全球K-12游戏化学习市场,2026-2030年
市场调查报告书
商品编码
2005538

全球K-12游戏化学习市场,2026-2030年

Global K-12 Game-Based Learning Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 298 Pages | 订单完成后即时交付

价格
简介目录

全球 K-12 游戏化学习市场预计将从 2025 年到 2030 年成长至 373.469 亿美元,预测期内复合年增长率为 27.7%。

本报告对全球 K-12 游戏化学习市场进行了全面分析,包括市场规模和预测、趋势、成长要素、挑战以及对约 25 家公司的供应商分析。

本报告对当前市场状况、最新趋势和驱动因素以及整体市场环境进行了最新分析。推动该市场发展的因素包括:自适应人工智慧系统的整合、政府对数位教育的策略性投资以及全球通讯基础设施和云端存取的改善。

本研究客观地结合一手和二手讯息,包括主要行业相关人员的意见,进行了这项研究。报告内容包括对主要企业的分析、全面的市场规模数据、区域細項分析以及供应商格局。报告还包含了历史数据和预测数据。

市场范围
基准年 2026
年末 2030
调查期 2026-2030
成长势头 加速度
与 2026 年相比 25.6%
复合年增长率 27.7%
增量 373.469亿美元

本研究指出,学术界与电子竞技的融合以及竞争性职业发展路径是未来几年全球K-12游戏化学习市场成长的关键驱动因素。此外,身临其境型空间运算、虚拟化实验环境、行动端定位以及社交和情感素养预计也将产生显着的市场需求。

目录

第一章执行摘要

第二章 Technavio 分析

  • 分析定价、生命週期、顾客购买篮子、采用率和购买标准。
  • 输入的重要性及差异化因素
  • 混淆因素
  • 促进因素和挑战的影响

第三章 市场状况

  • 市场生态系统
  • 市场特征
  • 价值链分析

第四章 市场规模

  • 市场的定义
  • 市场区隔分析
  • 2025年市场规模
  • 2025-2030年市场展望

第五章 市场规模与表现

  • 2020-2024年K-12游戏化学习全球市场
  • 2020-2024年产品细分市场分析
  • 2020-2024年学校层级細項分析
  • 2020-2024年按类型分類的细分市场分析
  • 2020-2024年区域市场分析
  • 2020-2024年各国细分市场分析

第六章 定性分析

  • 人工智慧的影响:K-12游戏化学习的全球市场
  • 地缘政治衝突对全球K-12游戏化学习市场的影响。

第七章:五力分析

  • 五力模型概述
  • 买方的议价能力
  • 供应商的议价能力
  • 新进入者的威胁
  • 替代品的威胁
  • 竞争威胁
  • 市场状况

第八章 市场区隔:依产品

  • 比较:按产品
  • 特定主题游戏
  • 语言学习游戏
  • 其他的
  • 市场机会:依产品划分

第九章 市场区隔:依学校级别

  • 比较:依学校级别
  • 国中阶段
  • 高中水平
  • 小学阶段
  • 市场机会:依学校层级划分

第十章 市场区隔:依类型

  • 比较:按类型
  • 教育游戏
  • 基于模拟的学习
  • 社交游戏
  • 其他的
  • 市场机会:按类型划分

第十一章 客户情况

第十二章 区域情势

  • 区域划分
  • 区域比较
  • 北美洲
    • 我们
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 西班牙
    • 瑞典
  • 亚太地区
    • 中国
    • 印度
    • 印尼
    • 日本
    • 澳洲
    • 韩国
  • 南美洲
    • 巴西
    • 智利
    • 阿根廷
  • 中东和非洲
    • 阿拉伯聯合大公国
    • 沙乌地阿拉伯
    • 南非
    • 以色列
    • 埃及
  • 市场机会:按地区划分

第十三章 促进因素、挑战与机会

  • 市场驱动因素
  • 市场挑战
  • 促进因素和挑战的影响
  • 市场机会

第十四章 竞争格局

  • 概述
  • 竞争格局
  • 混乱局面
  • 产业风险

第十五章 竞争分析

  • 公司简介
  • 公司排名指标
  • 企业市场定位
  • Age of Learning Inc.
  • Blooket LLC
  • BrainPOP
  • Cambium Intermediate Holdings
  • Eduten Oy
  • Filament Games
  • Houghton Mifflin Harcourt Co.
  • Kahoot
  • Legends of Learning Inc.
  • Microsoft Corp.
  • Neuron Fuel Inc.
  • Prodigy Education
  • Roblox Corp.
  • Stride Inc.
  • TinyTap Ltd

第十六章附录

简介目录
Product Code: IRTNTR71347

The global k-12 game-based learning market is forecasted to grow by USD 37346.9 mn during 2025-2030, accelerating at a CAGR of 27.7% during the forecast period. The report on the global k-12 game-based learning market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by integration of adaptive AI systems, strategic governmental investments in digital pedagogy, improvements in global telecommunications and cloud accessibility.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2026
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202625.6%
CAGR27.7%
Incremental Value$37346.9 mn

Technavio's global k-12 game-based learning market is segmented as below:

By Product

  • Subject-specific games
  • Language learning games
  • Others

By School Level

  • Middle school level
  • High school level
  • Elementary school level

By Type

  • Educational games
  • Simulation-based learning
  • Social games
  • Others

Geography

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • Sweden
  • APAC
    • China
    • India
    • Indonesia
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Chile
    • Argentina
  • Middle East and Africa
    • UAE
    • South Africa
    • Egypt
  • Rest of World (ROW)

This study identifies the scholastic esports integration and competitive career pathways as one of the prime reasons driving the global k-12 game-based learning market growth during the next few years. Also, immersive spatial computing and virtualized laboratory environments and mobile-centric localization and social-emotional literacy will lead to sizable demand in the market.

The report on the global k-12 game-based learning market covers the following areas:

  • Global k-12 game-based learning market sizing
  • Global k-12 game-based learning market forecast
  • Global k-12 game-based learning market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global k-12 game-based learning market vendors that include Age of Learning Inc., Baamboozle Inc., Blooket LLC, BrainPOP, Cambium Intermediate Holdings, CodeCombat Inc, Eduten Oy, Filament Games, Gimkit Inc., Houghton Mifflin Harcourt Co., Kahoot, Legends of Learning Inc., Microsoft Corp., Neuron Fuel Inc., Prodigy Education, Roblox Corp., Stride Inc., StudyPad Inc., SurfScore Inc, TinyTap Ltd. Also, the global k-12 game-based learning market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Product
    • Executive Summary - Chart on Market Segmentation by School level
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global K-12 Game-Based Learning Market 2020 - 2024
    • Historic Market Size - Data Table on Global K-12 Game-Based Learning Market 2020 - 2024 ($ million)
  • 5.2 Product segment analysis 2020 - 2024
    • Historic Market Size - Product Segment 2020 - 2024 ($ million)
  • 5.3 School level segment analysis 2020 - 2024
    • Historic Market Size - School level Segment 2020 - 2024 ($ million)
  • 5.4 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global K-12 Game-based Learning Market
  • 6.2 Impact of Geopolitical conflict on Global K-12 Game-Based Learning Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Product

  • 8.1 Market segments
  • 8.2 Comparison by Product
  • 8.3 Subject-specific games - Market size and forecast 2025-2030
  • 8.4 Language learning games - Market size and forecast 2025-2030
  • 8.5 Others - Market size and forecast 2025-2030
  • 8.6 Market opportunity by Product
    • Market opportunity by Product ($ million)

9 Market Segmentation by School level

  • 9.1 Market segments
  • 9.2 Comparison by School level
  • 9.3 Middle school level - Market size and forecast 2025-2030
  • 9.4 High school level - Market size and forecast 2025-2030
  • 9.5 Elementary school level - Market size and forecast 2025-2030
  • 9.6 Market opportunity by School level
    • Market opportunity by School level ($ million)

10 Market Segmentation by Type

  • 10.1 Market segments
  • 10.2 Comparison by Type
  • 10.3 Educational games - Market size and forecast 2025-2030
  • 10.4 Simulation-based learning - Market size and forecast 2025-2030
  • 10.5 Social games - Market size and forecast 2025-2030
  • 10.6 Others - Market size and forecast 2025-2030
  • 10.7 Market opportunity by Type
    • Market opportunity by Type ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 North America - Market size and forecast 2025-2030
    • 12.3.1 US - Market size and forecast 2025-2030
    • 12.3.2 Canada - Market size and forecast 2025-2030
    • 12.3.3 Mexico - Market size and forecast 2025-2030
  • 12.4 Europe - Market size and forecast 2025-2030
    • 12.4.1 Germany - Market size and forecast 2025-2030
    • 12.4.2 UK - Market size and forecast 2025-2030
    • 12.4.3 France - Market size and forecast 2025-2030
    • 12.4.4 Italy - Market size and forecast 2025-2030
    • 12.4.5 Spain - Market size and forecast 2025-2030
    • 12.4.6 Sweden - Market size and forecast 2025-2030
  • 12.5 APAC - Market size and forecast 2025-2030
    • 12.5.1 China - Market size and forecast 2025-2030
    • 12.5.2 India - Market size and forecast 2025-2030
    • 12.5.3 Indonesia - Market size and forecast 2025-2030
    • 12.5.4 Japan - Market size and forecast 2025-2030
    • 12.5.5 Australia - Market size and forecast 2025-2030
    • 12.5.6 South Korea - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Chile - Market size and forecast 2025-2030
    • 12.6.3 Argentina - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 UAE - Market size and forecast 2025-2030
    • 12.7.2 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.3 South Africa - Market size and forecast 2025-2030
    • 12.7.4 Israel - Market size and forecast 2025-2030
    • 12.7.5 Egypt - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Integration of adaptive AI systems
    • Strategic governmental investments in digital pedagogy
    • Improvements in global telecommunications and cloud accessibility
  • 13.2 Market challenges
    • Substantial initial financial outlays and resource allocation constraints
    • Pedagogical integration and professional development barriers
    • Persistent digital divide and infrastructure inconsistency
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Scholastic esports integration and competitive career pathways
    • Immersive spatial computing and virtualized laboratory environments
    • Mobile-centric localization and social-emotional literacy

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Age of Learning Inc.
    • Age of Learning Inc. - Overview
    • Age of Learning Inc. - Product / Service
    • Age of Learning Inc. - Key offerings
    • SWOT
  • 15.5 Blooket LLC
    • Blooket LLC - Overview
    • Blooket LLC - Product / Service
    • Blooket LLC - Key offerings
    • SWOT
  • 15.6 BrainPOP
    • BrainPOP - Overview
    • BrainPOP - Product / Service
    • BrainPOP - Key offerings
    • SWOT
  • 15.7 Cambium Intermediate Holdings
    • Cambium Intermediate Holdings - Overview
    • Cambium Intermediate Holdings - Product / Service
    • Cambium Intermediate Holdings - Key offerings
    • SWOT
  • 15.8 Eduten Oy
    • Eduten Oy - Overview
    • Eduten Oy - Product / Service
    • Eduten Oy - Key offerings
    • SWOT
  • 15.9 Filament Games
    • Filament Games - Overview
    • Filament Games - Product / Service
    • Filament Games - Key offerings
    • SWOT
  • 15.10 Houghton Mifflin Harcourt Co.
    • Houghton Mifflin Harcourt Co. - Overview
    • Houghton Mifflin Harcourt Co. - Product / Service
    • Houghton Mifflin Harcourt Co. - Key offerings
    • SWOT
  • 15.11 Kahoot
    • Kahoot - Overview
    • Kahoot - Product / Service
    • Kahoot - Key offerings
    • SWOT
  • 15.12 Legends of Learning Inc.
    • Legends of Learning Inc. - Overview
    • Legends of Learning Inc. - Product / Service
    • Legends of Learning Inc. - Key offerings
    • SWOT
  • 15.13 Microsoft Corp.
    • Microsoft Corp. - Overview
    • Microsoft Corp. - Business segments
    • Microsoft Corp. - Key news
    • Microsoft Corp. - Key offerings
    • Microsoft Corp. - Segment focus
    • SWOT
  • 15.14 Neuron Fuel Inc.
    • Neuron Fuel Inc. - Overview
    • Neuron Fuel Inc. - Product / Service
    • Neuron Fuel Inc. - Key offerings
    • SWOT
  • 15.15 Prodigy Education
    • Prodigy Education - Overview
    • Prodigy Education - Product / Service
    • Prodigy Education - Key offerings
    • SWOT
  • 15.16 Roblox Corp.
    • Roblox Corp. - Overview
    • Roblox Corp. - Product / Service
    • Roblox Corp. - Key offerings
    • SWOT
  • 15.17 Stride Inc.
    • Stride Inc. - Overview
    • Stride Inc. - Business segments
    • Stride Inc. - Key offerings
    • Stride Inc. - Segment focus
    • SWOT
  • 15.18 TinyTap Ltd
    • TinyTap Ltd - Overview
    • TinyTap Ltd - Product / Service
    • TinyTap Ltd - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations