市场调查报告书
商品编码
1466796
基于游戏的学习市场:按游戏类型、部署和最终用户划分 - 2024-2030 年全球预测Game-Based Learning Market by Game Type (AI-Based Games, AR & VR Games, Assessment & Evaluation Games), Deployment (On-Cloud, On-Premise), End-User - Global Forecast 2024-2030 |
※ 本网页内容可能与最新版本有所差异。详细情况请与我们联繫。
预计2023年游戏学习市场规模为96.8亿美元,预计2024年将达到118.1亿美元,2030年将达到383.1亿美元,复合年增长率为21.70%。
以游戏为基础的学习有助于提升学习者的创造力、批判性思考和解决问题的能力。基于游戏的学习模型让教师和企业培训师可以针对特定活动来帮助学习者理解概念的实际应用。对先进技术学习和现代优质教育方法日益增长的需求正在推动市场成长。企业部门对与新技术相关的企业培训和技能开拓的基于游戏的学习的需求不断增长,正在推动市场成长。此外,人工智慧和虚拟实境等新兴市场正在对市场开拓产生积极影响,同时加强和改善学习的数位基础设施。然而,缺乏基于游戏的学习方法、课堂设置问题、有限的IT基础设施可用性以及未能实施基于游戏的学习正在阻碍市场的成长。扩增实境的实施以及基于语言的学习的需求和采用等技术进步预计将创造市场机会。
主要市场统计 | |
---|---|
基准年[2023] | 96.8亿美元 |
预测年份 [2024] | 118.1亿美元 |
预测年份 [2030] | 383.1亿美元 |
复合年增长率(%) | 21.70% |
游戏类型将 AR 和 VR 整合到基于游戏的学习中,提供身临其境型的体验并保持学习者的参与度
在快速发展的教育领域,基于游戏的学习(GBL)已成为一种关键工具,它利用不同类型游戏的力量来促进个人化和身临其境型学习体验。基于人工智慧的游戏处于这方面的最前沿,它利用人工智慧透过自适应调整任务以匹配学习者的技能水平来找出薄弱环节。扩增实境(AR) 和虚拟实境 (VR) 游戏超越了传统学习,为医学和工程领域的动手实践体验创造了生动、身临其境的环境。另一方面,评估游戏透过提供即时回馈、保持学习者兴趣并准确衡量表现的互动游戏彻底改变了评估过程。语言学习游戏利用互动故事和挑战来促进语言习得,使这个过程既具有教育意义又引人入胜。此外,基于位置的游戏利用 GPS 技术鼓励现实世界的探索,将体育活动和学习融为一体,丰富地理和历史教育。此外,基于培训、知识和技能的游戏提供了一个虚拟平台,可以在无风险的环境中学习和应用新技能,使它们成为专业人士和职业发展人员的宝贵资源。这些不同类型的游戏构成了基于游戏的学习的基石,为数位时代的教育提供了动态且有效的方法。
利用云端和本地实现部署弹性和成本效率
在基于游戏的学习的动态领域中,选择最佳部署策略对于确保学习体验的可访问性、可扩展性和有效性起着至关重要的作用。主要的部署模式(云端和本地)各自具有独特的优势,可以满足教育机构和企业培训计画的不同需求。云端基础的部署具有可透过网路存取的远端伺服器託管功能,为学习者提供了无与伦比的弹性,无论他们身在何处都可以学习材料。该模型具有扩充性和成本效益,具有按计量型的收费系统和自动更新功能,可最大限度地减少营运成本和停机时间。相反,在本机伺服器上本地託管学习软体可以让您完全控制您的学习生态系统。此方法提供强大的资料安全性,透过减少延迟来提高效能,并确保无缝的使用者体验。
区域洞察
美洲拥有高度发展的基础设施,可以向最终用户普及基于游戏的学习。美洲地区技术先进,对跨产业创新流程及人工智慧、云端、5G、边缘储存等颠覆性技术认知度较高。美国是采用基于游戏的学习解决方案最成熟的市场,该国大多数高等教育机构都将基于游戏的学习引入其教育过程,并且大学计划升级其现有的学习系统。在亚太地区,5G基础建设力度不断加大,这是市场成长的驱动力。预计该地区的市场在预测期内将大幅增长,因为亚太地区包括中国和印度等国家,这些国家拥有世界上学生人数最多的教育系统,这是该地区的主要驱动因素。欧洲、中东和非洲地区正在透过 5G 和人工智慧等各种技术利用数位教育,透过游戏化开发创新的教育方法。在欧洲,公共和私营部门正在透过欧洲游戏学习会议等平台合作,帮助欧洲各地的相关人员共用利用数位科技改善教育的想法。
FPNV定位矩阵
FPNV定位矩阵对于评估基于游戏的学习市场至关重要。我们检视与业务策略和产品满意度相关的关键指标,以对供应商进行全面评估。这种深入的分析使用户能够根据自己的要求做出明智的决策。根据评估,供应商被分为四个成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市场占有率分析
市场占有率分析是一种综合工具,可以对基于游戏的学习市场中供应商的现状进行深入而深入的研究。全面比较和分析供应商在整体收益、基本客群和其他关键指标方面的贡献,以便更好地了解公司的绩效及其在争夺市场占有率时面临的挑战。此外,该分析还提供了对该行业竞争特征的宝贵见解,包括在研究基准年观察到的累积、分散主导地位和合併特征等因素。这种详细程度的提高使供应商能够做出更明智的决策并制定有效的策略,从而在市场上获得竞争优势。
1. 市场渗透率:提供有关主要企业所服务的市场的全面资讯。
2. 市场开拓:我们深入研究利润丰厚的新兴市场,并分析其在成熟细分市场的渗透率。
3. 市场多元化:提供有关新产品发布、开拓地区、最新发展和投资的详细资讯。
4. 竞争评估和情报:对主要企业的市场占有率、策略、产品、认证、监管状况、专利状况和製造能力进行全面评估。
5. 产品开发与创新:提供对未来技术、研发活动和突破性产品开发的见解。
1.游戏学习市场的市场规模与预测是多少?
2.在基于游戏的学习市场的预测期内,有哪些产品、细分市场、应用程式和领域需要考虑投资?
3. 游戏学习市场的技术趋势和法规结构是什么?
4. 游戏学习市场主要厂商的市场占有率是多少?
5. 进入游戏学习市场的合适型态和策略手段是什么?
[199 Pages Report] The Game-Based Learning Market size was estimated at USD 9.68 billion in 2023 and expected to reach USD 11.81 billion in 2024, at a CAGR 21.70% to reach USD 38.31 billion by 2030.
Game-based learning helps to improve learners' creativity, critical thinking, and problem-solving skills. The game-based learning model allows teachers and corporate trainers to target specific activities that benefit learners in the understanding of the real-world application of concepts. The growing need for technologically advanced learning and a modern approach to high-quality education drive market growth. The rising demand for game-based learning in the corporate sector for corporate training and skill development related to new technologies is propelling market growth. In addition, immersing technologies such as artificial intelligence and virtual reality, along with enhanced and improved digital infrastructure for learning, have positively impacted market development. However, lack of action in game-based learning approaches, classroom setting issues, limited IT infrastructure availability, and failure to implement game-based learning hamper market growth. Technological advancements such as the implementation of augmented reality and the increasing need and adoption of language-based learning are expected to create a market opportunity.
KEY MARKET STATISTICS | |
---|---|
Base Year [2023] | USD 9.68 billion |
Estimated Year [2024] | USD 11.81 billion |
Forecast Year [2030] | USD 38.31 billion |
CAGR (%) | 21.70% |
Game Type: Integration of AR and VR in game-based learning, offering immersive experience and maintaining learner engagement
In a rapidly evolving educational landscape, game-based learning (GBL) has emerged as a pivotal tool, harnessing the power of various game types to foster personalized and immersive learning experiences. AI-based games stand at the forefront, utilizing artificial intelligence to adaptively calibrate challenges to each learner's skill level, thus pinpointing and bolstering areas of weakness. Augmented reality (AR) and virtual reality (VR) games transcend traditional learning boundaries by creating vivid, immersive environments for practical, hands-on experience in medicine and engineering. Meanwhile, assessment & evaluation games revolutionize the assessment process through interactive gameplay that offers immediate feedback, maintains learner engagement, and accurately measures competencies. Language learning games leverage interactive narratives and challenges to enhance language acquisition, making the process educational and engaging. Furthermore, location-based games integrate physical activity with learning by tapping into GPS technologies, encouraging real-world exploration that enriches geographical and historical education. In addition, training, knowledge & skill-based games offer a virtual platform for acquiring and applying new skills in a risk-free setting, making them an invaluable resource for professional and vocational development. These varied game types form the cornerstone of game-based learning, offering a dynamic and effective approach to education in the digital age.
Deployment: Utilization of on-cloud & on-premise learning due to their flexibility and cost-efficiency
In the dynamic field of game-based learning, selecting an optimal deployment strategy plays a pivotal role in ensuring accessibility, scalability, and efficacy of the learning experience. The primary deployment models, namely on-cloud and on-premise, each present distinct advantages tailored to meet the diverse needs of educational bodies and corporate training schemes. Cloud-based deployment, characterized by remote server hosting accessible via the internet, offers unparalleled flexibility, allowing learners to engage with material regardless of location. This model is scalable and cost-efficient, with a pay-as-you-go pricing structure and automatic updates minimizing operational costs and downtime. Conversely, on-premise deployment, which involves hosting the learning software on local servers, grants organizations absolute control over their learning ecosystem. This method provides robust data security and enhanced performance through reduced latency, ensuring a seamless user experience.
Regional Insights
Americas has a highly developed infrastructure for game-based learning adoption across end users. The Americas region is technologically progressive, with high awareness of innovation processes across industries and disruptive technologies, such as AI, cloud, 5G, and edge storage. The U.S. is the most mature market in terms of game-based learning solution' adoption as most of the higher education institutions in the country have implemented game-based learning for educational processes, and universities are expected to plan upgrades of the existing learning systems. The increasing number of 5G infrastructure development initiatives in the APAC region drives the market growth. The market in the APAC region is expected to surge in the forecast period as it includes countries such as China and India, with the largest education systems in the world in terms of the significant number of students, which is the main driving factor in the region. EMEA region is utilizing digital education through various technologies such as 5G and AI to develop innovative teaching approaches through gamification. The public and private sector is collaborating in the European region through platforms such as the 'European Conference on Game-Based Learning' to assist educators across Europe in sharing ideas to improve education using digital technology.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Game-Based Learning Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Game-Based Learning Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Game-Based Learning Market, highlighting leading vendors and their innovative profiles. These include Animated Technologies Ltd., Archy Learning, Batia Infotech, Blooket LLC, BrainPOP, BreakAway Games, Breakout Inc., Centrical, Classcraft Studios Inc., Cognitive ToyBox, Inc., Discovery Kids by Discovery Communications, LLC, Duolingo, Inc., EdApp by SafetyCulture, Esus e-Learning, Flocabulary, Gamelearn S.L., Gametize, Gimkit, GoSkills Ltd., Harbinger Systems Private Limited, Hoopla, Hornbill FX Private Limited, Hurix Systems Pvt. Ltd., Kahoot! ASA, Kuato Studios, Layup by Creative eLearning Pvt. Ltd., Lumos Labs, Inc., Microsoft Corporation, Prodigy Education Inc., Quizlet, Inc., QuoDeck Technologies PLC, Schell Games, SimuLearn, Smart Lumies, Inc., Spin Master Ltd., Stratbeans Consulting Pvt. Ltd., SweetRush Inc., The Game Agency, LLC, ThreatGEN, and Tophatmonocle Corp..
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the Game-Based Learning Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Game-Based Learning Market?
3. What are the technology trends and regulatory frameworks in the Game-Based Learning Market?
4. What is the market share of the leading vendors in the Game-Based Learning Market?
5. Which modes and strategic moves are suitable for entering the Game-Based Learning Market?