封面
市场调查报告书
商品编码
1600870

基于游戏的学习市场:按游戏类型、部署和最终用户划分 - 2025-2030 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 2025-2030

出版日期: | 出版商: 360iResearch | 英文 183 Pages | 商品交期: 最快1-2个工作天内

价格

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2023年基于游戏的学习市场规模预计为96.8亿美元,预计到2024年将达到118.1亿美元,复合年增长率为21.70%,到2030年将达到383.1亿美元。

游戏化学习是一种将游戏元素和原理融入学习环境中,以提高学习动机和学习成果的教育方法。这种方法包括数位和非数位游戏,可满足从 K-12 到高等教育、企业培训和医疗保健的各种教育需求。主要需求源自于对互动式和个人化学习体验不断增长的需求,这可以提高学习者的参与度和保留率。应用涵盖教育、企业培训、医疗保健和军事训练等不同领域,每个领域都需要客製化解决方案来实现特定的学习目标。

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%

由于技术进步、行动装置的普及以及对技能和能力发展的日益重视,基于游戏的学习市场预计将显着增长。影响成长的关键因素包括人工智慧、增强智慧和自我调整学习技术的整合,以创造沉浸式和身临其境型的学习体验。此外,COVID-19 的爆发凸显了远距学习解决方案的重要性,并加速了该领域的创新和采用。扩大内容库以涵盖更广泛的科目和能力,制定与现有教育平台无缝整合的互通性标准,并开发强大的分析工具来衡量潜在的机会。

然而,高昂的开发成本、传统教学方法变革的阻力以及对资料隐私和安全的担忧等挑战可能会阻碍市场成长。克服这些挑战需要建立经济高效、扩充性的解决方案,优先保护用户资料,并为教育工作者提供有效部署基于游戏的学习工具的工具。

开拓创新领域的时机已经成熟,包括开发基于人工智慧的个人化学习路径、软性技能培训的游戏化以及在体验式学习场景中使用虚拟和扩增实境。这些创新不仅解决了当前的教育差距,还提供了可扩展的解决方案,可以改变全球的学习环境。了解这些市场动态可以为希望在不断变化的教育需求和技术力中取得成功的市场相关人员提供有关策略性投资和产品开发的宝贵见解。

市场动态:揭示快速发展的基于游戏的学习市场的关键市场洞察

基于游戏的学习市场正在因供需的动态互动而转变。透过了解这些不断变化的市场动态,公司可以准备好做出明智的投资决策、完善策略决策并抓住新的商机。全面了解这些趋势可以帮助企业降低政治、地理、技术、社会和经济领域的风险,同时也能帮助消费行为及其对製造业的影响。

  • 市场驱动因素
    • 透过现代互动方式提高优质教育的需求
    • 开发数位学习基础设施
    • 扩大以游戏为基础的学习在商业培训和发展中的使用
  • 市场限制因素
    • 在实施基于游戏的学习时缺乏IT基础设施和培训师缺乏理解
  • 市场机会
    • AR、VR 和 AI 在教育游戏化中的日益融合
    • 在语言学习中采用基于游戏的学习
  • 市场挑战
    • 创建符合学习目标和课程的适当游戏设计的潜在障碍

波特的五力:驾驭以游戏为基础的学习市场的策略工具

波特的五力框架是了解以游戏为基础的学习市场竞争格局的重要工具。波特的五力框架为评估公司的竞争地位和探索策略机会提供了清晰的方法。该框架可帮助公司评估市场动态并确定新业务的盈利。这些见解使公司能够利用自己的优势,解决弱点并避免潜在的挑战,从而确保更强大的市场地位。

PESTLE分析:了解基于游戏的学习市场的外部影响

外部宏观环境因素在塑造游戏学习市场的绩效动态方面发挥着至关重要的作用。对政治、经济、社会、技术、法律和环境因素的分析提供了应对这些影响所需的资讯。透过调查 PESTLE 因素,公司可以更了解潜在的风险和机会。这种分析可以帮助公司预测法规、消费者偏好和经济趋势的变化,并帮助他们做出积极主动的决策。

市场占有率分析 了解游戏学习市场的竞争格局

基于游戏的学习市场的详细市场占有率分析可以对供应商的绩效进行全面评估。公司可以透过比较收益、客户群和成长率等关键指标来揭示其竞争地位。该分析揭示了市场集中、分散和整合的趋势,为供应商提供了製定策略决策所需的洞察力,使他们能够在日益激烈的竞争中占有一席之地。

FPNV定位矩阵游戏学习市场供应商绩效评估

FPNV 定位矩阵是评估以游戏为基础的学习市场供应商的重要工具。此矩阵允许业务组织根据商务策略和产品满意度评估供应商,从而做出与其目标相符的明智决策。四个象限清楚且准确地划分供应商,帮助使用者辨识最能满足其策略目标的合作伙伴和解决方案。

本报告提供了涵盖关键重点领域的全面市场分析:

1. 市场渗透率:对当前市场环境的详细回顾,包括行业主要企业的大量资料。

2. 市场开拓:辨识新兴市场的成长机会,评估现有领域的扩张潜力,并提供未来成长的策略蓝图。

3. 市场多元化:分析近期产品发布、开拓地区、关键产业进展、塑造市场的策略投资。

4. 竞争评估与情报:彻底分析竞争格局,检验市场占有率、业务策略、产品系列、认证、监管核准、专利趋势、主要企业的技术进步等。

5. 产品开发与创新:重点在于有望推动未来市场成长的最尖端科技、研发活动和产品创新。

我们也回答重要问题,以帮助相关人员做出明智的决策:

1.目前的市场规模和未来的成长预测是多少?

2. 哪些产品、区隔市场和地区提供最佳投资机会?

3.塑造市场的主要技术趋势和监管影响是什么?

4.主要厂商的市场占有率和竞争地位如何?

5. 推动供应商市场进入和退出策略的收益来源和策略机会是什么?

目录

第一章 前言

第二章调查方法

第三章执行摘要

第四章市场概况

第五章市场洞察

  • 市场动态
    • 促进因素
      • 透过现代互动方式提高优质教育的需求
      • 提高学习数位基础设施的可用性
      • 更多地使用基于游戏的学习来进行商业部门的培训和技能发展
    • 抑制因素
      • IT基础设施基础设施的可用性有限,培训师对实施基于游戏的学习缺乏了解
    • 机会
      • AR、VR 和 AI 在教育游戏化中的日益融合
      • 在语言学习中采用基于游戏的学习
    • 任务
      • 创建符合学习目标和课程的适当游戏设计的潜在障碍
  • 市场区隔分析
    • 游戏类型:将 AR 和 VR 整合到基于游戏的学习中,提供身临其境的体验并保持学习者的参与。
    • 部署:利用云端和本地学习实现灵活性和成本效率
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社群
    • 技术的
    • 合法地
    • 环境
  • 客户客製化

第六章按游戏类型分類的基于游戏的学习市场

  • 基于人工智慧的游戏
  • AR 和 VR 游戏
  • 评级游戏
  • 语言学习游戏
  • 位置资讯游戏
  • 训练、知识和技能游戏

第七章基于游戏的学习市场:按部署

  • 在云端
  • 本地

第八章基于游戏的学习市场:按最终用户划分

  • 消费者
  • 教育
  • 公司
    • BFSI
    • 消费品/零售
    • 医疗保健和生命科学
    • 製造业
  • 政府

第九章美洲游戏学习市场

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

第十章亚太游戏学习市场

  • 澳洲
  • 中国
  • 印度
  • 印尼
  • 日本
  • 马来西亚
  • 菲律宾
  • 新加坡
  • 韩国
  • 台湾
  • 泰国
  • 越南

第十一章 欧洲、中东和非洲的游戏学习市场

  • 丹麦
  • 埃及
  • 芬兰
  • 法国
  • 德国
  • 以色列
  • 义大利
  • 荷兰
  • 奈及利亚
  • 挪威
  • 波兰
  • 卡达
  • 俄罗斯
  • 沙乌地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公国
  • 英国

第十二章竞争格局

  • 2023 年市场占有率分析
  • FPNV 定位矩阵,2023
  • 竞争情境分析
    • Imarticus Learning 收购了 Heromindmine。
    • 微软计划像苹果和谷歌一样推出自己的手机游戏商店。
    • Spin Master 引领潮流的 2023 年趣味游戏组合重新构想了日常游戏。
    • Duolingo 为印度儿童推出旗舰英语学习产品。
    • Prodigy Education 将在 SXSW EDU主导一个基于数位游戏学习的思想领导小组。
    • 教育科技Start-UpsUpsurge 从 JCBL India 筹集了种子前资金。
    • Imarticus Learning 推出了 Startonboard 来简化员工入职流程。
    • 印度游戏储蓄应用程式 Fello 融资 400 万美元。
    • 美国科技公司 Pi Square Technologies 在海德拉巴开设了 Hornbill Studios,提供全球动画和视觉特效服务。
    • Spin Master 透过收购 Nordlight 扩展其数位游戏生态系统。
    • Duolingo 在 Jackbox 游戏中加入品牌问题以促进语言学习。
    • Spin Master 与索尼 PlayStation 签署多年游戏授权协议。
    • Breakout EDU获得ESSA认证。
    • AWS 推出基于游戏的课程来教授云端技能。
    • Imarticus 收购基于游戏的学习平台 Stratonboard。

公司名单

  • Breakout Inc.
  • Schell Games
  • Layup by Creative eLearning Pvt. Ltd.
  • Blooket LLC
  • ThreatGEN
  • Gametize
  • Hornbill FX Private Limited
  • Classcraft Studios Inc.
  • Harbinger Systems Private Limited
  • GoSkills Ltd.
  • Centrical
  • Lumos Labs, Inc.
  • Animated Technologies Ltd.
  • QuoDeck Technologies PLC
  • EdApp by SafetyCulture
  • Smart Lumies, Inc.
  • Prodigy Education Inc.
  • Gamelearn SL
  • Kahoot!ASA
  • BrainPOP
  • SimuLearn
  • Esus e-Learning
  • Flocabulary
  • Duolingo, Inc.
  • Hoopla
  • Batia Infotech
  • Stratbeans Consulting Pvt. Ltd.
  • The Game Agency, LLC
  • Archy Learning
  • Microsoft Corporation
  • BreakAway Games
  • SweetRush Inc.
  • Kuato Studios
  • Spin Master Ltd.
  • Cognitive ToyBox, Inc.
  • Hurix Systems Pvt. Ltd.
  • Quizlet, Inc.
  • Discovery Kids by Discovery Communications, LLC
  • Tophatmonocle Corp.
  • Gimkit
Product Code: MRR-3A2E844FCCBC

The Game-Based Learning Market was valued at USD 9.68 billion in 2023, expected to reach USD 11.81 billion in 2024, and is projected to grow at a CAGR of 21.70%, to USD 38.31 billion by 2030.

Game-based learning is an educational approach that incorporates gaming elements and principles into learning environments to enhance engagement, motivation, and learning outcomes. This method, which includes digital and non-digital games, supports various educational needs ranging from K-12 schools and higher education to corporate training and healthcare. The primary necessity stems from the growing demand for interactive and personalized learning experiences which can potentially lead to improved learner engagement and retention. Applications extend across diverse sectors such as education, corporate training, healthcare, and military training, each requiring tailored solutions to accommodate specific learning objectives.

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%

The game-based learning market is poised for significant growth driven by technological advancements, widespread adoption of mobile devices, and increased emphasis on skills and competency development. Key influencing growth factors include the integration of artificial intelligence, augmented reality, and adaptive learning technologies that create immersive and customized learning experiences. Moreover, the COVID-19 pandemic underscored the importance of remote learning solutions, accelerating innovation and adoption in this field. Potential opportunities exist in expanding content libraries to cover a wider range of subjects and competencies, developing interoperability standards for seamless integration with existing educational platforms, and creating robust analytics tools to measure learning efficacy.

However, challenges such as high development costs, resistance to change from traditional teaching methods, and concerns around data privacy and security can hinder market growth. Navigating these challenges requires businesses to focus on creating cost-effective, scalable solutions that prioritize user data protection and training for educators in effectively deploying game-based learning tools.

Innovation areas ripe for exploration include the development of AI-driven personalized learning pathways, gamification of soft skill training, and the use of virtual and augmented reality for experiential learning scenarios. These innovations not only address current educational gaps but also provide scalable solutions that can transform learning environments globally. Understanding these dynamics can provide valuable insights into strategic investments and product development for market players who aim to thrive amidst evolving educational needs and technological capabilities.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Game-Based Learning Market

The Game-Based Learning Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rising demand for quality education with a modern and interactive approach
    • Improved availability of digital infrastructure for learning
    • Growing usage of game-based learning in the commercial sector for training & skill development
  • Market Restraints
    • Limited availability of IT infrastructure and lack of understanding among trainers in implementing game-based learning
  • Market Opportunities
    • Growing integration of AR, VR, and AI in educational gamification
    • Adoption of game-based learning for language learning
  • Market Challenges
    • Potential barriers in creating suitable game designs that meet the learning objectives and curriculum

Porter's Five Forces: A Strategic Tool for Navigating the Game-Based Learning Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Game-Based Learning Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Game-Based Learning Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Game-Based Learning Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Game-Based Learning Market

A detailed market share analysis in the Game-Based Learning Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Game-Based Learning Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Game-Based Learning Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

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 Breakout Inc., Schell Games, Layup by Creative eLearning Pvt. Ltd., Blooket LLC, ThreatGEN, Gametize, Hornbill FX Private Limited, Classcraft Studios Inc., Harbinger Systems Private Limited, GoSkills Ltd., Centrical, Lumos Labs, Inc., Animated Technologies Ltd., QuoDeck Technologies PLC, EdApp by SafetyCulture, Smart Lumies, Inc., Prodigy Education Inc., Gamelearn S.L., Kahoot! ASA, BrainPOP, SimuLearn, Esus e-Learning, Flocabulary, Duolingo, Inc., Hoopla, Batia Infotech, Stratbeans Consulting Pvt. Ltd., The Game Agency, LLC, Archy Learning, Microsoft Corporation, BreakAway Games, SweetRush Inc., Kuato Studios, Spin Master Ltd., Cognitive ToyBox, Inc., Hurix Systems Pvt. Ltd., Quizlet, Inc., Discovery Kids by Discovery Communications, LLC, Tophatmonocle Corp., and Gimkit.

Market Segmentation & Coverage

This research report categorizes the Game-Based Learning Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Game Type, market is studied across AI-Based Games, AR & VR Games, Assessment & Evaluation Games, Language Learning Games, Location-Based Games, and Training, Knowledge & Skill-Based Games.
  • Based on Deployment, market is studied across On-Cloud and On-Premise.
  • Based on End-User, market is studied across Consumer, Education, Enterprises, and Government. The Enterprises is further studied across BFSI, Consumer Goods & Retail, Healthcare & Lifesciences, and Manufacturing.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising demand for quality education with a modern and interactive approach
      • 5.1.1.2. Improved availability of digital infrastructure for learning
      • 5.1.1.3. Growing usage of game-based learning in the commercial sector for training & skill development
    • 5.1.2. Restraints
      • 5.1.2.1. Limited availability of IT infrastructure and lack of understanding among trainers in implementing game-based learning
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing integration of AR, VR, and AI in educational gamification
      • 5.1.3.2. Adoption of game-based learning for language learning
    • 5.1.4. Challenges
      • 5.1.4.1. Potential barriers in creating suitable game designs that meet the learning objectives and curriculum
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Game Type: Integration of AR and VR in game-based learning, offering immersive experience and maintaining learner engagement
    • 5.2.2. Deployment: Utilization of on-cloud & on-premise learning due to their flexibility and cost-efficiency
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental
  • 5.5. Client Customization

6. Game-Based Learning Market, by Game Type

  • 6.1. Introduction
  • 6.2. AI-Based Games
  • 6.3. AR & VR Games
  • 6.4. Assessment & Evaluation Games
  • 6.5. Language Learning Games
  • 6.6. Location-Based Games
  • 6.7. Training, Knowledge & Skill-Based Games

7. Game-Based Learning Market, by Deployment

  • 7.1. Introduction
  • 7.2. On-Cloud
  • 7.3. On-Premise

8. Game-Based Learning Market, by End-User

  • 8.1. Introduction
  • 8.2. Consumer
  • 8.3. Education
  • 8.4. Enterprises
    • 8.4.1. BFSI
    • 8.4.2. Consumer Goods & Retail
    • 8.4.3. Healthcare & Lifesciences
    • 8.4.4. Manufacturing
  • 8.5. Government

9. Americas Game-Based Learning Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Game-Based Learning Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Game-Based Learning Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Imarticus Learning Acquires Heromindmine.
    • 12.3.2. Microsoft Plans to Create Its Own Mobile Games Store Like Apple and Google.
    • 12.3.3. Spin Master's Trendsetting 2023 Portfolio of Fun and Games Reimagines Everyday Play.
    • 12.3.4. Duolingo Launches Its Flagship English Learning Product For Indian Kids.
    • 12.3.5. Prodigy Education to Lead Thought Leadership Panel on Digital Game-Based Learning At SXSW EDU.
    • 12.3.6. Edtech Start-Up Upsurge Raises Pre-Seed Funding From JCBL India.
    • 12.3.7. Imarticus Learning Launches Startonboard to Ease Onboarding of Employees.
    • 12.3.8. India's Game-Based Savings App Fello Nets USD 4 Million.
    • 12.3.9. U.S. Tech Firm Pi Square Technologies Opens Hornbill Studios For Global Animation and VFX Services in Hyderabad.
    • 12.3.10. Spin Master Expands Digital Games Ecosystem with Acquisition of Nordlight.
    • 12.3.11. Duolingo Adds Branded Questions to Jackbox Games to Encourage Language Learning.
    • 12.3.12. Spin Master Strikes Multiyear Games Licensing Deal With Sony's PlayStation.
    • 12.3.13. Breakout EDU Earns ESSA Certification.
    • 12.3.14. AWS Launches Game-Based Courses to Teach Cloud Skills.
    • 12.3.15. Imarticus Has Acquired Stratonboard, A Game-Based Learning Platform.

Companies Mentioned

  • 1. Breakout Inc.
  • 2. Schell Games
  • 3. Layup by Creative eLearning Pvt. Ltd.
  • 4. Blooket LLC
  • 5. ThreatGEN
  • 6. Gametize
  • 7. Hornbill FX Private Limited
  • 8. Classcraft Studios Inc.
  • 9. Harbinger Systems Private Limited
  • 10. GoSkills Ltd.
  • 11. Centrical
  • 12. Lumos Labs, Inc.
  • 13. Animated Technologies Ltd.
  • 14. QuoDeck Technologies PLC
  • 15. EdApp by SafetyCulture
  • 16. Smart Lumies, Inc.
  • 17. Prodigy Education Inc.
  • 18. Gamelearn S.L.
  • 19. Kahoot! ASA
  • 20. BrainPOP
  • 21. SimuLearn
  • 22. Esus e-Learning
  • 23. Flocabulary
  • 24. Duolingo, Inc.
  • 25. Hoopla
  • 26. Batia Infotech
  • 27. Stratbeans Consulting Pvt. Ltd.
  • 28. The Game Agency, LLC
  • 29. Archy Learning
  • 30. Microsoft Corporation
  • 31. BreakAway Games
  • 32. SweetRush Inc.
  • 33. Kuato Studios
  • 34. Spin Master Ltd.
  • 35. Cognitive ToyBox, Inc.
  • 36. Hurix Systems Pvt. Ltd.
  • 37. Quizlet, Inc.
  • 38. Discovery Kids by Discovery Communications, LLC
  • 39. Tophatmonocle Corp.
  • 40. Gimkit

LIST OF FIGURES

  • FIGURE 1. GAME-BASED LEARNING MARKET RESEARCH PROCESS
  • FIGURE 2. GAME-BASED LEARNING MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL GAME-BASED LEARNING MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. GAME-BASED LEARNING MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. GAME-BASED LEARNING MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. GAME-BASED LEARNING MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL GAME-BASED LEARNING MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. GAME-BASED LEARNING MARKET DYNAMICS
  • TABLE 7. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY AI-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY AR & VR GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ASSESSMENT & EVALUATION GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY LANGUAGE LEARNING GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY LOCATION-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY TRAINING, KNOWLEDGE & SKILL-BASED GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ON-CLOUD, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ON-PREMISE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY CONSUMER, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY EDUCATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY BFSI, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY CONSUMER GOODS & RETAIL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY HEALTHCARE & LIFESCIENCES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY MANUFACTURING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL GAME-BASED LEARNING MARKET SIZE, BY GOVERNMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 29. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 30. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 31. AMERICAS GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 32. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 33. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 34. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 35. ARGENTINA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 36. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 38. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 39. BRAZIL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 40. CANADA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 41. CANADA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 42. CANADA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 43. CANADA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 44. MEXICO GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 45. MEXICO GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 46. MEXICO GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 47. MEXICO GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 48. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 49. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 50. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 51. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 52. UNITED STATES GAME-BASED LEARNING MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 53. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 55. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 56. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 57. ASIA-PACIFIC GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 58. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 60. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 61. AUSTRALIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 62. CHINA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. CHINA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 64. CHINA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 65. CHINA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 66. INDIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 67. INDIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 68. INDIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 69. INDIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 70. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 71. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 72. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 73. INDONESIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 74. JAPAN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. JAPAN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 76. JAPAN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 77. JAPAN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 78. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 79. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 80. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 81. MALAYSIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 82. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 83. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 84. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 85. PHILIPPINES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 86. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 87. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 88. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 89. SINGAPORE GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 90. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 92. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 93. SOUTH KOREA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 94. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 95. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 96. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 97. TAIWAN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 98. THAILAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 99. THAILAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 100. THAILAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 101. THAILAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 102. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 103. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 104. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 105. VIETNAM GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 106. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 107. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 108. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 109. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 110. EUROPE, MIDDLE EAST & AFRICA GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 111. DENMARK GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 112. DENMARK GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 113. DENMARK GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 114. DENMARK GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 115. EGYPT GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 116. EGYPT GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 117. EGYPT GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 118. EGYPT GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 119. FINLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 120. FINLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 121. FINLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 122. FINLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 123. FRANCE GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. FRANCE GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 125. FRANCE GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 126. FRANCE GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 127. GERMANY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 128. GERMANY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 129. GERMANY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 130. GERMANY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 131. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 132. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 133. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 134. ISRAEL GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 135. ITALY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 136. ITALY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 137. ITALY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 138. ITALY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 139. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 140. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 141. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 142. NETHERLANDS GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 143. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 144. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 145. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 146. NIGERIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 147. NORWAY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 148. NORWAY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 149. NORWAY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 150. NORWAY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 151. POLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 152. POLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 153. POLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 154. POLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 155. QATAR GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 156. QATAR GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 157. QATAR GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 158. QATAR GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 159. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 160. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 161. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 162. RUSSIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 163. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 164. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 165. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 166. SAUDI ARABIA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 167. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 168. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 169. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 170. SOUTH AFRICA GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 171. SPAIN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 172. SPAIN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 173. SPAIN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 174. SPAIN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 175. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 176. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 177. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 178. SWEDEN GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 179. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 180. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 181. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 182. SWITZERLAND GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 183. TURKEY GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 184. TURKEY GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 185. TURKEY GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 186. TURKEY GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 187. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 188. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 189. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 190. UNITED ARAB EMIRATES GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 191. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 192. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 193. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 194. UNITED KINGDOM GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 195. GAME-BASED LEARNING MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 196. GAME-BASED LEARNING MARKET, FPNV POSITIONING MATRIX, 2023