市场调查报告书
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1505176
全球游戏学习市场 2024-2031Global Game-Based Learning Market 2024-2031 |
基于游戏的学习市场规模、份额和趋势分析报告,按类型(基于位置的游戏、AR/VR 游戏等)、按应用程式(批判性思维和解决问题、培训和发展以及评估)、按平台(在线和离线)、最终用户(IT 和电信、零售、消费者、製造等)预测期(2024-2031)
预计在预测期内(2024-2031 年),基于游戏的学习市场将以 21.4% 的复合年增长率显着增长。基于游戏的学习是一种透过引人入胜的游戏和模拟来呈现教育内容的框架,旨在激励学习者并使学习过程更加愉快和有效。它的方麵包括核心知识、互动体验以及积分、徽章、排行榜和故事情节等激励元素。
Game-Based Learning Market Size, Share & Trends Analysis Report by Type (Location-Based Games, AR/VR Games, and Others), by Application (Critical Thinking & Problem-Solving, Training & Development, and Evaluation), by Platform (Online, and Offline), End-User (IT & Telecom, Retail, Consumer, Manufacturing, and Others) Forecast Period (2024-2031)
Game-based learning market is anticipated to grow at a significant CAGR of 21.4% during the forecast period (2024-2031). Game-based Learning is a framework in which educational content is presented through engaging games and simulations, aiming to motivate learners and make the learning process more enjoyable and effective. Its aspects include core knowledge, interactive experiences, and motivational elements like points, badges, leaderboards, and storylines.
Market Dynamics
Increased Demand for Engaging Learning
Traditional learning methods can sometimes be dry and monotonous. Game-based learning injects fun and interactivity into the process, leading to higher engagement and motivation among learners. This is particularly effective for younger generations who are accustomed to interactive digital experiences.
Increased Technological Advancements
The rise of technologies such as virtual reality (VR) and augmented reality (AR) is revolutionizing game-based learning. These immersive experiences can create realistic simulations and scenarios, further enhancing the learning process. The COVID-19 pandemic had a positive impact on the game-based learning market, accelerating its growth and adoption across various sectors. With the widespread closure of schools, universities, and training centers, there was a significant shift towards online and remote learning solutions, which led to an increased demand for digital educational tools, including game-based learning platforms.
Market Segmentation
Location-based Game is Projected to Emerge as the Largest Segment
Location-based games (LBG) sub-segment is expected to hold the largest share of the market due to their increased engagement, immersive nature, active learning, collaboration, real-world application, technological advancements, and accessibility. LBGs leverage the real world as the game board, making learning more memorable and engaging. They encourage problem-solving, critical thinking, and teamwork skills. Technological advancements like mobile technology, GPS, and augmented reality (AR) further enrich the learning experience. LBGs are also becoming more accessible, with smartphones and tablets making them more accessible. These technologies enable the integration of real-world locations and physical environments into educational games, creating immersive and interactive learning experiences.
Online Sub-segment to Hold a Considerable Market Share
The online sub-segment currently holds a significant market share in game-based learning due to its accessibility, scalability, cost-effectiveness, and established presence. Online game-based learning solutions are easily accessible through web browsers, mobile apps, and learning management systems, making them cost-effective and accessible to many learners. The market is mature and well-established, with a vast array of solutions catering to diverse learning needs. Advancements in-game mechanics, storytelling, social learning elements, and microlearning and gamified courses are addressing challenges in online learning. Future advancements in technology, such as virtual reality and artificial intelligence, could further enhance the online game-based learning experience.
The global game-based learning market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia-Pacific), and the Rest of the World (the Middle East & Africa, and Latin America).
North America Holds Major Market Share
North America's game-based learning market is dominated by factors such as a strong emphasis on innovation, investment in Edtech, early adoption of technology, and focus on personalized learning. The country's robust tech ecosystem, early adoption of technology, and diverse learners make it an attractive option for learning. Game-based learning addresses the growing demand for engaging, interactive, and adaptable learning experiences. It also caters to the rapidly changing job market, requiring skilled and adaptable workforces. Game-based learning can address skills like critical thinking, problem-solving, and soft skills, and offers a more engaging training method. Government initiatives, a strong funding environment, and high disposable income further support the market. The country's tech-savvy population, supportive government policies, and robust funding environment further solidify its position as a leader in the game-based learning market.
The major companies serving the global game-based learning market include Amazon Web Services, Inc., Google LLC, Duolingo, Inc., and Epic Games, among others. The market players are increasingly focusing on business expansion and product development by applying strategies such as collaborations, mergers, and acquisitions to stay competitive in the market.
Recent Developments-