强游戏化学习的沉浸感和互动性。将尖端科技融入教育游戏,可以创造更真实的学习体验,并促进学习者更深入的参与。此外,与学校、学院和大学的合作使游戏化学习公司能够根据教育机构的需求调整其产品。主要参与者与教育工作者密切合作,了解教育领域的挑战,并相应地客製化解决方案。这种合作关係有助于共同创作补充传统教学方法并丰富整体学习体验的内容。此外,领先的游戏化学习公司积极拓展其在全球不同市场的影响力。他们根据地区偏好、语言和文化背景对内容进行在地化,使教育游戏更容易被不同背景的学习者接受和吸引。为此,主要参与者使用资料分析来收集对学习者的学习进度、行为和偏好的见解。分析这些资料可以帮助他们提升内容效率,提供个人化的学习体验,并不断改善教育游戏。

市场研究报告也对市场竞争格局进行了全面分析。报告涵盖了市场结构、关键参与者定位、最佳制胜策略、竞争仪錶板和公司评估象限等竞争分析。此外,报告还提供了所有主要公司的详细资料。游戏化学习产业的一些主要市场参与者包括:

  • Badgeville(CallidusCloud)
  • Bunchball(BI WORLDWIDE)
  • Classcraft Studios公司
  • 六波公司
  • Recurrence 公司
  • Fundamentor(Paratus Knowledge Ventures Pvt Ltd)
  • Gametize 私人有限公司
  • GradeCraft(密西根大学董事会)
  • 库阿托工作室
  • BreakAway 有限公司
  • 细丝游戏
  • LearningWare公司
  • Osmo(Tangible Play公司)
  • Toolwire公司

本报告回答的关键问题:

  • 全球游戏化学习市场有多大?未来几年将如何表现?
  • 全球基于游戏的学习市场有哪些驱动因素、限制因素和机会?
  • 每个驱动因素、限制因素和机会对全球基于游戏的学习市场有何影响?
  • 主要的区域市场有哪些?
  • 哪些国家代表着最具吸引力的基于游戏的学习市场?
  • 基于平台的市场区隔是怎样的?
  • 游戏化学习市场中最具吸引力的平台是哪一个?
  • 根据收入类型,市场如何划分?
  • 游戏化学习市场中最具吸引力的收入类型是什么?
  • 根据最终用户,市场是如何分類的?
  • 游戏化学习市场中最具吸引力的终端使用者是谁?
  • 全球游戏化学习市场的竞争格局是怎么样的?
  • 全球基于游戏的学习市场的主要参与者/公司有哪些?

本报告回答的关键问题:

  • 全球游戏化学习市场有多大?未来几年将如何表现?
  • 全球基于游戏的学习市场有哪些驱动因素、限制因素和机会?
  • 每个驱动因素、限制因素和机会对全球基于游戏的学习市场有何影响?
  • 主要的区域市场有哪些?
  • 哪些国家代表着最具吸引力的基于游戏的学习市场?
  • 基于平台的市场区隔是怎样的?
  • 游戏化学习市场中最具吸引力的平台是哪一个?
  • 根据收入类型,市场如何划分?
  • 游戏化学习市场中最具吸引力的收入类型是什么?
  • 根据最终用户,市场是如何分類的?
  • 游戏化学习市场中最具吸引力的终端使用者是谁?
  • 全球游戏化学习市场的竞争格局是怎么样的?
  • 全球基于游戏的学习市场的主要参与者/公司有哪些?

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:简介

  • 概述
  • 主要行业趋势

第五章:全球游戏化学习市场

  • 市场概览
  • 市场表现
  • COVID-19的影响
  • 市场区隔:依平台
  • 市场区隔:按收入类型
  • 市场区隔:按最终用户
  • 市场区隔:按地区
  • 市场预测

第六章:市场细分:依平台

  • 在线的
  • 离线

第七章:市场区隔:依收入类型

  • 游戏购买
  • 广告
  • 其他的

第八章:市场区隔:按最终用户

  • K-12游戏化学习
  • 更高级的基于游戏的学习

第九章:市场细分:依地区

  • 北美洲
  • 欧洲
  • 亚太地区
  • 中东和非洲
  • 拉丁美洲

第十章:全球游戏化学习产业:SWOT分析

  • 概述
  • 优势
  • 弱点
  • 机会
  • 威胁

第 11 章:全球游戏化学习产业:价值链分析

第 12 章:全球游戏化学习产业: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

第十三章:全球游戏化学习产业: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: SR112025A1176

The global game-based learning market size reached USD 21.3 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 80.0 Billion by 2033, exhibiting a growth rate (CAGR) of 15.05% during 2025-2033. The market growth is primarily driven by the escalating demand for engaging learning experiences, corporate training and skill development, better personalization, learning outcomes, and adaptability, and the proliferation of smartphones.

Game-Based Learning Market Analysis:

  • Major Market Drivers: Research has indicated that game-based learning can improve retention rates and knowledge acquisition compared to traditional methods, which is mainly stimulating the market growth. Besides this, the development of immersive games to target specific skills or competencies, such as critical thinking, problem-solving, collaboration, and decision-making, especially for corporate and educational settings, is augmenting the market expansion further.
  • Key Market Trends: The rising popularity of gamification techniques, including rewards, points, badges, and leaderboards to enhance learner engagement and motivation is catalyzing the global market. Besides this, the extensive research and development efforts by key players in the field of game-based learning, such as augmented and virtual reality (AR/VR), are also bolstering the growth of the market.
  • Competitive Landscape: Some of the major game-based learning market companies comprise 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 among others.
  • Geographical Trends: North America accounted for the largest region in the game-based learning market, owing to its technologically advanced education infrastructure and the growing emphasis on continuous innovation in teaching methods. In addition to this, the established innovative digital landscape in the region facilitates the widespread adoption of online learning platforms and educational games, which is also catalyzing the market growth. Moreover, the increasing number of tech-savvy educators and learners, favorable regulatory environment, and the inflating number of investments by government bodies in educational technology are augmenting the growth of the game-based learning market substantially.
  • Challenges and Opportunities: Creating high-quality and immersive games, designing engaging gameplay, developing advanced animations and graphics, and integration of educational content can be expensive and time-consuming, which are among the major challenges hampering the game-based learning market statistics. However, games have the possibility to captivate the attention of learners and foster intrinsic motivation, leading to high engagement and participation in educational activities, which is acting as a significant growth-inducing factor for market growth over the forecasted period.

Game-Based Learning Market Trends:

Engaging Learning Experience

The incorporation of game elements, such as challenges, competition, and rewards, captivates learners' attention, and encourages active participation, which is positively influencing the game-based learning market demand globally. Besides this, learners are immersed in dynamic scenarios, motivating them to explore and interact with the content in a meaningful way. As a result, they become more invested in their own educational journey, leading to higher levels of motivation and intrinsic satisfaction. The engagement factor forwards a positive learning experience, reduces boredom and disinterest, and enhances the overall knowledge process. Moreover, learners are more likely to retain information and develop a deeper understanding of the subject matter, owing to the emotional connection formed during the gaming experience. For instance, Grandel Games built a serious game that achieves behavioral change. One of the games, 'Garfield's Count Me In,' is specifically designed for students in primary education and thus assists them in doing repetitive math exercises. It is mainly based on the learning methodology 'Het Rekenmuurtje' ('Math Wall') and is specially developed by educational advisers. Additionally, the National Cyber Security Centre (NCSC) introduced a new educational game, CyberSprinters, for teaching cyber security at primary schools, youth organizations, and clubs. The CyberSprinters is an interactive game primarily aimed at 7 to 11-year-old learners.

Enhanced Learning Outcomes

Learners are presented with various tasks and obstacles that require critical thinking and problem-solving skills to overcome. As they progress through the game, they receive immediate feedback, which allows them to learn from their mistakes and adapt their strategies. This iterative process of trial and error promotes a deeper understanding of the content and encourages users to think analytically, which is stimulating the game-based learning market outlook forward. Furthermore, the element of competition in some games can persuade learners to strive for better performance, driving them to achieve higher learning outcomes. Moreover, the sense of accomplishment derived from successfully completing a game level or mastering a difficult concept boosts the self-confidence and self-efficacy of individuals, positively impacting their overall academic or professional achievements, thereby propelling the game-based learning market overview. For instance, computing students at the University of Kent developed a serious game for cybersecurity education. The serious game, SherLOCKED was created in a 2D top-down puzzle adventure and is primarily built to consolidate students' foundational security-related ideas and concepts.

Personalization and Adaptivity

Through data analytics and artificial intelligence, games can efficiently collect information about learners' progress, preferences, and areas of strength and weakness. Based on this data, the learning content and difficulty level can be adjusted to suit each user's unique needs. This adaptivity ensures that learners receive targeted instruction and challenges that align with their current skill levels, optimizing the understanding process, which is catalyzing the game-based learning market revenue. Moreover, personalization also incorporates a sense of ownership over the learning journey, as learners feel that the content is tailored specifically for them, enhancing their motivation to actively engage with the material. By catering to diverse learning styles and paces, game-based learning accommodates various consumers, making it an inclusive and effective educational approach. For instance, Enthusiast Gaming Holdings Inc. partnered with Netflix, the global leader in subscription streaming service and production company, to launch and support the Geeked: Toon-in live stream weekly on Netflix's Twitch account. Furthermore, Fnatic and ASOS signed a three-year deal to bridge the worlds of fashion with gaming. Both brands developed and deployed multiple offline and online activations as part of the deal, bringing the gaming and fashion worlds together.

Game-Based Learning Market Segmentation

Breakup by Platform:

  • Online
  • Offline

The increasing accessibility of digital technologies and internet connectivity is typically driving the online segment. Online platforms offer learners the convenience of accessing educational games anytime and anywhere through various devices, such as computers, tablets, and smartphones. This availability has expanded the reach of game-based learning to a global audience. Besides this, online platforms also provide opportunities for real-time collaboration and interaction among learners from diverse backgrounds, fostering a sense of community and shared learning experiences. On the other hand, offline game-based learning generally involves the use of physical educational games, board games, or simulations that do not require an internet connection for operation. These solutions are popular in traditional classroom settings, corporate training workshops, and team-building activities. They offer a tactile and interactive learning experience, enabling participants to collaborate face-to-face and develop social and communication skills. Offline platforms are also valued for their ability to promote focused education without digital distractions, creating an immersive environment that encourages deeper engagement with the content. Moreover, some organizations prefer offline solutions to maintain data privacy and security, especially in sensitive industries, including defense and healthcare, which is augmenting the game-based learning market share. For instance, Microsoft, a global technology provider, has a substantial presence in the market, offering a range of products and solutions tailored to enhance learning experiences. The company provides a comprehensive suite of education-focused tools and applications, such as Microsoft 365, Teams, and OneNote Class Notebook. These tools facilitate collaborative learning, content creation, and communication among students and educators.

Breakup by Revenue Type:

  • Game Purchase
  • Advertising
  • Others

The game-based learning market statistics are based on game purchases, where users pay for access to educational games and learning content. This revenue model is common in online platforms and app-based solutions, where learners can buy individual games, bundles, or subscribe to a premium membership for full access to several educational games. Besides this, the game purchase model offers a direct revenue stream for developers and content creators, incentivizing them to design high-quality and engaging educational games. It also provides consumers with a sense of ownership and flexibility, allowing them to choose particular games aligned with their learning goals. On the other hand, advertising represents another prominent income model in the game-based learning market. Various online educational platforms offer free access to learning games but generate revenue by displaying targeted advertisements to users. Advertisers leverage the engaged and captive audience within these educational games to promote their products, services, or other learning-related content. Moreover, the advertising revenue model benefits users and content creators, as individuals can access educational games at no cost, while developers generate income through ad placements. For example, Frameplay, an enabler of in-gaming advertising, and Gamestack, a gaming marketing company, announced a partnership to offer intrinsic in-game advertising solutions in the Indian gaming market, which continues to grow rapidly. This collaboration will enable brands to reach a vast audience of engaged Indian gaming communities through immersive in-game advertisement experiences.

Breakup by End-User:

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

K-12 game-based learning dominates the market

The K-12 game-based learning segment focuses on educational games and interactive learning content tailored particularly for students in kindergarten through grade 12. It has experienced substantial growth as educators and institutions recognize the potential of game-based learning to enhance traditional teaching methods. Moreover, K-12 game-based learning offers diverse subjects and topics, making learning enjoyable and accessible for young learners. Educational games designed for K-12 students generally comprise gamification techniques to promote active engagement, critical thinking, and problem-solving skills. These games align with curriculum standards, allowing teachers to integrate them seamlessly into their lesson plans. For instance, in September 2023, Adobe Inc., partnered with the Union Education Ministry of India to provide free access to Adobe Express Premium for all K-12 schools. The platform allows creativity and essential digital skills in students, preparing them for various careers. It also enhances teaching by enabling educators to create dynamic learning materials and offers professional development opportunities for upskilling.

Breakup by Region:

  • North America
  • Europe
  • Asia Pacific
  • Middle East and Africa
  • Latin America

North America leads the market, accounting for the largest game-based learning market share

The report has also provided a comprehensive analysis of all the major regional markets, which include North America; Europe; Asia Pacific; Latin America; and the Middle East and Africa. According to the report, North America represents the largest market share.

As per the game-based learning market report, North America accounted for the largest segment of the market, owing to its technologically advanced education infrastructure and the growing emphasis on continuous innovation in teaching methods. In addition to this, the well-established digital landscape in the region facilitates the widespread adoption of online learning platforms and educational games, which is also catalyzing the market growth. Moreover, the increasing number of tech-savvy educators and learners, supportive regulatory environment, and the inflating number of investments by government bodies in educational technology are augmenting the game-based learning market recent price substantially. For instance, according to the GSMA, the number of smartphone subscribers in North America is expected to reach 328 million by 2025. Moreover, by 2025, the region may witness an increase in the penetration rates of mobile subscribers (86%) and the internet (80%), the second-highest across the globe.

Leading Key Players in the Game-based Learning Industry

Leading companies in the game-based learning industry invest heavily in research and development to create innovative and high-quality educational content. They collaborate with subject matter experts and educators to design games that align with curriculum standards and address specific learning objectives. Continuous efforts in content development ensure that learners have access to engaging and relevant games that promote effective learning outcomes. Additionally, key players leverage advancements in technology, such as artificial intelligence, virtual reality, and augmented reality, to enhance the immersive and interactive elements of game-based learning. Integrating cutting-edge technology into educational games creates more authentic learning experiences and fosters deeper engagement among learners. Other than this, collaboration with schools, colleges, and universities allows game-based learning companies to align their products with educational institutions' needs. Key players work closely with educators to understand the challenges in the education sector and tailor their solutions accordingly. Such partnerships help in co-creating content that complements traditional teaching methods and enriches the overall learning experience. Besides this, leading game-based learning companies actively expand their presence in diverse markets worldwide. They localize their content to suit regional preferences, languages, and cultural contexts, making the educational games more accessible and appealing to learners from different backgrounds. In line with this, key players use data analytics to gather insights into learners' progress, behavior, and preferences. Analyzing this data allows them to improve content efficacy, personalize learning experiences, and refine their educational games continuously.

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. Some of the major market players in Game-Based Learning industry includes:

  • 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

Key Questions Answered in This Report:

  • How big is the global game-based learning market and how will it perform in the coming years?
  • What are the drivers, restraints, and opportunities in the global game-based learning market?
  • What is the impact of each driver, restraint, and opportunity on the global game-based learning market?
  • What are the key regional markets?
  • Which countries represent the most attractive game-based learning market?
  • What is the breakup of the market based on the platform?
  • Which is the most attractive platform in the game-based learning market?
  • What is the breakup of the market based on the revenue type?
  • Which is the most attractive revenue type in the game-based learning market?
  • What is the breakup of the market based on the end-user?
  • Which is the most attractive end-user in the game-based learning market?
  • What is the competitive structure of the global game-based learning market?
  • Who are the key players/companies 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 USD), 2019-2024
  • Figure 3: Global: Game-Based Learning Market: Breakup by Platform (in %), 2024
  • Figure 4: Global: Game-Based Learning Market: Breakup by Revenue Type (in %), 2024
  • Figure 5: Global: Game-Based Learning Market: Breakup by End-User (in %), 2024
  • Figure 6: Global: Game-Based Learning Market: Breakup by Region (in %), 2024
  • Figure 7: Global: Game-Based Learning Market Forecast: Sales Value (in Billion USD), 2025-2033
  • 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 USD), 2019 & 2024
  • Figure 12: Global: Game-Based Learning (Online) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 13: Global: Game-Based Learning (Offline) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 14: Global: Game-Based Learning (Offline) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 15: Global: Game-Based Learning (Game Purchase) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 16: Global: Game-Based Learning (Game Purchase) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 17: Global: Game-Based Learning (Advertising) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 18: Global: Game-Based Learning (Advertising) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 19: Global: Game-Based Learning (Others) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 20: Global: Game-Based Learning (Others) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 21: Global: Game-Based Learning (K-12 Game-Based Learning) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 22: Global: Game-Based Learning (K-12 Game-Based Learning) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 23: Global: Game-Based Learning (Higher Game-Based Learning) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 24: Global: Game-Based Learning (Higher Game-Based Learning) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 25: North America: Game-Based Learning Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 26: North America: Game-Based Learning Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 27: Europe: Game-Based Learning Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 28: Europe: Game-Based Learning Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 29: Asia Pacific: Game-Based Learning Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 30: Asia Pacific: Game-Based Learning Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 31: Middle East and Africa: Game-Based Learning Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 32: Middle East and Africa: Game-Based Learning Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 33: Latin America: Game-Based Learning Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 34: Latin America: Game-Based Learning Market Forecast: Sales Value (in Million USD), 2025-2033

List of Tables

  • Table 1: Global: Game-Based Learning Market: Key Industry Highlights, 2024 and 2033
  • Table 2: Global: Game-Based Learning Market Forecast: Breakup by Platform (in Million USD), 2025-2033
  • Table 3: Global: Game-Based Learning Market Forecast: Breakup by Revenue Type (in Million USD), 2025-2033
  • Table 4: Global: Game-Based Learning Market Forecast: Breakup by End-User (in Million USD), 2025-2033
  • Table 5: Global: Game-Based Learning Market Forecast: Breakup by Region (in Million USD), 2025-2033
  • Table 6: Global: Game-Based Learning Market: Competitive Structure
  • Table 7: Global: Game-Based Learning Market: Key Players