封面
市场调查报告书
商品编码
1436312

2024 年基于游戏的学习全球市场报告

Game Based Learning Global Market Report 2024

出版日期: | 出版商: The Business Research Company | 英文 200 Pages | 商品交期: 2-10个工作天内

价格
简介目录

基于游戏的学习市场规模预计在未来几年将快速成长。预计到 2028 年将以 25.0% 的复合年增长率 (CAGR) 增长至 424.6 亿美元。预测期内的预期成长可归因于对技能发展的关注、行动学习平台的兴起、企业培训中的应用以及分析和资料驱动见解的结合。预测期内预计的主要趋势包括结合说故事元素、基于行动游戏的学习应用程式和基于能力的学习游戏。

由于个人化学习的重要性日益增加,基于游戏的学习市场有望成长。个人化学习涉及根据学生的个人需求、兴趣、优势和技能量身定制教育体验。基于游戏的个人化学习透过根据学习者的能力和兴趣定制任务,促进学习责任转移到学习者自己身上,在改善学习体验方面发挥着至关重要的作用。Masu。值得注意的是,根据《经济时报》报道,2021 年,专注于个人化学习的教育科技公司的私募股权投资价值约为50 亿美元,为基于游戏的学习市场创造了巨大的成长潜力,凸显了性别问题。

视频游戏行业的扩张预计将推动基于游戏的学习市场的成长。电玩产业包括娱乐和技术领域的电玩游戏开发、生产、发行和收益。基于游戏的学习利用游戏的身临其境型特性来改善参与企业体验,改善员工培训,并为更广泛的教育和社会目标做出贡献。根据普华永道 2022 年 6 月的报告,电玩游戏和电竞市场在 2021 年估值为美国亿美元,预计到 2026 年将达到 3,235 亿美元,年增长率为 8.5%。亚太地区占最大份额,2021 年收益为 1,094 亿美元,几乎是北美的两倍,而电玩产业的成长是基于游戏的学习市场的关键驱动力。

目录

第一章执行摘要

第二章 市场特点

第三章 市场趋势与策略

第四章宏观经济情景

  • 高通膨对市场的影响
  • 乌克兰与俄罗斯战争对市场的影响
  • COVID-19 对市场的影响

第五章世界市场规模与成长

  • 全球游戏学习市场的驱动与限制因素
    • 市场驱动因素
    • 市场限制因素
  • 2018-2023年全球游戏学习市场规模表现及成长率
  • 全球游戏学习市场规模及成长预测,2023-2028、2033

第六章市场区隔

  • 全球游戏学习市场,按组成部分细分、实际和预测,2018-2023、2023-2028、2033
  • 解决方案
  • 服务
  • 全球游戏学习市场,依部署型态、效能和预测细分,2018-2023、2023-2028、2033
  • 本地
  • 全球游戏学习市场,依游戏类型细分,实际与预测,2018-2023、2023-2028、2033
  • AR VR游戏
  • 基于人工智慧的游戏
  • 基于位置的游戏
  • 评级和评级游戏
  • 训练、知识和技能游戏
  • 语言学习游戏
  • 其他的
  • 全球游戏学习市场,按最终用户细分,实际和预测,2018-2023、2023-2028、2033
  • 消费者
  • 教育
  • 政府
  • 公司

第 7 章 区域与国家分析

  • 全球游戏学习市场,按地区、实际和预测,2018-2023、2023-2028、2033
  • 全球游戏学习市场,按国家、实际和预测,2018-2023、2023-2028、2033

第八章亚太市场

第九章 中国市场

第十章 印度市场

第十一章 日本市场

第十二章 澳洲市场

第十三章 印尼市场

第14章 韩国市场

第十五章 西欧市场

第十六章英国市场

第十七章 德国市场

第十八章 法国市场

第十九章 义大利市场

第20章 西班牙市场

第21章 东欧市场

第22章 俄罗斯市场

第23章 北美市场

第24章美国市场

第25章加拿大市场

第26章 南美洲市场

第27章 巴西市场

第28章 中东市场

第29章 非洲市场

第三十章 竞争形势及公司概况

  • 游戏化学习市场竞争形势
  • 基于游戏的学习市场公司简介
    • Spin Master Corp.
    • Mojang Studios AB
    • Kahoot!AS
    • Frontier Developments plc
    • G-Cube

第31章 其他大型创新公司

  • Schell Games LLC
  • Hornbill FX Limited
  • LearningWare Inc.
  • Banzai Labs Inc.
  • StratBeans Consulting LLC
  • Raptivity Technologies Pvt. Ltd.
  • MAK Technologies India Pvt Ltd
  • Tangible Play
  • BreakAway Games Ltd.
  • Gamelearn SL
  • Lumos Labs Inc.
  • Classcraft Education Inc.
  • Simulearn LLC
  • Growth Engineering Ltd
  • Playgen Limited

第32章竞争基准化分析

第 33 章. 竞争对手仪表板

第三十四章 重大併购

第35章 未来前景与潜力分析

第36章附录

简介目录
Product Code: r15642

Game-based learning is an instructional approach that harnesses the efficacy of games to define and support learning outcomes.

Game-based learning comprises solutions and services, with the solution segment involving the sales of game-based learning solutions by entities providing engaging learning experiences. These solutions enhance content understanding and overall performance, fostering problem-solving, risk-taking, decision-making, and analytical thinking. Deployment modes include cloud and on-premises, offering games such as AR VR games, AI-based games, location-based games, assessment and evaluation games, training, knowledge, skill-based games, language learning games, and more. End-users range from consumers and education to government and enterprises.

The game-based learning market research report is one of a series of new reports from The Business Research Company that provides game-based learning market statistics, including game-based learning industry global market size, regional shares, competitors with a game-based learning market share, detailed game based learning market segments, market trends and opportunities, and any further data you may need to thrive in the game-based learning industry. This game-based learning market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The game based learning market size has grown exponentially in recent years. It will grow from $14.13 billion in 2023 to $17.41 billion in 2024 at a compound annual growth rate (CAGR) of 23.3%. The expansion observed in the historical period can be attributed to a shift in educational paradigms, the demand for interactive and engaging learning tools, a focus on personalized learning, and the recognition of the benefits of gamification.

The game based learning market size is expected to see exponential growth in the next few years. It will grow to $42.46 billion in 2028 at a compound annual growth rate (CAGR) of 25.0%. The anticipated growth in the forecast period can be attributed to a focus on skill development, the rise of mobile learning platforms, application in corporate training, and the incorporation of analytics and data-driven insights. Major trends expected in the forecast period include the incorporation of storytelling elements, mobile game-based learning apps, and competency-based learning games.

The game-based learning market is poised for growth due to the increasing emphasis on personalized learning. Personalized learning involves tailoring educational experiences to match the individual needs, interests, strengths, and skills of students. Game-based personalized learning plays a pivotal role in enhancing learning experiences by customizing tasks based on learners' abilities and interests, fostering a shift in learning responsibility to the learners themselves. Notably, private equity investments in EdTech companies focusing on personalized learning were valued at around USD 5 billion in 2021, as reported by the Economic Times, underscoring the substantial growth potential of the game-based learning market.

The expansion in the video gaming industry is poised to drive the growth of the game-based learning market. The video gaming industry encompasses the development, production, distribution, and monetization of video games within the entertainment and technology sector. Game-based learning leverages the immersive nature of games to enhance player experiences, elevate employee training, and contribute to broader educational and societal goals. As per PWC's report in June 2022, the video games and esports market was valued at US$215.6 billion in 2021, with projections indicating growth to reach US$323.5 billion by 2026 at an annual rate of 8.5%. Asia Pacific, with US$109.4 billion in revenue in 2021, accounted for the majority, nearly double that of North America, making the growth in the video gaming industry a significant driver for the game-based learning market.

The game-based learning market is experiencing a trend of strategic partnerships and collaborations between companies. Major players in the market are joining forces to develop and offer innovative services. For instance, in December 2021, Microsoft India partnered with WhiteHat Jr to provide an immersive and personalized learning experience to teachers and students through game-based learning. The Code with Minecraft program, resulting from this collaboration, includes a curated curriculum for students to master coding concepts.

Major companies are innovating solutions such as educational gaming platforms to maintain their market positions. An educational gaming platform is an online or digital environment hosting and delivering educational games and activities. For instance, in September 2022, Focus Games Ltd., an India-based provider of online educational games, introduced FocusGamesIndia.com. The activities on this platform facilitate teamwork among students and contribute to the development of the conscious competence necessary for successful performance in placements and post-qualification. These activities not only enhance students' ability to absorb and retain information but also help them build the self-confidence needed to practice effectively.

In March 2021, Axonify, a Canada-based provider of training and communications solutions, completed the acquisition of MLevel, a US-based digital learning platform that offers a comprehensive 360&de learning experience to enterprise clients, for an undisclosed amount. This acquisition reinforces Axonify's complementary capabilities and positions the company at the forefront of shaping the future of modern learning.

Major companies operating in the game based learning market report are Spin Master Corp., Mojang Studios AB, Kahoot! AS, Frontier Developments PLC, G-Cube, Schell Games LLC, Hornbill FX Limited, LearningWare Inc., Banzai Labs Inc., StratBeans Consulting LLC, Raptivity Technologies Pvt. Ltd., MAK Technologies India Pvt Ltd., Tangible Play, BreakAway Games Ltd., Gamelearn S.L., Lumos Labs Inc., Classcraft Education Inc., Simulearn LLC, Growth Engineering Ltd., Playgen Limited, Kuato Studios Inc., Recurrence Inc., Fundamentor Learning Ltd., Will Interactive, Cognite ToyBox Inc., Indusgeeks Learning Solutions Pvt Ltd., MLevel GmbH, Gametize Learning Labs Inc., Games2Train, SCVNGR Inc.

North America was the largest region in the game-based learning market in 2023. North America is expected to be the fastest-growing region in the forecast period. The regions covered in the game based learning market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the game based learning market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The game-based learning market includes revenues earned by entities by providing game-based learning solutions for engaging the learners. Game-based learning refers to embedding the gaming principles within learning activities to improve the users' motivation and engagement. The components involved in game-based learning include badges, points systems, leader boards, quizzes, classroom response systems, and discussion boards. Game-based learning is using active learning techniques through various games to enhance student learning. The user gains knowledge by playing the game, improving problem-solving and critical thinking skills. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Game Based Learning Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on game based learning market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
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  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for game based learning ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The game based learning market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of covid 19 on supply chains and consumption patterns.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

Markets Covered:

  • 1) By Component: Solution; Services
  • 2) By Deployment Mode: Cloud; On-Premise
  • 3) By Game Type: AR VR Games; AI-based Games; Location-based Games; Assessment and Evaluation Games; Training, Knowledge And Skill-based Games; Language Learning Games; Other Game Types
  • 4) By End User: Consumer; Education; Government; Enterprises
  • Companies Mentioned: Spin Master Corp.; Mojang Studios AB; Kahoot! AS; Frontier Developments plc; G-Cube
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Game Based Learning Market Characteristics

3. Game Based Learning Market Trends And Strategies

4. Game Based Learning Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global Game Based Learning Market Size and Growth

  • 5.1. Global Game Based Learning Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Game Based Learning Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Game Based Learning Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Game Based Learning Market Segmentation

  • 6.1. Global Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Solution
  • Services
  • 6.2. Global Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Cloud
  • On-Premise
  • 6.3. Global Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • AR VR Games
  • AI-based Games
  • Location-based Games
  • Assessment and Evaluation Games
  • Training, Knowledge and Skill-based Games
  • Language Learning Games
  • Other Game Types
  • 6.4. Global Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Consumer
  • Education
  • Government
  • Enterprises

7. Game Based Learning Market Regional And Country Analysis

  • 7.1. Global Game Based Learning Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Game Based Learning Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Game Based Learning Market

  • 8.1. Asia-Pacific Game Based Learning Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China Game Based Learning Market

  • 9.1. China Game Based Learning Market Overview
  • 9.2. China Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Game Based Learning Market

  • 10.1. India Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan Game Based Learning Market

  • 11.1. Japan Game Based Learning Market Overview
  • 11.2. Japan Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Game Based Learning Market

  • 12.1. Australia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Game Based Learning Market

  • 13.1. Indonesia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea Game Based Learning Market

  • 14.1. South Korea Game Based Learning Market Overview
  • 14.2. South Korea Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe Game Based Learning Market

  • 15.1. Western Europe Game Based Learning Market Overview
  • 15.2. Western Europe Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Game Based Learning Market

  • 16.1. UK Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Game Based Learning Market

  • 17.1. Germany Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Game Based Learning Market

  • 18.1. France Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Game Based Learning Market

  • 19.1. Italy Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Game Based Learning Market

  • 20.1. Spain Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe Game Based Learning Market

  • 21.1. Eastern Europe Game Based Learning Market Overview
  • 21.2. Eastern Europe Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Game Based Learning Market

  • 22.1. Russia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America Game Based Learning Market

  • 23.1. North America Game Based Learning Market Overview
  • 23.2. North America Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA Game Based Learning Market

  • 24.1. USA Game Based Learning Market Overview
  • 24.2. USA Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada Game Based Learning Market

  • 25.1. Canada Game Based Learning Market Overview
  • 25.2. Canada Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America Game Based Learning Market

  • 26.1. South America Game Based Learning Market Overview
  • 26.2. South America Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Game Based Learning Market

  • 27.1. Brazil Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East Game Based Learning Market

  • 28.1. Middle East Game Based Learning Market Overview
  • 28.2. Middle East Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa Game Based Learning Market

  • 29.1. Africa Game Based Learning Market Overview
  • 29.2. Africa Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. Game Based Learning Market Competitive Landscape And Company Profiles

  • 30.1. Game Based Learning Market Competitive Landscape
  • 30.2. Game Based Learning Market Company Profiles
    • 30.2.1. Spin Master Corp.
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Mojang Studios AB
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Kahoot! AS
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Frontier Developments plc
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. G-Cube
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. Game Based Learning Market Other Major And Innovative Companies

  • 31.1. Schell Games LLC
  • 31.2. Hornbill FX Limited
  • 31.3. LearningWare Inc.
  • 31.4. Banzai Labs Inc.
  • 31.5. StratBeans Consulting LLC
  • 31.6. Raptivity Technologies Pvt. Ltd.
  • 31.7. MAK Technologies India Pvt Ltd
  • 31.8. Tangible Play
  • 31.9. BreakAway Games Ltd.
  • 31.10. Gamelearn S.L.
  • 31.11. Lumos Labs Inc.
  • 31.12. Classcraft Education Inc.
  • 31.13. Simulearn LLC
  • 31.14. Growth Engineering Ltd
  • 31.15. Playgen Limited

32. Global Game Based Learning Market Competitive Benchmarking

33. Global Game Based Learning Market Competitive Dashboard

34. Key Mergers And Acquisitions In The Game Based Learning Market

35. Game Based Learning Market Future Outlook and Potential Analysis

  • 35.1 Game Based Learning Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 Game Based Learning Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 Game Based Learning Market In 2028 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer