全球基于游戏的学习市场(按产品、部署模式、游戏类型、整合类型、应用和地区划分)- 预测至 2030 年
市场调查报告书
商品编码
1758239

全球基于游戏的学习市场(按产品、部署模式、游戏类型、整合类型、应用和地区划分)- 预测至 2030 年

Game-based Learning Market by Offering (Gamified Learning, Microlearning, Simulation Learning, LMS, Adaptive Learning, Authoring Tools), Application (K-12, Higher Education, Corporate Training, STEM, Cognitive Development) - Global Forecast to 2030

出版日期: | 出版商: MarketsandMarkets | 英文 365 Pages | 订单完成后即时交付

价格

基于游戏的学习市场规模正在迅速扩大,预计到 2025 年将达到 62.3 亿美元,到 2030 年将达到 178.2 亿美元,预测期内的复合年增长率为 23.4%。

游戏化学习市场的发展受到数位学习工具日益普及、个人化和引人入胜内容需求日益增长以及企业和学术领域应用日益增多的推动。然而,高昂的开发成本、部分地区数位基础设施的匮乏以及人们对该技术的接受度不高是主要的阻碍因素。

研究范围
调查年份 2020-2030
基准年 2024
预测期 2025-2030
对价单位 美元(十亿美元)
部分 按提供、按部署模式、按游戏类型、按整合类型、按用途、按地区
目标区域 北美、欧洲、亚太地区、中东和非洲、拉丁美洲

个人化学习与发展领域中的神经多样性和特殊需求学习领域预计将在预测期内见证基于游戏的学习市场中最快的成长。这一增长源于人们对神经多样性学习者(包括患有自闭症、注意力不足过动症和诵读困难症的学习者)的认知和接受度不断提高,以及对包容性教育解决方案的迫切需求。基于游戏的学习能够满足各种认知和学习风格的需求,并提供一个适应性强、视觉丰富且互动性强的环境,有助于提高参与度和留存率。辅助科技的进步以及政府和私人机构对包容性教育计画的持续投入,正在推动对基于游戏的个人化干预措施的需求。

由于全球对多语言能力的需求日益增长,尤其是英语、普通话和西班牙语,基于技能和特定学科的游戏语言学习领域预计将在游戏化学习市场中占据重要市场占有率。以游戏为基础的平台提供了一个互动式身临其境型环境,透过重复、讲故事和情境游戏来强化词彙、发音和文法技能。这些工具在保持学习者参与和积极性方面尤其有效,并且适用于从儿童到成人的广泛受众。行动语言学习应用程式的日益普及,加上跨境交流需求的日益增长以及人工智慧在个人化学习路径中的应用,进一步巩固了这一领域的市场地位。

预计北美将占据基于游戏的学习市场的最大份额,这得益于教育机构和企业环境中数位学习工具的广泛整合、强大的技术基础设施以及政府和私营部门对学习方法创新的大力支持。该地区还受益于较高的数位素养和对新兴教育技术的早期采用。另一方面,预计亚太地区将在预测期内实现最快的增长,这得益于学生人数的快速增长、教育技术投资的不断增加、互联网和智慧型手机普及率的不断提高,以及新兴经济体对可扩展且引人入胜的基于技能的学习解决方案的需求不断增长。

本报告研究了全球基于游戏的学习市场,并透过产品、部署模式、游戏类型、整合类型、应用、区域趋势和公司简介对市场进行了详细分析。

目录

第一章 引言

第二章调查方法

第三章执行摘要

第四章重要考察

第五章市场概况及产业趋势

  • 介绍
  • 市场动态
  • 2025年美国关税对游戏化学习市场的影响
  • 游戏化学习的演变
  • 供应链分析
  • 生成式人工智慧对基于游戏的学习的影响
  • 生态系分析
  • 投资金筹措场景
  • 案例研究分析
  • 技术分析
  • 监管状况
  • 专利分析
  • 定价分析
  • 2025-2026 年重要会议与活动
  • 波特五力分析
  • 影响客户业务的趋势/中断
  • 主要相关人员和采购标准

第六章 以游戏为基础的学习市场(依产品分类)

  • 介绍
  • 软体
  • 服务

第七章基于游戏的学习市场(按部署模式)

  • 介绍
  • 本地

第 8 章 基于游戏的学习市场(按游戏类型)

  • 介绍
  • AR和VR游戏
  • 人工智慧驱动的学习游戏
  • 基于位置的教育游戏
  • 问答、逻辑和策略游戏
  • 基于技能的评估游戏
  • 语言和沟通游戏
  • 模拟和情境游戏
  • 角色扮演和叙事游戏
  • 其他的

第九章基于游戏的学习市场(按整合类型)

  • 介绍
  • 基于 Web 的部署
  • 基于行动装置的部署
  • 身临其境型硬体
  • 互动式显示介面
  • 游戏机

第 10 章基于游戏的学习市场(按应用)

  • 介绍
  • 学术教育
  • 企业和人力资源培训
  • 医疗/保健培训
  • 个别化学习与发展
  • 基于技能和特定学科的学习

第 11 章基于游戏的学习市场(按地区)

  • 介绍
  • 北美洲
    • 北美:基于游戏的学习市场驱动因素
    • 北美:宏观经济展望
    • 美国
    • 加拿大
  • 欧洲
    • 欧洲:基于游戏的学习市场的驱动力
    • 欧洲:宏观经济展望
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 其他的
  • 亚太地区
    • 亚太地区:基于游戏的学习市场驱动因素
    • 亚太地区:宏观经济展望
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲和纽西兰
    • 新加坡
    • 其他的
  • 中东和非洲
    • 中东和非洲:基于游戏的学习市场驱动因素
    • 中东与非洲:宏观经济展望
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他的
  • 拉丁美洲
    • 拉丁美洲:基于游戏的学习市场驱动因素
    • 拉丁美洲:宏观经济展望
    • 巴西
    • 墨西哥
    • 阿根廷
    • 其他的

第十二章竞争格局

  • 概述
  • 主要参与企业的策略/优势,2022-2025
  • 2020-2024年收益分析
  • 2024年市场占有率分析
  • 品牌/产品比较分析
  • 估值和财务指标
  • 公司估值矩阵:2024 年主要参与企业
  • 公司估值矩阵:Start-Ups/中小企业,2024 年
  • 竞争情境和趋势

第十三章 公司简介

  • 介绍
    • DUOLINGO
    • KAHOOT!
    • SKILLSOFT
    • STRIDE, INC.
    • FRONTIER DEVELOPMENTS
    • PEARSON
    • SPIN MASTER
    • ADOBE
    • MOJANG STUDIOS
    • EI
    • QUIZLET
    • SAFETYCULTURE
    • EXTRAMARKS
    • BI WORLDWIDE
    • AGE OF LEARNING
  • 其他公司
    • PRELOADED
    • GAME STRATEGIES
    • PRODIGY EDUCATION
    • BREAKAWAY GAMES
    • SCHELL GAMES
    • STRATBEANS LEARNING SOLUTIONS
    • SIMULEARN
    • RAPTIVITY
    • FUNDAMENTOR
    • INDUSGEEKS
    • KUATO STUDIOS
    • HORNBILL FX
    • QUODECK TECHNOLOGIES
    • GAMETIZE
    • SWEETRUSH
    • ARCHY LEARNING
    • LINGOKIDS
    • TENNEO
    • AXONIFY
    • KOGNITO
    • LITMOS
    • QUIZIZZ
    • SIMFORMER
    • CENTRICAL
    • THE GAMIFICATION COMPANY

第十四章 邻近市场及相关市场

第十五章 附录

Product Code: TC 8034

The game-based learning market is expanding rapidly, with a projected market size rising from USD 6.23 billion in 2025 to USD 17.82 billion by 2030, at a CAGR of 23.4% during the forecast period. The game-based learning market is driven by the increasing adoption of digital learning tools, rising demand for personalized and engaging content, and growing applications across corporate and academic sectors. However, high development costs, limited digital infrastructure in some regions, and resistance to technology adoption act as key restraints.

Scope of the Report
Years Considered for the Study2020-2030
Base Year2024
Forecast Period2025-2030
Units ConsideredUSD (Billion)
SegmentsOffering, Deployment Mode, Game Type, Integration Type, and Application
Regions coveredNorth America, Europe, Asia Pacific, Middle East & Africa, Latin America

"Neurodiversity & special needs learning segment to account for the fastest growth rate during the forecast period"

The neurodiversity and special needs learning segment within personalized learning and development is expected to witness the fastest growth in the game-based learning market during the forecast period. This growth is driven by the rising awareness and acceptance of neurodiverse learners, including individuals with autism, ADHD, and dyslexia, and the urgent need for inclusive education solutions. Game-based learning offers highly adaptable, visually rich, and interactive environments that cater to various cognitive and learning styles, helping improve engagement and retention. Advancements in assistive technologies and increased investments in inclusive education initiatives by governments and private institutions fuel demand for personalized, game-based interventions.

"Language learning segment of skill-based & subject-specific games to hold the largest market share during the forecast period"

The language learning segment of skill-based and subject-specific games is projected to hold a significant market share in the game-based learning market due to the growing global demand for multilingual proficiency, especially in English, Mandarin, and Spanish. Game-based platforms offer interactive and immersive environments that enhance vocabulary, pronunciation, and grammar skills through repetition, storytelling, and contextual gameplay. These tools are particularly effective in maintaining learner engagement and motivation, making them ideal for children and adults. The rising popularity of mobile-based language learning apps, combined with increased cross-border communication needs and the integration of AI for personalized learning paths, further strengthens the segment's market position.

"North America leads in market share while Asia Pacific emerges as the fastest-growing region in the game-based learning market"

North America is anticipated to hold the largest share in the game-based learning market, driven by the widespread integration of digital learning tools across educational institutions and corporate environments, robust technological infrastructure, and strong government and private sector support for innovation in learning methodologies. The region also benefits from a high level of digital literacy and early adoption of emerging educational technologies. In contrast, Asia Pacific is expected to witness the fastest growth rate during the forecast period, fueled by a rapidly growing student population, increasing investments in educational technology, expanding internet and smartphone penetration, and rising demand for scalable, engaging, and skill-based learning solutions across emerging economies.

Breakdown of Primaries

In-depth interviews were conducted with chief executive officers (CEOs), innovation and technology directors, system integrators, and executives from various key organizations operating in the game-based learning market.

  • By Company: Tier I - 30%, Tier II - 45%, and Tier III - 25%
  • By Designation: C-Level Executives - 35%, D-Level Executives -25%, and others - 40%
  • By Region: North America - 35%, Europe - 20%, Asia Pacific - 30%, Middle East & Africa - 10%, and Latin America - 5%

The report includes a study of key players offering game-based learning. It profiles major vendors in the game-based learning market. These include Duolingo (US), Kahoot! (Norway), Skillsoft Corp (US), Stride Inc. (US), Frontier Developments (US), Pearson (UK), PRELOADED (UK), Game Strategies (Spain), Prodigy Education (Canada), Spin Master (Canada), Mojang Studios (Stockholm), BreakAway Games (US), Adobe (US), Schell Games (US), Stratbeans Learning Solutions (India), SimuLearn (US), Raptivity (US), Archy Learning (Australia), EI (US), Fundamentor (India), Indusgeeks (India), Kuato Studios (UK), Lingokids (Spain), Tenneo (US), Hornbill FX (India), Axonify (Canada), Kognito (US), QuoDeck Technologies Pvt. Ltd (India), Litmos (US), Gametize (Singapore), SweetRush Inc. (US), Quizizz (US), Simformer (US), Quizlet (US), SafetyCulture (Australia), Centrical (US), Extramarks (India), The Gamification Company (India), BI WORLDWIDE (US), and Age of Learning (US).

Research Coverage

This research report categorizes the game-based learning market based on offering (software and services), deployment mode (cloud & on-premises), game type (AR & VR games, AI-driven learning games, location-based education games, quiz, logic, & strategy games, skill-based, assessment & evaluation games, language & communication games, simulation & scenario-based games, role-playing & narrative-based games, and other game types (multiplayer & collaborative learning games and wellness, mindfulness, & social emotional learning games)), integration Type (web-based deployment, mobile-based deployment, immersive hardware (AR/VR headsets, smart glasses, mixed-reality tools), interactive display interfaces (smartboards, interactive whiteboards, touchscreen kiosks), and gaming consoles), application (academic education (K-12, higher education, and others (vocational & technical education and adult & continuing education)), corporate & workforce training (BFSI, telecommunications, manufacturing, technology & software, retail & ecommerce, and others (energy & utilities and transportation & logistics)), medical & healthcare training (safety & compliance and clinical skills simulation), personalized learning & development (cognitive & emotional development, neurodiversity & special needs learning, social-emotional learning, and mindfulness, therapy & wellness games), skill-based & subject-specific learning (language learning, coding & programming, STEM & subject-specific games, and others (cultural & heritage learning and simulation & exam preparation)), and region (North America, Europe, Asia Pacific, Middle East & Africa, and Latin America).

The scope of the report covers detailed information regarding the major factors, such as drivers, restraints, challenges, and opportunities, influencing the growth of the game-based learning market. A detailed analysis of the key industry players was done to provide insights into their business overview, solutions, and services; key strategies; contracts, partnerships, agreements, new product & service launches, and mergers and acquisitions; and recent developments associated with the game-based learning market. This report also covers the competitive analysis of upcoming startups in the game-based learning market ecosystem.

Key Benefits of Buying the Report

The report would provide the market leaders/new entrants with information on the closest approximations of the revenue numbers for the overall game-based learning market and its subsegments. It would help stakeholders understand the competitive landscape and gain more insights to better position their business and plan suitable go-to-market strategies. It also helps stakeholders understand the market's pulse and provides information on key market drivers, restraints, challenges, and opportunities.

The report provides insights on the following pointers:

  • Analysis of key drivers (cognitive and psychological benefits of gamification increase its acceptance in learning environments, rising mobile technology penetration is expanding game-based learning accessibility, rising corporate focus on employee engagement and upskilling drives gbl integration in training), restraints (resistance from traditional educators and institutions slows down implementation, concerns over screen time and digital addiction affect adoption in younger demographics, difficulty in integrating GBL into existing curriculum structures acts as a deterrent), opportunities (growing demand for skill-based and experiential learning creates space for GBL expansion, Integration of AI and analytics into GBL platforms offers personalization at scale, growing use of GBL in language learning and STEM education presents niche opportunities), and challenges (balancing educational content with engaging gameplay while maintaining curriculum alignment standards, teacher training and digital competency gaps hinder effective GBL integration, limited infrastructure and internet access in rural regions hinder penetration)
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the game-based learning market
  • Market Development: Comprehensive information about lucrative markets - analysis of the game-based learning market across varied regions
  • Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the game-based learning market
  • Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players, such as Duolingo (US), Kahoot! (Norway), Skillsoft Corp (US), Stride Inc. (US), Frontier Developments (US), Pearson (UK), PRELOADED (UK), Game Strategies (Spain), Prodigy Education (Canada), Spin Master (Canada), Mojang Studios (Stockholm), BreakAway Games (US), Adobe (US), Schell Games (US), Stratbeans Learning Solutions (India), SimuLearn (US), Raptivity (US), Archy Learning (Australia), EI (US), Fundamentor (India), Indusgeeks (India), Kuato Studios (UK), Lingokids (Spain), Tenneo (US), Hornbill FX (India), Axonify (Canada), Kognito (US), QuoDeck Technologies Pvt. Ltd (India), Litmos (US), Gametize (Singapore), SweetRush Inc. (US), Quizizz (US), Simformer (US), Quizlet (US), SafetyCulture (Australia), Centrical (US), Extramarks (India), The Gamification Company (India), BI WORLDWIDE (US), and Age of Learning (US)

The report also helps stakeholders understand the pulse of the game-based learning market and provides them with information on key market drivers, restraints, challenges, and opportunities.

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION
  • 1.3 MARKET SCOPE
    • 1.3.1 MARKET SEGMENTATION AND REGIONAL SCOPE
    • 1.3.2 INCLUSIONS AND EXCLUSIONS
    • 1.3.3 YEARS CONSIDERED
    • 1.3.4 CURRENCY CONSIDERED
  • 1.4 STAKEHOLDERS
  • 1.5 SUMMARY OF CHANGES

2 RESEARCH METHODOLOGY

  • 2.1 RESEARCH DATA
    • 2.1.1 SECONDARY DATA
    • 2.1.2 PRIMARY DATA
      • 2.1.2.1 List of primary participants
      • 2.1.2.2 Breakdown of primaries
      • 2.1.2.3 Key industry insights
  • 2.2 MARKET BREAKUP AND DATA TRIANGULATION
  • 2.3 MARKET SIZE ESTIMATION
    • 2.3.1 TOP-DOWN APPROACH
    • 2.3.2 BOTTOM-UP APPROACH
  • 2.4 MARKET FORECAST
  • 2.5 RESEARCH ASSUMPTIONS
  • 2.6 RESEARCH LIMITATIONS

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN GAME-BASED LEARNING MARKET
  • 4.2 GAME-BASED LEARNING MARKET, BY SOFTWARE
  • 4.3 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE AND APPLICATION
  • 4.4 GAME-BASED LEARNING MARKET, BY REGION

5 MARKET OVERVIEW AND INDUSTRY TRENDS

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    • 5.2.1 DRIVERS
      • 5.2.1.1 Cognitive and psychological benefits of gamification to enhance learner engagement and motivation
      • 5.2.1.2 Rising mobile technology penetration to expand game-based learning accessibility
      • 5.2.1.3 Increasing corporate focus on employee engagement and upskilling
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 Resistance from traditional educators and institutions
      • 5.2.2.2 Concerns over screen time and digital addiction affect adoption in younger population
      • 5.2.2.3 Difficulty in integrating GBL into existing curriculum structures
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Growing demand for skill-based and experiential learning to create space for GBL expansion
      • 5.2.3.2 Integration of AI and analytics into GBL platforms to unlock new opportunities for personalized education
      • 5.2.3.3 Growing use of GBL in language learning and STEM education to present niche opportunities
    • 5.2.4 CHALLENGES
      • 5.2.4.1 Balancing educational content with engaging gameplay while maintaining curriculum alignment standards
      • 5.2.4.2 Teacher training and digital competency gaps to hinder effective GBL integration
      • 5.2.4.3 Limited infrastructure and internet access in rural regions to hamper GBL adoption
  • 5.3 IMPACT OF 2025 US TARIFF - GAME-BASED LEARNING MARKET
    • 5.3.1 INTRODUCTION
    • 5.3.2 KEY TARIFF RATES
    • 5.3.3 PRICE IMPACT ANALYSIS
      • 5.3.3.1 Strategic shifts and emerging trends
    • 5.3.4 IMPACT ON COUNTRY/REGION
      • 5.3.4.1 US
        • 5.3.4.1.1 Strategic shifts and key observations
      • 5.3.4.2 China
        • 5.3.4.2.1 Strategic shifts and key observations
      • 5.3.4.3 Europe
        • 5.3.4.3.1 Strategic shifts and key observations
      • 5.3.4.4 India
        • 5.3.4.4.1 Strategic shifts and key observations
    • 5.3.5 IMPACT ON END-USE INDUSTRIES
      • 5.3.5.1 Education (K-12 and Higher Education)
      • 5.3.5.2 Corporate Training & Development
      • 5.3.5.3 Defense & Security Training
      • 5.3.5.4 Healthcare Education & Training
  • 5.4 EVOLUTION OF GAME-BASED LEARNING
  • 5.5 SUPPLY CHAIN ANALYSIS
  • 5.6 IMPACT OF GENERATIVE AI ON GAME-BASED LEARNING
    • 5.6.1 TOP USE CASES & MARKET POTENTIAL
      • 5.6.1.1 Key use cases
    • 5.6.2 PERSONALIZED LEARNING PATHS
    • 5.6.3 NARRATIVE-DRIVEN ROLEPLAY AND SIMULATION
    • 5.6.4 ASSESSMENT AND FEEDBACK
    • 5.6.5 LANGUAGE LEARNING
    • 5.6.6 PUZZLE/STRATEGY GAME DESIGN
    • 5.6.7 VIRTUAL FACILITATORS/TUTORS
  • 5.7 ECOSYSTEM ANALYSIS
    • 5.7.1 GAME-BASED LEARNING MARKET, SOFTWARE TYPE
      • 5.7.1.1 Gamified Learning Platforms
      • 5.7.1.2 Microlearning Platforms
      • 5.7.1.3 Simulation-based Learning Platforms
      • 5.7.1.4 Integrated LMS Platforms
      • 5.7.1.5 Adaptive Learning Systems
      • 5.7.1.6 AI Authoring Tools & Development Platforms
  • 5.8 INVESTMENT AND FUNDING SCENARIO
  • 5.9 CASE STUDY ANALYSIS
    • 5.9.1 CASE STUDY 1: HYUNDAI IMPROVES EMPLOYEE DEVELOPMENT AND PRODUCTIVITY WITH GAME-BASED LEARNING
    • 5.9.2 CASE STUDY 2: CLIFTON PUBLIC SCHOOLS ACCELERATES MATH ENGAGEMENT AND ACHIEVEMENT WITH PRODIGY MATH GAME
    • 5.9.3 CASE STUDY 3: UNIVERSITY OF ILLINOIS ENHANCES NUTRITION EDUCATION WITH KAHOOT! AND AI
    • 5.9.4 CASE STUDY 4: MARUTI SUZUKI OPTIMIZES WORKFORCE TRAINING WITH TENNEO'S (FORMERLY G-CUBE) DIGITAL LEARNING PLATFORM
    • 5.9.5 CASE STUDY 5: LARGE HEALTHCARE CORPORATE REDUCES COSTS WITH STRATBEANS' ONLINE LEARNING PLATFORM
  • 5.10 TECHNOLOGY ANALYSIS
    • 5.10.1 KEY TECHNOLOGIES
      • 5.10.1.1 Game Engines
      • 5.10.1.2 Artificial Intelligence (AI)
      • 5.10.1.3 Learning Analytics
      • 5.10.1.4 Instructional Design Technologies
    • 5.10.2 COMPLIMENTARY TECHNOLOGIES
      • 5.10.2.1 Immersive Audio Technologies
      • 5.10.2.2 Procedural Content Generation
      • 5.10.2.3 Haptics
    • 5.10.3 ADJACENT TECHNOLOGIES
      • 5.10.3.1 Augmented Reality/Virtual Reality
      • 5.10.3.2 Cloud Computing
      • 5.10.3.3 Internet of Things (IoT)
  • 5.11 REGULATORY LANDSCAPE
    • 5.11.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • 5.11.2 KEY REGULATIONS
      • 5.11.2.1 North America
      • 5.11.2.2 Europe
      • 5.11.2.3 Asia Pacific
      • 5.11.2.4 Middle East & Africa
      • 5.11.2.5 Latin America
  • 5.12 PATENT ANALYSIS
    • 5.12.1 METHODOLOGY
    • 5.12.2 PATENTS FILED, BY DOCUMENT TYPE
    • 5.12.3 INNOVATION AND PATENT APPLICATIONS
  • 5.13 PRICING ANALYSIS
    • 5.13.1 AVERAGE SELLING PRICE OF OFFERING, BY KEY PLAYERS, 2025
    • 5.13.2 INDICATIVE PRICING ANALYSIS, BY GAME TYPE, 2025
  • 5.14 KEY CONFERENCES AND EVENTS, 2025-2026
  • 5.15 PORTER'S FIVE FORCES ANALYSIS
    • 5.15.1 THREAT OF NEW ENTRANTS
    • 5.15.2 THREAT OF SUBSTITUTES
    • 5.15.3 BARGAINING POWER OF SUPPLIERS
    • 5.15.4 BARGAINING POWER OF BUYERS
    • 5.15.5 INTENSITY OF COMPETITIVE RIVALRY
  • 5.16 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • 5.17 KEY STAKEHOLDERS AND BUYING CRITERIA
    • 5.17.1 KEY STAKEHOLDERS IN BUYING PROCESS
    • 5.17.2 BUYING CRITERIA

6 GAME-BASED LEARNING MARKET, BY OFFERING

  • 6.1 INTRODUCTION
    • 6.1.1 OFFERING: GAME-BASED LEARNING MARKET DRIVERS
  • 6.2 SOFTWARE
    • 6.2.1 GAMIFIED LEARNING PLATFORMS
      • 6.2.1.1 Driving engagement and knowledge retention with points, badges, and leaderboards
    • 6.2.2 MICROLEARNING PLATFORMS
      • 6.2.2.1 Providing quick, focused modules tailored for on-the-go and just-in-time training
    • 6.2.3 SIMULATION-BASED LEARNING PLATFORMS
      • 6.2.3.1 Enhancing skill development through risk-free, experiential learning scenarios
    • 6.2.4 INTEGRATED LMS PLATFORMS
      • 6.2.4.1 Streamlining training delivery and tracking while boosting learner engagement
    • 6.2.5 OTHER SOFTWARE
  • 6.3 SERVICES
    • 6.3.1 PROFESSIONAL SERVICES
      • 6.3.1.1 Driving tailored solutions through consulting, integration, and ongoing support
      • 6.3.1.2 Consulting services
      • 6.3.1.3 System integration & implementation
      • 6.3.1.4 Support & maintenance
    • 6.3.2 MANAGED SERVICES
      • 6.3.2.1 Ensuring platform stability, performance, and user support through outsourced management

7 GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE

  • 7.1 INTRODUCTION
    • 7.1.1 DEPLOYMENT MODE: GAME-BASED LEARNING MARKET DRIVERS
  • 7.2 ON-PREMISES
    • 7.2.1 OFFERS SECURITY, CUSTOMIZATION, AND CONTROL FOR REGULATED SECTORS AND DATA-SENSITIVE INSTITUTIONS
  • 7.3 CLOUD
    • 7.3.1 PROVIDES SCALABLE, COST-EFFECTIVE, AND ACCESSIBLE SOLUTIONS, SUPPORTING REAL-TIME UPDATES AND REMOTE LEARNING

8 GAME-BASED LEARNING MARKET, BY GAME TYPE

  • 8.1 INTRODUCTION
    • 8.1.1 GAME TYPE: GAME-BASED LEARNING MARKET DRIVERS
  • 8.2 AR & VR GAMES
    • 8.2.1 PROVIDE IMMERSIVE, EXPERIENTIAL LEARNING FOR PRACTICAL, SPATIAL, AND SCENARIO-BASED TRAINING
  • 8.3 AI-DRIVEN LEARNING GAMES
    • 8.3.1 PERSONALIZED, ADAPTIVE, AND INTERACTIVE EXPERIENCES ACROSS ACADEMIC AND CORPORATE TRAINING
  • 8.4 LOCATION-BASED EDUCATIONAL GAMES
    • 8.4.1 REAL-WORLD SETTINGS TO PROMOTE EXPERIENTIAL, MOBILE, AND INTERACTIVE LEARNING
  • 8.5 QUIZ, LOGIC, AND STRATEGY GAMES
    • 8.5.1 ENHANCE CRITICAL THINKING AND RETENTION THROUGH INTERACTIVE, GOAL-BASED CHALLENGES
  • 8.6 SKILL-BASED, ASSESSMENT & EVALUATION GAMES
    • 8.6.1 ASSESS LEARNER COMPETENCIES THROUGH INTERACTIVE, PERFORMANCE-DRIVEN TRAINING ENVIRONMENTS
  • 8.7 LANGUAGE & COMMUNICATION GAMES
    • 8.7.1 BUILD FLUENCY AND CONFIDENCE THROUGH INTERACTIVE, SPEECH- AND TEXT-BASED CHALLENGES
  • 8.8 SIMULATION & SCENARIO-BASED GAMES
    • 8.8.1 REPLICATE REAL-LIFE SCENARIOS TO DEVELOP CRITICAL THINKING AND DECISION-MAKING SKILLS
  • 8.9 ROLE-PLAYING & NARRATIVE-BASED GAMES
    • 8.9.1 USE STORYTELLING TO BUILD EMPATHY, DECISION-MAKING, AND COMMUNICATION SKILLS
  • 8.10 OTHER GAME TYPES

9 GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE

  • 9.1 INTRODUCTION
    • 9.1.1 INTEGRATION TYPE: GAME-BASED LEARNING MARKET DRIVERS
  • 9.2 WEB-BASED DEPLOYMENT
    • 9.2.1 OFFERS ACCESSIBLE, SCALABLE, AND COST-EFFECTIVE SOLUTIONS WITH BROAD PLATFORM COMPATIBILITY
  • 9.3 MOBILE-BASED DEPLOYMENT
    • 9.3.1 ENABLES FLEXIBLE, PERSONALIZED, AND ON-THE-GO LEARNING THROUGH SMARTPHONES AND TABLETS
  • 9.4 IMMERSIVE HARDWARE
    • 9.4.1 ENABLES HANDS-ON, INTERACTIVE LEARNING THROUGH AR, VR, AND MIXED REALITY TOOLS
    • 9.4.2 AR/VR HEADSETS
    • 9.4.3 SMART GLASSES
    • 9.4.4 MIXED REALITY TOOLS
  • 9.5 INTERACTIVE DISPLAY INTERFACES
    • 9.5.1 SUPPORT COLLABORATIVE, TOUCH-ENABLED LEARNING USING SMARTBOARDS, WHITEBOARDS, AND KIOSKS
    • 9.5.2 SMARTBOARDS
    • 9.5.3 INTERACTIVE WHITEBOARDS
    • 9.5.4 TOUCHSCREEN KIOSKS
  • 9.6 GAMING CONSOLES
    • 9.6.1 OFFER IMMERSIVE, STORY-DRIVEN EDUCATIONAL EXPERIENCES WITH MULTIPLAYER AND INTERACTIVE CAPABILITIES

10 GAME-BASED LEARNING MARKET, BY APPLICATION

  • 10.1 INTRODUCTION
    • 10.1.1 APPLICATION: GAME-BASED LEARNING MARKET DRIVERS
  • 10.2 ACADEMIC EDUCATION
    • 10.2.1 K-12
      • 10.2.1.1 Interactive tools, digital access, and skill-focused learning to increase GBL demand across primary and secondary education segments
    • 10.2.2 HIGHER EDUCATION
      • 10.2.2.1 Fostering real-world skill development and supporting digital-first academic strategies to boost demand for GBL
    • 10.2.3 OTHER ACADEMIC EDUCATION
  • 10.3 CORPORATE AND WORKFORCE TRAINING
    • 10.3.1 BFSI
      • 10.3.1.1 Simulation-based learning to boost performance, engagement, and adaptability in finance
    • 10.3.2 TELECOMMUNICATIONS
      • 10.3.2.1 Interactive, mobile-friendly training solutions to improve technical expertise and customer service across telecom operations
    • 10.3.3 MANUFACTURING
      • 10.3.3.1 Simulations and gamified modules to support skill development and enhance SOP compliance in modern industrial operations
    • 10.3.4 TECHNOLOGY & SOFTWARE
      • 10.3.4.1 Interactive modules and simulations to help teams master complex technologies and adapt to rapid innovation cycles
    • 10.3.5 RETAIL & E-COMMERCE
      • 10.3.5.1 Gamified training to equip staff with practical skills, driving efficiency and customer satisfaction in fast-paced retail settings
    • 10.3.6 OTHER CORPORTAE & WORKFORCE TRAINING
  • 10.4 MEDICAL & HEALTHCARE TRAINING
    • 10.4.1 SAFETY & COMPLIANCE
      • 10.4.1.1 Interactive modules to reinforce critical protocols and regulations across diverse clinical environments
    • 10.4.2 CLINICAL SKILLS SIMULATION
      • 10.4.2.1 Immersive learning environments to improve diagnosis and decision-making in clinical procedures
  • 10.5 PERSONALIZED LEARNING & DEVELOPMENT
    • 10.5.1 COGNITIVE & EMOTIONAL DEVELOPMENT
      • 10.5.1.1 Interactive games to enhance brain function and emotional regulation, offering a dynamic approach to holistic learner development
    • 10.5.2 NEURODIVERSITY & SPECIAL NEEDS LEARNING
      • 10.5.2.1 Customizable, accessible games to support cognitive, social, and emotional growth in learners with diverse developmental needs
    • 10.5.3 SOCIAL-EMOTIONAL LEARNING
      • 10.5.3.1 Interactive games to foster empathy and self-regulation, supporting emotional wellness in education and therapeutic settings
    • 10.5.4 MINDFULNESS, THERAPY & WELLNESS GAMES
      • 10.5.4.1 Gamified experiences to support stress relief and mental health through personalized, engaging, and non-invasive tools
  • 10.6 SKILL-BASED & SUBJECT-SPECIFIC LEARNING
    • 10.6.1 LANGUAGE LEARNING
      • 10.6.1.1 Gamified modules to enhance vocabulary and retention by simulating real-world communication and adapting to learner proficiency levels
    • 10.6.2 CODING & PROGRAMMING
      • 10.6.2.1 Gamified learning platforms to foster logic, creativity, and career-ready tech skills
    • 10.6.3 STEM & SUBJECT-SPECIFIC GAMES
      • 10.6.3.1 Interactive simulations and subject-based games to deepen understanding across core STEM and academic disciplines
    • 10.6.4 OTHER SKILL-BASED & SUBJECT-SPECIFIC LEARNING

11 GAME-BASED LEARNING MARKET, BY REGION

  • 11.1 INTRODUCTION
  • 11.2 NORTH AMERICA
    • 11.2.1 NORTH AMERICA: GAME-BASED LEARNING MARKET DRIVERS
    • 11.2.2 NORTH AMERICA: MACROECONOMIC OUTLOOK
    • 11.2.3 US
      • 11.2.3.1 Early adoption combined with its decentralized education system to drive market
    • 11.2.4 CANADA
      • 11.2.4.1 Proactive government stance on EdTech adoption to drive market
  • 11.3 EUROPE
    • 11.3.1 EUROPE: GAME-BASED LEARNING MARKET DRIVERS
    • 11.3.2 EUROPE: MACROECONOMIC OUTLOOK
    • 11.3.3 UK
      • 11.3.3.1 Focus on digital transformation in education and workplace upskilling to drive market
    • 11.3.4 GERMANY
      • 11.3.4.1 Driving AI-based diagnostics and ensuring GDPR-compliant NLP solutions in healthcare systems to drive market
    • 11.3.5 FRANCE
      • 11.3.5.1 National digital inclusion programs to drive market
    • 11.3.6 ITALY
      • 11.3.6.1 Integrating game-based learning in K-12 digital transformation to drive market
    • 11.3.7 SPAIN
      • 11.3.7.1 Wide use of game-based learning approaches in bilingual education to drive market
    • 11.3.8 REST OF EUROPE
  • 11.4 ASIA PACIFIC
    • 11.4.1 ASIA PACIFIC: GAME-BASED LEARNING MARKET DRIVERS
    • 11.4.2 ASIA PACIFIC: MACROECONOMIC OUTLOOK
    • 11.4.3 CHINA
      • 11.4.3.1 Large-scale digitalization plans, AI-powered platforms, and integration of game-based content to drive market
    • 11.4.4 INDIA
      • 11.4.4.1 Mobile-first solutions, curriculum reform, and widespread adoption in K-12 and skill development to boost demand
    • 11.4.5 JAPAN
      • 11.4.5.1 Curriculum-integrated digital tools, AI-enhanced simulations, and cross-sector partnerships to drive market
    • 11.4.6 SOUTH KOREA
      • 11.4.6.1 Strong infrastructure, AI research, and surge in digital learning to drive market
    • 11.4.7 AUSTRALIA & NEW ZEALAND
      • 11.4.7.1 Rising demand for indigenous learning and vocational training to boost market
    • 11.4.8 SINGAPORE
      • 11.4.8.1 Integration of GBL into national learning ecosystems through EdTech hubs, AI-powered platforms to drive market
    • 11.4.9 REST OF ASIA PACIFIC
  • 11.5 MIDDLE EAST & AFRICA
    • 11.5.1 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET DRIVERS
    • 11.5.2 MIDDLE EAST & AFRICA: MACROECONOMIC OUTLOOK
    • 11.5.3 SAUDI ARABIA
      • 11.5.3.1 Collaboration with global and local tech providers to integrate GBL into national education reforms
    • 11.5.4 UAE
      • 11.5.4.1 Smart education policies, AI integration, and collaboration with global EdTech and gaming firms to drive market
    • 11.5.5 QATAR
      • 11.5.5.1 Integration of gamified STEM and language platforms across schools and technical education institutes to drive market
    • 11.5.6 SOUTH AFRICA
      • 11.5.6.1 Expanding STEM access and supporting skill development through mobile and hybrid learning models to boost demand
    • 11.5.7 REST OF MIDDLE EAST & AFRICA
  • 11.6 LATIN AMERICA
    • 11.6.1 LATIN AMERICA: GAME-BASED LEARNING MARKET DRIVERS
    • 11.6.2 LATIN AMERICA: MACROECONOMIC OUTLOOK
    • 11.6.3 BRAZIL
      • 11.6.3.1 Government-backed pilot programs and rising EdTech funding to drive market
    • 11.6.4 MEXICO
      • 11.6.4.1 National education reform and workforce development to boost market
    • 11.6.5 ARGENTINA
      • 11.6.5.1 Adoption of interactive and gamified learning experiences in primary and secondary schools to drive market
    • 11.6.6 REST OF LATIN AMERICA

12 COMPETITIVE LANDSCAPE

  • 12.1 OVERVIEW
  • 12.2 KEY PLAYER STRATEGIES/RIGHT TO WIN, 2022-2025
  • 12.3 REVENUE ANALYSIS, 2020-2024
  • 12.4 MARKET SHARE ANALYSIS, 2024
  • 12.5 BRAND/PRODUCT COMPARATIVE ANALYSIS
    • 12.5.1 PRODUCT COMPARATIVE ANALYSIS, BY OFFERING (GAME-BASED LEARNING PLATFORM)
      • 12.5.1.1 Duolingo App (Duolingo)
      • 12.5.1.2 Kahoot! At Home (Kahoot!)
      • 12.5.1.3 Stride Learning/K12 Games (Stride Inc.)
      • 12.5.1.4 Pearson Interactive Labs/Revel/MyLab (Pearson)
      • 12.5.1.5 Quizlet Learn/Quizlet Live (Quizlet)
  • 12.6 COMPANY VALUATION AND FINANCIAL METRICS
  • 12.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024
    • 12.7.1 STARS
    • 12.7.2 EMERGING LEADERS
    • 12.7.3 PERVASIVE PLAYERS
    • 12.7.4 PARTICIPANTS
    • 12.7.5 COMPANY FOOTPRINT: KEY PLAYERS, 2024
      • 12.7.5.1 Company footprint
      • 12.7.5.2 Regional footprint
      • 12.7.5.3 Offering footprint
      • 12.7.5.4 Game type footprint
      • 12.7.5.5 Application footprint
  • 12.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024
    • 12.8.1 PROGRESSIVE COMPANIES
    • 12.8.2 RESPONSIVE COMPANIES
    • 12.8.3 DYNAMIC COMPANIES
    • 12.8.4 STARTING BLOCKS
    • 12.8.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2024
      • 12.8.5.1 Detailed list of key startups/SMEs
      • 12.8.5.2 Competitive benchmarking of key startups/SMEs
  • 12.9 COMPETITIVE SCENARIO AND TRENDS
    • 12.9.1 PRODUCT LAUNCHES AND ENHANCEMENTS
    • 12.9.2 DEALS

13 COMPANY PROFILES

  • 13.1 INTRODUCTION
    • 13.1.1 DUOLINGO
      • 13.1.1.1 Business overview
      • 13.1.1.2 Products/Solutions/Services offered
      • 13.1.1.3 Recent developments
        • 13.1.1.3.1 Product launches and enhancements
        • 13.1.1.3.2 Deals
      • 13.1.1.4 MnM view
        • 13.1.1.4.1 Key strengths
        • 13.1.1.4.2 Strategic choices
        • 13.1.1.4.3 Weaknesses and competitive threats
    • 13.1.2 KAHOOT!
      • 13.1.2.1 Business overview
      • 13.1.2.2 Products/Solutions/Services offered
      • 13.1.2.3 Recent developments
        • 13.1.2.3.1 Product launches and enhancements
        • 13.1.2.3.2 Deals
      • 13.1.2.4 MnM view
        • 13.1.2.4.1 Key strengths
        • 13.1.2.4.2 Strategic choices
        • 13.1.2.4.3 Weaknesses and competitive threats
    • 13.1.3 SKILLSOFT
      • 13.1.3.1 Business overview
      • 13.1.3.2 Products/Solutions/Services offered
      • 13.1.3.3 Recent developments
        • 13.1.3.3.1 Product launches and enhancements
        • 13.1.3.3.2 Deals
      • 13.1.3.4 MnM view
        • 13.1.3.4.1 Key strengths
        • 13.1.3.4.2 Strategic choices
        • 13.1.3.4.3 Weaknesses and competitive threats
    • 13.1.4 STRIDE, INC.
      • 13.1.4.1 Business overview
      • 13.1.4.2 Products/Solutions/Services offered
      • 13.1.4.3 Recent developments
        • 13.1.4.3.1 Product launches and enhancements
        • 13.1.4.3.2 Deals
      • 13.1.4.4 MnM view
        • 13.1.4.4.1 Key strengths
        • 13.1.4.4.2 Strategic choices
        • 13.1.4.4.3 Weaknesses and competitive threats
    • 13.1.5 FRONTIER DEVELOPMENTS
      • 13.1.5.1 Business overview
      • 13.1.5.2 Products/Solutions/Services offered
      • 13.1.5.3 MnM view
        • 13.1.5.3.1 Key strengths
        • 13.1.5.3.2 Strategic choices
        • 13.1.5.3.3 Weaknesses and competitive threats
    • 13.1.6 PEARSON
      • 13.1.6.1 Business overview
      • 13.1.6.2 Products/Solutions/Services offered
      • 13.1.6.3 Recent developments
        • 13.1.6.3.1 Product launches and enhancements
        • 13.1.6.3.2 Deals
    • 13.1.7 SPIN MASTER
      • 13.1.7.1 Business overview
      • 13.1.7.2 Products/Solutions/Services offered
      • 13.1.7.3 Recent developments
        • 13.1.7.3.1 Product launches and enhancements
        • 13.1.7.3.2 Deals
    • 13.1.8 ADOBE
      • 13.1.8.1 Business overview
      • 13.1.8.2 Products/Solutions/Services offered
      • 13.1.8.3 Recent developments
        • 13.1.8.3.1 Product launches and enhancements
        • 13.1.8.3.2 Deals
    • 13.1.9 MOJANG STUDIOS
    • 13.1.10 EI
    • 13.1.11 QUIZLET
    • 13.1.12 SAFETYCULTURE
    • 13.1.13 EXTRAMARKS
    • 13.1.14 BI WORLDWIDE
    • 13.1.15 AGE OF LEARNING
  • 13.2 OTHER PLAYERS
    • 13.2.1 PRELOADED
    • 13.2.2 GAME STRATEGIES
    • 13.2.3 PRODIGY EDUCATION
    • 13.2.4 BREAKAWAY GAMES
    • 13.2.5 SCHELL GAMES
    • 13.2.6 STRATBEANS LEARNING SOLUTIONS
    • 13.2.7 SIMULEARN
    • 13.2.8 RAPTIVITY
    • 13.2.9 FUNDAMENTOR
    • 13.2.10 INDUSGEEKS
    • 13.2.11 KUATO STUDIOS
    • 13.2.12 HORNBILL FX
    • 13.2.13 QUODECK TECHNOLOGIES
    • 13.2.14 GAMETIZE
    • 13.2.15 SWEETRUSH
    • 13.2.16 ARCHY LEARNING
    • 13.2.17 LINGOKIDS
    • 13.2.18 TENNEO
    • 13.2.19 AXONIFY
    • 13.2.20 KOGNITO
    • 13.2.21 LITMOS
    • 13.2.22 QUIZIZZ
    • 13.2.23 SIMFORMER
    • 13.2.24 CENTRICAL
    • 13.2.25 THE GAMIFICATION COMPANY

14 ADJACENT AND RELATED MARKETS

  • 14.1 INTRODUCTION
  • 14.2 SMART LEARNING MARKET - GLOBAL FORECAST TO 2029
    • 14.2.1 MARKET DEFINITION
    • 14.2.2 MARKET OVERVIEW
      • 14.2.2.1 Smart Learning Market, By Offering
      • 14.2.2.2 Smart Learning Market, By Learning Type
      • 14.2.2.3 Smart Learning Market, By End User
      • 14.2.2.4 Smart Learning Market, By Region
  • 14.3 EDTECH AND SMART CLASSROOMS MARKET- GLOBAL FORECAST TO 2027
    • 14.3.1 MARKET DEFINITION
    • 14.3.2 MARKET OVERVIEW
      • 14.3.2.1 EdTech and Smart Classrooms Market, by Hardware
      • 14.3.2.2 EdTech and Smart Classrooms Market, by Education System Solution
      • 14.3.2.3 EdTech and Smart Classrooms Market, by End User
      • 14.3.2.4 Edtech and Smart Classrooms Market, by Region

15 APPENDIX

  • 15.1 DISCUSSION GUIDE
  • 15.2 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 15.3 AVAILABLE CUSTOMIZATIONS
  • 15.4 RELATED REPORTS
  • 15.5 AUTHOR DETAILS

List of Tables

  • TABLE 1 UNITED STATES DOLLAR EXCHANGE RATE, 2020-2024
  • TABLE 2 FACTOR ANALYSIS
  • TABLE 3 GLOBAL GAME-BASED LEARNING MARKET SIZE AND GROWTH RATE, 2020-2024 (USD MILLION, Y-O-Y %)
  • TABLE 4 GLOBAL GAME-BASED LEARNING MARKET SIZE AND GROWTH RATE, 2025-2030 (USD MILLION, Y-O-Y %)
  • TABLE 5 US ADJUSTED RECIPROCAL TARIFF RATES
  • TABLE 6 ROLE OF PLAYERS IN GAME-BASED LEARNING MARKET
  • TABLE 7 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 8 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 9 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 10 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 11 PATENTS FILED, 2016-2025
  • TABLE 12 LIST OF TOP PATENTS IN GAME-BASED LEARNING MARKET, 2024-2025
  • TABLE 13 AVERAGE SELLING PRICE OF OFFERING, BY KEY PLAYERS, 2025
  • TABLE 14 INDICATIVE PRICING ANALYSIS OF GAME-BASED LEARNING, BY GAME TYPE, 2025
  • TABLE 15 GAME-BASED LEARNING MARKET: DETAILED LIST OF CONFERENCES AND EVENTS, 2025-2026
  • TABLE 16 PORTER'S FIVE FORCES' IMPACT ON GAME-BASED LEARNING MARKET
  • TABLE 17 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE APPLICATIONS
  • TABLE 18 KEY BUYING CRITERIA FOR TOP THREE APPLICATIONS
  • TABLE 19 GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 20 GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 21 GAME-BASED LEARNING MARKET, BY SOFTWARE, 2020-2024 (USD MILLION)
  • TABLE 22 GAME-BASED LEARNING MARKET, BY SOFTWARE, 2025-2030 (USD MILLION)
  • TABLE 23 GAMIFIED LEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 24 GAMIFIED LEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 25 MICROLEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 26 MICROLEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 27 SIMULATION-BASED LEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 28 SIMULATION-BASED LEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 29 INTEGRATED LMS PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 30 INTEGRATED LMS PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 31 OTHER SOFTWARE: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 32 OTHER SOFTWARE: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 33 GAME-BASED LEARNING MARKET, BY SERVICES, 2020-2024 (USD MILLION)
  • TABLE 34 GAME-BASED LEARNING MARKET, BY SERVICES, 2025-2030 (USD MILLION)
  • TABLE 35 GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020-2024 (USD MILLION)
  • TABLE 36 GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025-2030 (USD MILLION)
  • TABLE 37 CONSULTING SERVICES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 38 CONSULTING SERVICES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 39 SYSTEM INTEGRATION & IMPLEMENTATION: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 40 SYSTEM INTEGRATION & IMPLEMENTATION: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 41 SUPPORT & MAINTENANCE: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 42 SUPPORT & MAINTENANCE: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 43 MANAGED SERVICES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 44 MANAGED SERVICES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 45 GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020-2024 (USD MILLION)
  • TABLE 46 GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025-2030 (USD MILLION)
  • TABLE 47 ON-PREMISES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 48 ON-PREMISES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 49 CLOUD: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 50 CLOUD: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 51 GAME-BASED LEARNING MARKET, BY GAME TYPE, 2020-2024 (USD MILLION)
  • TABLE 52 GAME-BASED LEARNING MARKET, BY GAME TYPE, 2025-2030 (USD MILLION)
  • TABLE 53 AR & VR GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 54 AR & VR GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 55 AI-DRIVEN LEARNING GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 56 AI-DRIVEN LEARNING GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 57 LOCATION-BASED EDUCATIONAL GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 58 LOCATION-BASED EDUCATIONAL GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 59 QUIZ, LOGIC, AND STRATEGY GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 60 QUIZ, LOGIC, AND STRATEGY GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 61 SKILL-BASED, ASSESSMENT & EVALUATION GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 62 SKILL-BASED, ASSESSMENT & EVALUATION GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 63 LANGUAGE & COMMUNICATION GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 64 LANGUAGE & COMMUNICATION GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 65 SIMULATION & SCENARIO-BASED GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 66 SIMULATION & SCENARIO-BASED GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 67 ROLE-PLAYING & NARRATIVE-BASED GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 68 ROLE-PLAYING & NARRATIVE-BASED GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 69 OTHER GAME TYPES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 70 OTHER GAME TYPES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 71 GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2020-2024 (USD MILLION)
  • TABLE 72 GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025-2030 (USD MILLION)
  • TABLE 73 WEB-BASED DEPLOYMENT: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 74 WEB-BASED DEPLOYMENT: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 75 MOBILE-BASED DEPLOYMENT: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 76 MOBILE-BASED DEPLOYMENT: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 77 IMMERSIVE HARDWARE: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 78 IMMERSIVE HARDWARE: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 79 INTERACTIVE DISPLAY INTERFACES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 80 INTERACTIVE DISPLAY INTERFACES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 81 GAMING CONSOLES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 82 GAMING CONSOLES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 83 GAME-BASED LEARNING MARKET, BY APPLICATION, 2020-2024 (USD MILLION)
  • TABLE 84 GAME-BASED LEARNING MARKET, BY APPLICATION, 2025-2030 (USD MILLION)
  • TABLE 85 GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020-2024 (USD MILLION)
  • TABLE 86 GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025-2030 (USD MILLION)
  • TABLE 87 K-12: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 88 K-12: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 89 HIGHER EDUCATION: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 90 HIGHER EDUCATION: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 91 OTHER ACADEMIC EDUCATION: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 92 OTHER ACADEMIC EDUCATION: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 93 GAME-BASED LEARNING MARKET, BY CORPORATE AND WORKFORCE TRAINING, 2020-2024 (USD MILLION)
  • TABLE 94 GAME-BASED LEARNING MARKET, BY CORPORATE AND WORKFORCE TRAINING, 2025-2030 (USD MILLION)
  • TABLE 95 BFSI: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 96 BFSI: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 97 TELECOMMUNICATIONS: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 98 TELECOMMUNICATIONS: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 99 MANUFACTURING: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 100 MANUFACTURING: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 101 TECHNOLOGY & SOFTWARE: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 102 TECHNOLOGY & SOFTWARE: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 103 RETAIL & E-COMMERCE: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 104 RETAIL & E-COMMERCE: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 105 OTHER CORPORATE & WORKFORCE TRAINING: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 106 OTHER CORPORATE & WORKFORCE TRAINING: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 107 GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020-2024 (USD MILLION)
  • TABLE 108 GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025-2030 (USD MILLION)
  • TABLE 109 SAFETY & COMPLIANCE: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 110 SAFETY & COMPLIANCE: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 111 CLINICAL SKILLS SIMULATION: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 112 CLINICAL SKILLS SIMULATION: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 113 GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020-2024 (USD MILLION)
  • TABLE 114 GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025-2030 (USD MILLION)
  • TABLE 115 COGNITIVE & EMOTIONAL DEVELOPMENT: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 116 COGNITIVE & EMOTIONAL DEVELOPMENT: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 117 NEURODIVERSITY & SPECIAL NEEDS LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 118 NEURODIVERSITY & SPECIAL NEEDS LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 119 SOCIAL-EMOTIONAL LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 120 SOCIAL-EMOTIONAL LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 121 MINDFULNESS, THERAPY & WELLNESS GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 122 MINDFULNESS, THERAPY & WELLNESS GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 123 GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020-2024 (USD MILLION)
  • TABLE 124 GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025-2030 (USD MILLION)
  • TABLE 125 LANGUAGE LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 126 LANGUAGE LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 127 CODING & PROGRAMMING: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 128 CODING & PROGRAMMING: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 129 STEM & SUBJECT-SPECIFIC GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 130 STEM & SUBJECT-SPECIFIC GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 131 OTHER SKILL-BASED & SUBJECT-SPECIFIC LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 132 OTHER SKILL-BASED & SUBJECT-SPECIFIC LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 133 GAME-BASED LEARNING MARKET, BY REGION, 2020-2024 (USD MILLION)
  • TABLE 134 GAME-BASED LEARNING MARKET, BY REGION, 2025-2030 (USD MILLION)
  • TABLE 135 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 136 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 137 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2020-2024 (USD MILLION)
  • TABLE 138 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2025-2030 (USD MILLION)
  • TABLE 139 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SERVICES, 2020-2024 USD MILLION)
  • TABLE 140 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SERVICES, 2025-2030 (USD MILLION)
  • TABLE 141 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020-2024 (USD MILLION)
  • TABLE 142 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025-2030 (USD MILLION)
  • TABLE 143 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020-2024 (USD MILLION)
  • TABLE 144 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025-2030 (USD MILLION)
  • TABLE 145 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2020-2024 (USD MILLION)
  • TABLE 146 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2025-2030 (USD MILLION)
  • TABLE 147 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2020-2024 (USD MILLION)
  • TABLE 148 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025-2030 (USD MILLION)
  • TABLE 149 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY APPLICATION, 2020-2024 (USD MILLION)
  • TABLE 150 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY APPLICATION, 2025-2030 (USD MILLION)
  • TABLE 151 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020-2024 (USD MILLION)
  • TABLE 152 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025-2030 (USD MILLION)
  • TABLE 153 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2020-2024 (USD MILLION)
  • TABLE 154 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2025-2030 (USD MILLION)
  • TABLE 155 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020-2024 (USD MILLION)
  • TABLE 156 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025-2030 (USD MILLION)
  • TABLE 157 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020-2024 (USD MILLION)
  • TABLE 158 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025-2030 (USD MILLION)
  • TABLE 159 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020-2024 (USD MILLION)
  • TABLE 160 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025-2030 (USD MILLION)
  • TABLE 161 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY COUNTRY, 2020-2024 (USD MILLION)
  • TABLE 162 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY COUNTRY, 2025-2030 (USD MILLION)
  • TABLE 163 US: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 164 US: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 165 CANADA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 166 CANADA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 167 EUROPE: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 168 EUROPE: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 169 EUROPE: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2020-2024 (USD MILLION)
  • TABLE 170 EUROPE: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2025-2030 (USD MILLION)
  • TABLE 171 EUROPE: GAME-BASED LEARNING MARKET, BY SERVICES, 2020-2024 USD MILLION)
  • TABLE 172 EUROPE: GAME-BASED LEARNING MARKET, BY SERVICES, 2025-2030 (USD MILLION)
  • TABLE 173 EUROPE: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020-2024 (USD MILLION)
  • TABLE 174 EUROPE: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025-2030 (USD MILLION)
  • TABLE 175 EUROPE: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020-2024 (USD MILLION)
  • TABLE 176 EUROPE: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025-2030 (USD MILLION)
  • TABLE 177 EUROPE: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2020-2024 (USD MILLION)
  • TABLE 178 EUROPE: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2025-2030 (USD MILLION)
  • TABLE 179 EUROPE: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2020-2024 (USD MILLION)
  • TABLE 180 EUROPE: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025-2030 (USD MILLION)
  • TABLE 181 EUROPE: GAME-BASED LEARNING MARKET, BY APPLICATION, 2020-2024 (USD MILLION)
  • TABLE 182 EUROPE: GAME-BASED LEARNING MARKET, BY APPLICATION, 2025-2030 (USD MILLION)
  • TABLE 183 EUROPE: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020-2024 (USD MILLION)
  • TABLE 184 EUROPE: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025-2030 (USD MILLION)
  • TABLE 185 EUROPE: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2020-2024 (USD MILLION)
  • TABLE 186 EUROPE: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2025-2030 (USD MILLION)
  • TABLE 187 EUROPE: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020-2024 (USD MILLION)
  • TABLE 188 EUROPE: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025-2030 (USD MILLION)
  • TABLE 189 EUROPE: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020-2024 (USD MILLION)
  • TABLE 190 EUROPE: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025-2030 (USD MILLION)
  • TABLE 191 EUROPE: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020-2024 (USD MILLION)
  • TABLE 192 EUROPE: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025-2030 (USD MILLION)
  • TABLE 193 EUROPE: GAME-BASED LEARNING MARKET, BY COUNTRY, 2020-2024 (USD MILLION)
  • TABLE 194 EUROPE: GAME-BASED LEARNING MARKET, BY COUNTRY, 2025-2030 (USD MILLION)
  • TABLE 195 UK: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 196 UK: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 197 GERMANY: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 198 GERMANY: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 199 FRANCE: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 200 FRANCE: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 201 ITALY: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 202 ITALY: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 203 SPAIN: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 204 SPAIN: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 205 REST OF EUROPE: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 206 REST OF EUROPE: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 207 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 208 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 209 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2020-2024 (USD MILLION)
  • TABLE 210 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2025-2030 (USD MILLION)
  • TABLE 211 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SERVICES, 2020-2024 USD MILLION)
  • TABLE 212 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SERVICES, 2025-2030 (USD MILLION)
  • TABLE 213 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020-2024 (USD MILLION)
  • TABLE 214 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025-2030 (USD MILLION)
  • TABLE 215 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020-2024 (USD MILLION)
  • TABLE 216 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025-2030 (USD MILLION)
  • TABLE 217 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2020-2024 (USD MILLION)
  • TABLE 218 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2025-2030 (USD MILLION)
  • TABLE 219 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2020-2024 (USD MILLION)
  • TABLE 220 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025-2030 (USD MILLION)
  • TABLE 221 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY APPLICATION, 2020-2024 (USD MILLION)
  • TABLE 222 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY APPLICATION, 2025-2030 (USD MILLION)
  • TABLE 223 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020-2024 (USD MILLION)
  • TABLE 224 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025-2030 (USD MILLION)
  • TABLE 225 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2020-2024 (USD MILLION)
  • TABLE 226 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2025-2030 (USD MILLION)
  • TABLE 227 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020-2024 (USD MILLION)
  • TABLE 228 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025-2030 (USD MILLION)
  • TABLE 229 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020-2024 (USD MILLION)
  • TABLE 230 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025-2030 (USD MILLION)
  • TABLE 231 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020-2024 (USD MILLION)
  • TABLE 232 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025-2030 (USD MILLION)
  • TABLE 233 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY COUNTRY, 2020-2024 (USD MILLION)
  • TABLE 234 ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY COUNTRY, 2025-2030 (USD MILLION)
  • TABLE 235 CHINA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 236 CHINA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 237 INDIA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 238 INDIA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 239 JAPAN: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 240 JAPAN: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 241 SOUTH KOREA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 242 SOUTH KOREA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 243 AUSTRALIA & NEW ZEALAND: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 244 AUSTRALIA & NEW ZEALAND: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 245 SINGAPORE: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 246 SINGAPORE: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 247 REST OF ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 248 REST OF ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 249 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 250 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 251 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2020-2024 (USD MILLION)
  • TABLE 252 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2025-2030 (USD MILLION)
  • TABLE 253 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SERVICES, 2020-2024 (USD MILLION)
  • TABLE 254 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SERVICES, 2025-2030 (USD MILLION)
  • TABLE 255 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020-2024 (USD MILLION)
  • TABLE 256 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025-2030 (USD MILLION)
  • TABLE 257 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020-2024 (USD MILLION)
  • TABLE 258 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025-2030 (USD MILLION)
  • TABLE 259 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2020-2024 (USD MILLION)
  • TABLE 260 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2025-2030 (USD MILLION)
  • TABLE 261 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2020-2024 (USD MILLION)
  • TABLE 262 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025-2030 (USD MILLION)
  • TABLE 263 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY APPLICATION, 2020-2024 (USD MILLION)
  • TABLE 264 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY APPLICATION, 2025-2030 (USD MILLION)
  • TABLE 265 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020-2024 (USD MILLION)
  • TABLE 266 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025-2030 (USD MILLION)
  • TABLE 267 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2020-2024 (USD MILLION)
  • TABLE 268 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2025-2030 (USD MILLION)
  • TABLE 269 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020-2024 (USD MILLION)
  • TABLE 270 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025-2030 (USD MILLION)
  • TABLE 271 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020-2024 (USD MILLION)
  • TABLE 272 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025-2030 (USD MILLION)
  • TABLE 273 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020-2024 (USD MILLION)
  • TABLE 274 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025-2030 (USD MILLION)
  • TABLE 275 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY COUNTRY, 2020-2024 (USD MILLION)
  • TABLE 276 MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY COUNTRY, 2025-2030 (USD MILLION)
  • TABLE 277 SAUDI ARABIA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 278 SAUDI ARABIA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 279 UAE: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 280 UAE: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 281 QATAR: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 282 QATAR: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 283 SOUTH AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 284 SOUTH AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 285 REST OF MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 286 REST OF MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 287 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 288 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 289 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2020-2024 (USD MILLION)
  • TABLE 290 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2025-2030 (USD MILLION)
  • TABLE 291 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SERVICES, 2020-2024 USD MILLION)
  • TABLE 292 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SERVICES, 2025-2030 (USD MILLION)
  • TABLE 293 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020-2024 (USD MILLION)
  • TABLE 294 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025-2030 (USD MILLION)
  • TABLE 295 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020-2024 (USD MILLION)
  • TABLE 296 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025-2030 (USD MILLION)
  • TABLE 297 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2020-2024 (USD MILLION)
  • TABLE 298 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2025-2030 (USD MILLION)
  • TABLE 299 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2020-2024 (USD MILLION)
  • TABLE 300 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025-2030 (USD MILLION)
  • TABLE 301 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY APPLICATION, 2020-2024 (USD MILLION)
  • TABLE 302 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY APPLICATION, 2025-2030 (USD MILLION)
  • TABLE 303 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020-2024 (USD MILLION)
  • TABLE 304 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025-2030 (USD MILLION)
  • TABLE 305 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2020-2024 (USD MILLION)
  • TABLE 306 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2025-2030 (USD MILLION)
  • TABLE 307 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020-2024 (USD MILLION)
  • TABLE 308 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025-2030 (USD MILLION)
  • TABLE 309 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020-2024 (USD MILLION)
  • TABLE 310 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025-2030 (USD MILLION)
  • TABLE 311 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020-2024 (USD MILLION)
  • TABLE 312 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025-2030 (USD MILLION)
  • TABLE 313 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY COUNTRY, 2020-2024 (USD MILLION)
  • TABLE 314 LATIN AMERICA: GAME-BASED LEARNING MARKET, BY COUNTRY, 2025-2030 (USD MILLION)
  • TABLE 315 BRAZIL: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 316 BRAZIL: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 317 MEXICO: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 318 MEXICO: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 319 ARGENTINA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 320 ARGENTINA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 321 REST OF LATIN AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020-2024 (USD MILLION)
  • TABLE 322 REST OF LATIN AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025-2030 (USD MILLION)
  • TABLE 323 OVERVIEW OF STRATEGIES ADOPTED BY KEY GAME-BASED LEARNING VENDORS, 2022-2025
  • TABLE 324 GAME-BASED LEARNING MARKET: DEGREE OF COMPETITION
  • TABLE 325 REGIONAL FOOTPRINT
  • TABLE 326 OFFERING FOOTPRINT
  • TABLE 327 GAME TYPE FOOTPRINT
  • TABLE 328 APPLICATION FOOTPRINT
  • TABLE 329 GAME-BASED LEARNING MARKET: KEY STARTUPS/SMES, 2024
  • TABLE 330 GAME-BASED LEARNING MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES
  • TABLE 331 GAME-BASED LEARNING MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS, 2022-2025
  • TABLE 332 GAME-BASED LEARNING MARKET: DEALS, 2022-2025
  • TABLE 333 DUOLINGO: COMPANY OVERVIEW
  • TABLE 334 DUOLINGO: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 335 DUOLINGO: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 336 DUOLINGO: DEALS
  • TABLE 337 KAHOOT!: COMPANY OVERVIEW
  • TABLE 338 KAHOOT!: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 339 KAHOOT!: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 340 KAHOOT!: DEALS
  • TABLE 341 SKILLSOFT: COMPANY OVERVIEW
  • TABLE 342 SKILLSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 343 SKILLSOFT: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 344 SKILLSOFT: DEALS
  • TABLE 345 STRIDE, INC.: COMPANY OVERVIEW
  • TABLE 346 STRIDE, INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 347 STRIDE, INC.: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 348 STRIDE, INC.: DEALS
  • TABLE 349 FRONTIER DEVELOPMENTS: COMPANY OVERVIEW
  • TABLE 350 FRONTIER DEVELOPMENTS: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 351 PEARSON: COMPANY OVERVIEW
  • TABLE 352 PEARSON: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 353 PEARSON: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 354 PEARSON: DEALS
  • TABLE 355 SPIN MASTER: COMPANY OVERVIEW
  • TABLE 356 SPIN MASTER: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 357 SPIN MASTER: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 358 SPIN MASTER: DEALS
  • TABLE 359 ADOBE: COMPANY OVERVIEW
  • TABLE 360 ADOBE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 361 ADOBE: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 362 ADOBE: DEALS
  • TABLE 363 SMART LEARNING MARKET, BY OFFERING, 2018-2023 (USD MILLION)
  • TABLE 364 SMART LEARNING MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 365 SMART LEARNING MARKET, BY LEARNING TYPE, 2018-2023 (USD MILLION)
  • TABLE 366 SMART LEARNING MARKET, BY LEARNING TYPE, 2024-2029 (USD MILLION)
  • TABLE 367 SMART LEARNING MARKET, BY END USER, 2018-2023 (USD MILLION)
  • TABLE 368 SMART LEARNING MARKET, BY END USER, 2024-2029 (USD MILLION)
  • TABLE 369 SMART LEARNING MARKET, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 370 SMART LEARNING MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 371 EDTECH AND SMART CLASSROOMS MARKET, BY HARDWARE, 2017-2021 (USD MILLION)
  • TABLE 372 EDTECH AND SMART CLASSROOMS MARKET, BY HARDWARE, 2022-2027 (USD MILLION)
  • TABLE 373 EDTECH AND SMART CLASSROOMS MARKET, BY EDUCATION SYSTEM SOLUTION, 2017-2021 (USD MILLION)
  • TABLE 374 EDTECH AND SMART CLASSROOMS MARKET, BY EDUCATION SYSTEM SOLUTION, 2022-2027 (USD MILLION)
  • TABLE 375 EDTECH AND SMART CLASSROOMS MARKET, BY END USER, 2017-2021 (USD MILLION)
  • TABLE 376 EDTECH AND SMART CLASSROOMS MARKET, BY END USER, 2022-2027 (USD MILLION)
  • TABLE 377 EDTECH AND SMART CLASSROOMS MARKET, BY REGION, 2017-2021 (USD MILLION)
  • TABLE 378 EDTECH AND SMART CLASSROOMS MARKET, BY REGION, 2022-2027 (USD MILLION)

List of Figures

  • FIGURE 1 GAME-BASED LEARNING MARKET: RESEARCH DESIGN
  • FIGURE 2 GAME-BASED LEARNING MARKET: DATA TRIANGULATION
  • FIGURE 3 GAME-BASED LEARNING MARKET: TOP-DOWN AND BOTTOM-UP APPROACHES
  • FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY-APPROACH 1, BOTTOM-UP (SUPPLY-SIDE): REVENUE FROM SOFTWARE AND SERVICES IN GAME-BASED LEARNING MARKET
  • FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY-APPROACH 2, BOTTOM-UP (SUPPLY-SIDE): COLLECTIVE REVENUE FROM KEY COMPANIES IN GAME-BASED LEARNING MARKET
  • FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY-APPROACH 3, BOTTOM-UP (SUPPLY-SIDE): COLLECTIVE REVENUE FROM BUSINESS UNITS OF KEY VENDORS IN GAME-BASED LEARNING MARKET
  • FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY-APPROACH 4, BOTTOM-UP (DEMAND-SIDE): SHARE OF GAME-BASED LEARNING THROUGH OVERALL IT SPENDING ON GBL SOLUTIONS
  • FIGURE 8 SOFTWARE SEGMENT TO HOLD LARGEST MARKET SHARE IN 2025
  • FIGURE 9 CLOUD SEGMENT ESTIMATED TO DOMINATE MARKET IN 2025
  • FIGURE 10 WEB-BASED DEPLOYMENT SEGMENT TO HOLD LARGEST MARKET SHARE IN 2025
  • FIGURE 11 ACADEMIC EDUCATION SEGMENT TO HOLD LARGEST MARKET SHARE IN 2025
  • FIGURE 12 TECHNOLOGY & SOFTWARE TO BE LARGEST MARKET DURING FORECAST PERIOD
  • FIGURE 13 ASIA PACIFIC TO RECORD FASTEST GROWTH BETWEEN 2025 AND 2030
  • FIGURE 14 RISING DIGITAL INFRASTRUCTURE AND WIDESPREAD SMARTPHONE USAGE TO DRIVE MARKET
  • FIGURE 15 SIMULATION-BASED LEARNING PLATFORMS SEGMENT TO ACCOUNT FOR HIGHEST GROWTH RATE DURING FORECAST PERIOD
  • FIGURE 16 GAMIFIED LEARNING PLATFORMS AND ACADEMIC EDUCATION TO BE LARGEST SHAREHOLDERS IN NORTH AMERICAN GBL MARKET IN 2025
  • FIGURE 17 NORTH AMERICA TO HOLD LARGEST MARKET SHARE IN 2025
  • FIGURE 18 GAME-BASED LEARNING MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
  • FIGURE 19 GAME-BASED LEARNING MARKET EVOLUTION
  • FIGURE 20 GAME-BASED LEARNING MARKET: SUPPLY CHAIN ANALYSIS
  • FIGURE 21 MARKET POTENTIAL OF GENERATIVE AI IN ENHANCING GAME-BASED LEARNING ACROSS INDUSTRIES
  • FIGURE 22 GAME-BASED LEARNING MARKET ECOSYSTEM
  • FIGURE 23 GAME-BASED LEARNING MARKET: INVESTMENT AND FUNDING SCENARIO
  • FIGURE 24 NUMBER OF PATENTS GRANTED IN LAST 10 YEARS, 2016-2025
  • FIGURE 25 REGIONAL ANALYSIS OF PATENTS GRANTED, 2016-2025
  • FIGURE 26 GAME-BASED LEARNING MARKET: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 27 GAME-BASED LEARNING MARKET: TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • FIGURE 28 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE APPLICATIONS
  • FIGURE 29 KEY BUYING CRITERIA FOR TOP THREE APPLICATIONS
  • FIGURE 30 SERVICES SEGMENT TO GROW AT HIGHER CAGR DURING FORECAST PERIOD
  • FIGURE 31 SIMULATION-BASED LEARNING PLATFORMS TO GROW AT HIGHER CAGR DURING FORECAST PERIOD
  • FIGURE 32 MANAGED SERVICES TO GROW AT HIGHER CAGR DURING FORECAST PERIOD
  • FIGURE 33 CLOUD DEPLOYMENT MODE TO REGISTER A HIGHER CAGR DURING FORECAST PERIOD
  • FIGURE 34 AI-DRIVEN LEARNING GAMES SEGMENT TO GROW AT A HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 35 IMMERSIVE HARDWARE SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 36 MEDICAL & HEALTHCARE TRAINING APPLICATION SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 37 HIGHER EDUCATION SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 38 TECHNOLOGY & SOFTWARE TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 39 CLINICAL SKILLS SIMULATION TO GROW AT HIGHER CAGR DURING FORECAST PERIOD
  • FIGURE 40 NEURODIVERSITY & SPECIAL NEEDS LEARNING TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 41 CODING & PROGRAMMING TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 42 NORTH AMERICA TO BE LARGEST REGIONAL MARKET DURING FORECAST PERIOD
  • FIGURE 43 INDIA TO WITNESS FASTEST GROWTH DURING FORECAST PERIOD
  • FIGURE 44 NORTH AMERICA: GAME-BASED LEARNING MARKET SNAPSHOT
  • FIGURE 45 ASIA PACIFIC: GAME-BASED LEARNING MARKET SNAPSHOT
  • FIGURE 46 TOP FIVE PUBLIC PLAYERS IN GAME-BASED LEARNING MARKET, 2020-2024 (USD MILLION)
  • FIGURE 47 SHARE OF LEADING COMPANIES IN GAME-BASED LEARNING MARKET, 2024
  • FIGURE 48 PRODUCT COMPARATIVE ANALYSIS (GAME-BASED LEARNING PLATFORM)
  • FIGURE 49 FINANCIAL METRICS OF KEY VENDORS
  • FIGURE 50 YEAR-TO-DATE (YTD) PRICE TOTAL RETURN AND 5-YEAR STOCK BETA OF KEY VENDORS
  • FIGURE 51 GAME-BASED LEARNING MARKET: COMPANY EVALUATION MATRIX (KEY PLAYERS), 2024
  • FIGURE 52 COMPANY FOOTPRINT
  • FIGURE 53 GAME-BASED LEARNING MARKET: COMPANY EVALUATION MATRIX (STARTUPS/SMES), 2024
  • FIGURE 54 DUOLINGO: COMPANY SNAPSHOT
  • FIGURE 55 SKILLSOFT: COMPANY SNAPSHOT
  • FIGURE 56 STRIDE, INC.: COMPANY SNAPSHOT
  • FIGURE 57 FRONTIER DEVELOPMENTS: COMPANY SNAPSHOT
  • FIGURE 58 PEARSON: COMPANY SNAPSHOT
  • FIGURE 59 SPIN MASTER: COMPANY SNAPSHOT
  • FIGURE 60 ADOBE: COMPANY SNAPSHOT