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市场调查报告书
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1876742

游戏化学习和教育娱乐市场预测至2032年:按产品、部署类型、应用程式、最终用户和地区分類的全球分析

Gamified Learning & Edutainment Market Forecasts to 2032 - Global Analysis By Product (Gamified Learning Apps, Edutainment Platforms, AR/VR Learning Games and Other Products), Deployment Mode, Application, End User and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3个工作天内

价格

根据 Stratistics MRC 的一项研究,预计到 2025 年,全球游戏化学习和教育娱乐市场价值将达到 147 亿美元,到 2032 年将达到 469 亿美元,在预测期内的复合年增长率为 18%。

游戏化学习与教育娱乐将教育与互动结合,运用​​互动游戏方法提升学习体验。游戏化学习将游戏机制(例如积分、等级、挑战和奖励)应用于教育环境,透过竞争和成就感激励学习者。教育娱乐(「教育」与「娱乐」的融合)以趣味的形式(影片、模拟和电子游戏)传递知识,促进积极参与和知识巩固。这些方法结合,将传统学习转变为身临其境型体验,培养好奇心、协作能力和问题解决能力,吸引不同类型的学习者。这些方法日益广泛应用于课堂教学、企业培训和数位平台,使教育更有效率有趣。

互动学习平台的日益普及

学校、大学和企业培训计画正越来越多地采用游戏化教学法来提高学员的参与度和留存率。互动模组、排行榜和奖励机制正在激发学习者的动机。数位平台正在利用人工智慧和分析技术来实现个人化学习体验。家长和教育工作者也逐渐认识到游戏化工具在改善学习成果方面的有效性。这种趋势将互动式教育与以学习者为中心的创新结合,持续为未来的发展奠定基础。

高昂的开发和实施成本

建构身临其境型平台需要在软体、设计和内容开发方面投入大量资金。由于预算限制,小规模的教育机构和Start-Ups难以与现有企业竞争。维护和更新也给服务提供者带来了额外的财务负担。对价格敏感的地区在采用先进的游戏化解决方案方面进展缓慢。儘管游戏化解决方案已被证明具有显着的教育效益,但这种限制仍然阻碍了其普及。

智慧型手机和网路的普及率不断提高

都市区和乡村地区的学习者正逐渐获得行动优先的解决方案。价格合理的资料方案和广泛的网路连结使得课堂外的持续学习成为可能。电子商务和应用程式商店正在加速游戏化学习应用程式的全球普及。与社群媒体平台的整合促进了P2P的互动与协作。这项机会正在开闢新的收入来源,并强化游戏化在教育民主化中的作用。

传统教育体系中存在的变革阻力

教育工作者和教育机构往往不愿意用数位平台取代传统教学方法。对有效性和可靠性的担忧降低了人们对游戏化技术的信任度。某些地区监管政策的不确定性也延缓了游戏化技术融入正规课程体系的进程。人们对传统教学方法的文化偏好也加剧了这种怀疑。儘管对互动式学习的需求日益增长,但这些因素仍限制了游戏化技术的长期应用。

新冠疫情的感染疾病:

新冠疫情加速了游戏化学习平台的需求,因为学校和职场纷纷转向远端教育。封锁迫使学习者和教育者采用数位化工具来继续培训。提供互动模组、测验和奖励的平台迅速成长。企业培训计画也采用了游戏化元素,以维持员工远距办公时的积极性。疫情后的恢復期促进了混合模式的发展,这种模式将课堂学习与游戏化数位支援相结合。这种影响持续改变教育模式,并加剧了人们对教育娱乐平台的依赖。

预计在预测期内,游戏化学习应用领域将占据最大的市场份额。

由于消费者的高接受度,游戏化学习应用预计将在预测期内占据最大的市场份额。行动优先的应用程式为所有年龄层的用户提供便利且引人入胜的学习体验。学校和大学正越来越多地将游戏化应用融入课程体系。企业培训计画也正在利用应用程式来提升员工绩效和留存率。应用设计和分析技术的进步正在增强个人化和互动性。凭藉其广泛的吸引力和持续的使用模式,预计该细分市场将继续保持主导地位。

预计在预测期内,企业培训和专业认证领域将实现最高的复合年增长率。

由于技能发展需求不断增长,企业培训和专业认证领域预计将在预测期内实现最高成长率。企业正在加速采用游戏化平台来提升员工技能和生产力。互动模组和奖励机制能够激发职场学习的积极性和参与性。与认证项目接轨可以提升信誉度并带来职涯发展机会。全球劳动力市场竞争加剧,推动了对持续学习的需求。由于该领域与终身学习和职业发展相契合,预计其成长速度将超过其他领域。

占比最大的地区:

由于北美拥有先进的基础设施和较高的消费者意识,预计在预测期内将保持最大的市场份额。美国和加拿大由于互动式学习解决方案的旺盛需求,正领先游戏化学习的普及。学校、大学和企业都在大力投资游戏化平台。创业投资正在加速教育娱乐Start-Ups的创新。监管政策的明确和强有力的行销宣传活动正在建立人们对游戏化学习的信任。与电子商务的整合正在强化应用程式在教育服务中的作用。北美在收入和技术方面继续保持领先地位,巩固了其作为最大区域市场的地位。

复合年增长率最高的地区:

由于快速的都市化和不断增长的教育需求,预计亚太地区在预测期内将实现最高的复合年增长率。中国、印度、日本和韩国等国家在游戏化学习平台的应用方面处于领先地位。政府主导的数位化教育推广措施正在推动基础建设。本土Start-Ups和全球公司正在拓展其以行动优先为核心、满足区域需求的解决方案。中阶收入的成长和数位化普及正在加速教育娱乐的参与。东南亚电子商务的蓬勃发展为游戏化学习的融合创造了新的机会。庞大的人口规模、政策支援和技术创新共同推动了亚太地区的强劲成长势头,使其成为成长最快的区域市场。

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  • 公司概况
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  • 竞争基准化分析
    • 根据主要企业的产品系列、地理覆盖范围和策略联盟基准化分析

目录

第一章执行摘要

第二章 前言

  • 概述
  • 相关利益者
  • 调查范围
  • 调查方法
    • 资料探勘
    • 数据分析
    • 数据检验
    • 研究途径
  • 研究材料
    • 原始研究资料
    • 次级研究资讯来源
    • 先决条件

第三章 市场趋势分析

  • 介绍
  • 司机
  • 抑制因素
  • 机会
  • 威胁
  • 产品分析
  • 应用分析
  • 终端用户分析
  • 新兴市场
  • 新冠疫情的影响

第四章 波特五力分析

  • 供应商的议价能力
  • 买方的议价能力
  • 替代品的威胁
  • 新进入者的威胁
  • 竞争对手之间的竞争

5. 全球游戏化学习与教育娱乐市场(依产品划分)

  • 介绍
  • 游戏化学习应用
  • 教育娱乐平台
  • AR/VR学习游戏
  • 基于模拟的学习工具
  • 互动式故事叙述平台
  • 其他产品

6. 全球游戏化学习和教育娱乐市场按实施类型划分

  • 介绍
  • 云端基础的
  • 本地部署
  • 杂交种

7. 全球游戏化学习与教育娱乐市场(依应用划分)

  • 介绍
  • K-12教育
  • 高等教育
  • 企业培训和专业资格
  • 技能发展与终身学习
  • 自我提升与兴趣学习
  • 其他用途

8. 全球游戏化学习和教育娱乐市场(依最终用户划分)

  • 介绍
  • 学术机构
  • 公司
  • 政府和非营利组织
  • 个人
  • 其他最终用户

9. 全球游戏化学习和教育娱乐市场(按地区划分)

  • 介绍
  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 其他欧洲
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 亚太其他地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地区
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东和非洲地区

第十章:重大进展

  • 协议、伙伴关係、合作和合资企业
  • 收购与併购
  • 新产品上市
  • 业务拓展
  • 其他关键策略

第十一章 企业概况

  • Kahoot!ASA
  • Duolingo Inc.
  • Quizlet Inc.
  • BYJU'S
  • Unacademy
  • Coursera Inc.
  • Udemy Inc.
  • Skillshare Inc.
  • GoStudent GmbH
  • Vedantu Innovations Pvt. Ltd.
  • Toppr
  • Brainly Sp. z oo
  • Epic!Creations Inc.
  • Classcraft Studios Inc.
Product Code: SMRC32411

According to Stratistics MRC, the Global Gamified Learning & Edutainment Market is accounted for $14.7 billion in 2025 and is expected to reach $46.9 billion by 2032 growing at a CAGR of 18% during the forecast period. Gamified Learning and Edutainment blend education with engagement by using interactive, game-based methods to enhance learning experiences. Gamified Learning applies game mechanics-such as points, levels, challenges, and rewards-to educational settings, motivating learners through competition and achievement. Edutainment, a fusion of "education" and "entertainment," delivers knowledge through enjoyable formats like videos, simulations, and digital games, promoting active participation and retention. Together, they transform traditional learning into an immersive process, appealing to diverse learners by fostering curiosity, collaboration, and problem-solving. These approaches are increasingly used in classrooms, corporate training, and digital platforms to make education more effective and enjoyable.

Market Dynamics:

Driver:

Rising adoption of interactive learning platforms

Schools, universities, and corporate training programs are increasingly integrating gamification to enhance engagement and retention. Interactive modules, leaderboards, and rewards systems are fostering motivation among learners. Digital platforms are leveraging AI and analytics to personalize learning experiences. Parents and educators are recognizing the effectiveness of gamified tools in improving outcomes. This driver continues to anchor growth by aligning interactive education with learner-centric innovation.

Restraint:

High development and implementation costs

Creating immersive platforms requires significant investment in software, design, and content development. Smaller institutions and startups struggle to compete with established players due to budget constraints. Maintenance and updates add further financial burden for providers. Price-sensitive regions are slower to adopt advanced gamified solutions. This restraint continues to limit accessibility despite proven educational benefits.

Opportunity:

Increasing smartphone and internet penetration

Learners across urban and rural regions are gaining access to mobile-first solutions. Affordable data plans and widespread connectivity are enabling continuous learning outside classrooms. E-commerce and app stores are accelerating distribution of gamified learning apps globally. Integration with social media platforms is fostering peer-to-peer engagement and collaboration. This opportunity is unlocking new revenue streams and reinforcing gamification's role in democratizing education.

Threat:

Resistance to change in traditional education systems

Educators and institutions often hesitate to replace conventional methods with digital platforms. Concerns over effectiveness and credibility reduce confidence in gamified approaches. Regulatory uncertainty in certain regions slows integration into formal curricula. Cultural preferences for traditional teaching methods intensify skepticism. This threat continues to constrain long-term adoption despite rising demand for interactive learning.

Covid-19 Impact:

Covid-19 accelerated demand for gamified learning platforms as schools and workplaces shifted to remote education. Lockdowns forced learners and educators to adopt digital tools for continuity in training. Platforms offering interactive modules, quizzes, and rewards saw exponential growth. Corporate training programs integrated gamification to maintain employee engagement during remote work. Post-pandemic recovery is fostering hybrid models that combine classroom learning with gamified digital support. This impact continues to reshape education delivery and strengthen reliance on edutainment platforms.

The gamified learning apps segment is expected to be the largest during the forecast period

The gamified learning apps segment is expected to account for the largest market share during the forecast period due to strong consumer adoption. Mobile-first apps provide accessible and engaging learning experiences across age groups. Schools and universities are increasingly integrating gamified apps into curricula. Corporate training programs are leveraging apps to improve employee performance and retention. Advances in app design and analytics are enhancing personalization and interactivity. This segment continues to dominate due to its broad appeal and recurring usage patterns.

The corporate training & professional certification segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the corporate training & professional certification segment is predicted to witness the highest growth rate due to rising demand for skill development. Companies are increasingly adopting gamified platforms to upskill employees and improve productivity. Interactive modules and reward systems foster motivation and engagement in workplace learning. Integration with certification programs enhances credibility and career advancement opportunities. Rising competition in global job markets is accelerating demand for continuous learning. This segment is expected to outpace others due to its alignment with lifelong learning and professional growth.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share due to advanced infrastructure and strong consumer awareness. The U.S. and Canada are leading adoption through high demand for interactive learning solutions. Schools, universities, and corporations are investing heavily in gamified platforms. Venture capital funding is accelerating innovation in edutainment startups. Regulatory clarity and strong marketing campaigns are fostering confidence in gamified learning. E-commerce integration is strengthening the role of apps in education delivery. North America continues to dominate in both revenue and technological leadership, reinforcing its position as the largest regional market.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR due to rapid urbanization and rising education demand. Countries like China, India, Japan, and South Korea are driving adoption of gamified learning platforms. Government-led initiatives promoting digital education are fostering infrastructure development. Local startups and global players are scaling mobile-first solutions tailored to regional needs. Rising middle-class incomes and digital adoption are accelerating participation in edutainment. E-commerce growth in Southeast Asia is creating new opportunities for gamified learning integration. Asia Pacific's momentum is driven by demographic scale, policy support, and technological innovation, positioning it as the fastest-growing regional market.

Key players in the market

Some of the key players in Gamified Learning & Edutainment Market include Kahoot! ASA, Duolingo Inc., Quizlet Inc., BYJU'S, Unacademy, Coursera Inc., Udemy Inc., Skillshare Inc., GoStudent GmbH, Vedantu Innovations Pvt. Ltd., Toppr, Brainly Sp. z o.o., Epic! Creations Inc. and Classcraft Studios Inc.

Key Developments:

In May 2025, BYJU'S launched "BYJU'S 3.0", a transformation strategy involving collaborations with AI partners and education stakeholders to rebuild trust. This initiative focuses on gamified learning, transparency, and edutainment integration, positioning BYJU'S to regain credibility after regulatory and financial setbacks.

In September 2022, Kahoot! announced a strategic partnership with General Atlantic, following a secondary investment. This collaboration supports Kahoot!'s expansion in gamified learning by accelerating its product roadmap and commercialization efforts. The partnership reflects Kahoot!'s focus on scaling edutainment globally through investor-backed growth.

Products Covered:

  • Gamified Learning Apps
  • Edutainment Platforms
  • AR/VR Learning Games
  • Simulation-Based Learning Tools
  • Interactive Storytelling Platforms
  • Other Products

Deployment Modes Covered:

  • Cloud-Based
  • On-Premises
  • Hybrid

Applications Covered:

  • K-12 Education
  • Higher Education
  • Corporate Training & Professional Certification
  • Skill Development & Lifelong Learning
  • Personal Development & Hobby Learning
  • Other Applications

End Users Covered:

  • Academic Institutions
  • Enterprises
  • Government & Nonprofit Organizations
  • Individual Learners
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Product Analysis
  • 3.7 Application Analysis
  • 3.8 End User Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Gamified Learning & Edutainment Market, By Product

  • 5.1 Introduction
  • 5.2 Gamified Learning Apps
  • 5.3 Edutainment Platforms
  • 5.4 AR/VR Learning Games
  • 5.5 Simulation-Based Learning Tools
  • 5.6 Interactive Storytelling Platforms
  • 5.7 Other Products

6 Global Gamified Learning & Edutainment Market, By Deployment Mode

  • 6.1 Introduction
  • 6.2 Cloud-Based
  • 6.3 On-Premises
  • 6.4 Hybrid

7 Global Gamified Learning & Edutainment Market, By Application

  • 7.1 Introduction
  • 7.2 K-12 Education
  • 7.3 Higher Education
  • 7.4 Corporate Training & Professional Certification
  • 7.5 Skill Development & Lifelong Learning
  • 7.6 Personal Development & Hobby Learning
  • 7.7 Other Applications

8 Global Gamified Learning & Edutainment Market, By End User

  • 8.1 Introduction
  • 8.2 Academic Institutions
  • 8.3 Enterprises
  • 8.4 Government & Nonprofit Organizations
  • 8.5 Individual Learners
  • 8.6 Other End Users

9 Global Gamified Learning & Edutainment Market, By Geography

  • 9.1 Introduction
  • 9.2 North America
    • 9.2.1 US
    • 9.2.2 Canada
    • 9.2.3 Mexico
  • 9.3 Europe
    • 9.3.1 Germany
    • 9.3.2 UK
    • 9.3.3 Italy
    • 9.3.4 France
    • 9.3.5 Spain
    • 9.3.6 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 Japan
    • 9.4.2 China
    • 9.4.3 India
    • 9.4.4 Australia
    • 9.4.5 New Zealand
    • 9.4.6 South Korea
    • 9.4.7 Rest of Asia Pacific
  • 9.5 South America
    • 9.5.1 Argentina
    • 9.5.2 Brazil
    • 9.5.3 Chile
    • 9.5.4 Rest of South America
  • 9.6 Middle East & Africa
    • 9.6.1 Saudi Arabia
    • 9.6.2 UAE
    • 9.6.3 Qatar
    • 9.6.4 South Africa
    • 9.6.5 Rest of Middle East & Africa

10 Key Developments

  • 10.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 10.2 Acquisitions & Mergers
  • 10.3 New Product Launch
  • 10.4 Expansions
  • 10.5 Other Key Strategies

11 Company Profiling

  • 11.1 Kahoot! ASA
  • 11.2 Duolingo Inc.
  • 11.3 Quizlet Inc.
  • 11.4 BYJU'S
  • 11.5 Unacademy
  • 11.6 Coursera Inc.
  • 11.7 Udemy Inc.
  • 11.8 Skillshare Inc.
  • 11.9 GoStudent GmbH
  • 11.10 Vedantu Innovations Pvt. Ltd.
  • 11.11 Toppr
  • 11.12 Brainly Sp. z o.o.
  • 11.13 Epic! Creations Inc.
  • 11.14 Classcraft Studios Inc.

List of Tables

  • Table 1 Global Gamified Learning & Edutainment Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Gamified Learning & Edutainment Market Outlook, By Product (2024-2032) ($MN)
  • Table 3 Global Gamified Learning & Edutainment Market Outlook, By Gamified Learning Apps (2024-2032) ($MN)
  • Table 4 Global Gamified Learning & Edutainment Market Outlook, By Edutainment Platforms (2024-2032) ($MN)
  • Table 5 Global Gamified Learning & Edutainment Market Outlook, By AR/VR Learning Games (2024-2032) ($MN)
  • Table 6 Global Gamified Learning & Edutainment Market Outlook, By Simulation-Based Learning Tools (2024-2032) ($MN)
  • Table 7 Global Gamified Learning & Edutainment Market Outlook, By Interactive Storytelling Platforms (2024-2032) ($MN)
  • Table 8 Global Gamified Learning & Edutainment Market Outlook, By Other Products (2024-2032) ($MN)
  • Table 9 Global Gamified Learning & Edutainment Market Outlook, By Deployment Mode (2024-2032) ($MN)
  • Table 10 Global Gamified Learning & Edutainment Market Outlook, By Cloud-Based (2024-2032) ($MN)
  • Table 11 Global Gamified Learning & Edutainment Market Outlook, By On-Premises (2024-2032) ($MN)
  • Table 12 Global Gamified Learning & Edutainment Market Outlook, By Hybrid (2024-2032) ($MN)
  • Table 13 Global Gamified Learning & Edutainment Market Outlook, By Application (2024-2032) ($MN)
  • Table 14 Global Gamified Learning & Edutainment Market Outlook, By K-12 Education (2024-2032) ($MN)
  • Table 15 Global Gamified Learning & Edutainment Market Outlook, By Higher Education (2024-2032) ($MN)
  • Table 16 Global Gamified Learning & Edutainment Market Outlook, By Corporate Training & Professional Certification (2024-2032) ($MN)
  • Table 17 Global Gamified Learning & Edutainment Market Outlook, By Skill Development & Lifelong Learning (2024-2032) ($MN)
  • Table 18 Global Gamified Learning & Edutainment Market Outlook, By Personal Development & Hobby Learning (2024-2032) ($MN)
  • Table 19 Global Gamified Learning & Edutainment Market Outlook, By Other Applications (2024-2032) ($MN)
  • Table 20 Global Gamified Learning & Edutainment Market Outlook, By End User (2024-2032) ($MN)
  • Table 21 Global Gamified Learning & Edutainment Market Outlook, By Academic Institutions (2024-2032) ($MN)
  • Table 22 Global Gamified Learning & Edutainment Market Outlook, By Enterprises (2024-2032) ($MN)
  • Table 23 Global Gamified Learning & Edutainment Market Outlook, By Government & Nonprofit Organizations (2024-2032) ($MN)
  • Table 24 Global Gamified Learning & Edutainment Market Outlook, By Individual Learners (2024-2032) ($MN)
  • Table 25 Global Gamified Learning & Edutainment Market Outlook, By Other End Users (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.