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市场调查报告书
商品编码
1675505

2025年全球游戏化学习市场报告

Game Based Learning Global Market Report 2025

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

预计未来几年基于游戏的学习市场规模将呈指数级增长。到 2029 年,这一数字将成长至 546.9 亿美元,复合年增长率为 27.3%。预测期内的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对分析和资料驱动洞察的采用。预测期内的主要趋势包括融入说故事元素、基于行动游戏的学习应用程式以及基于能力的学习游戏。

预计在预测期内,智慧型手机普及率的提高将显着推动基于游戏的学习市场的发展。随着全球智慧型手机拥有量的增加,学习者现在可以随时随地存取互动式教育内容,从而实现超越传统课堂环境的持续学习。智慧型手机的触控萤幕和动作感测器等吸引人的功能增强了用户体验,使基于游戏的学习更加有趣和有效。例如,2023 年 12 月,立陶宛一家为线上零售商和供应商提供云端基础直销解决方案的公司 Oberlo 预测,到 2024 年,全球智慧型手机用户数量将达到约 47.4 亿,年增长率为 2.2%。预计2028年全球智慧型手机用户数将达51.4亿,每年增加约10万名用户。因此,智慧型手机普及率的提高将推动基于游戏的学习市场的发展。

视频游戏行业的扩张将推动基于游戏的学习市场的成长。电玩产业涵盖娱乐和技术领域的电玩游戏的开发、製作、发行和收益。基于游戏的学习利用游戏的沉浸式特性来增强玩家体验、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,预计2021年电子游戏和电竞市场价值将达到2,156亿美元,到2026年将达到3,235亿美元,复合年增长率为8.5%。亚太地区将占据大部分份额,2021 年收入将达到 1,094 亿美元,几乎是北美的两倍,而电玩产业的成长将成为游戏化学习市场的主要驱动力。

目录

第一章执行摘要

第二章 市场特征

第三章 市场趋势与策略

第四章 市场 - 宏观经济情境 宏观经济情境包括利率、通膨、地缘政治、新冠疫情和市场復苏的影响

第五章 全球成长分析与策略分析框架

  • 全球游戏化学习PESTEL分析(政治、社会、科技、环境、法律、驱动因素、限制因素)
  • 最终用途产业分析
  • 全球游戏化学习市场:成长率分析
  • 全球游戏化学习市场表现:规模与成长,2019-2024
  • 全球游戏化学习市场预测:规模与成长,2024-2029 年,2034 年
  • 全球基于游戏的学习总目标市场(TAM)

第六章市场区隔

  • 全球游戏化学习市场:依组成部分、表现及预测,2019-2024 年、2024-2029 年、2034 年
  • 解决方案
  • 服务
  • 全球基于游戏的学习市场:依部署模式、表现和预测,2019-2024 年、2024-2029 年、2034 年
  • 本地
  • 全球游戏化学习市场(依游戏类型、表现及预测),2019-2024 年、2024-2029 年、2034 年
  • AR VR游戏
  • 基于人工智慧的游戏
  • 基于位置的游戏
  • 评级游戏
  • 培训、知识和技能类游戏
  • 语言学习游戏
  • 其他游戏类型
  • 全球游戏化学习市场:依最终使用者、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 消费者
  • 教育
  • 政府
  • 企业
  • 全球游戏化学习市场、解决方案细分、类型、效能及预测(2019-2024 年、2024-2029 年及 2034 年)
  • 学习管理系统(LMS)
  • 游戏开发软体
  • 内容创作工具
  • 评估工具
  • 全球游戏化学习市场,依服务类型、绩效及预测细分,2019-2024 年、2024-2029 年、2034 年
  • 咨询服务
  • 实施服务
  • 支援和维护服务
  • 培训与发展服务

第七章 区域和国家分析

  • 全球游戏化学习市场:按地区、表现及预测,2019-2024 年、2024-2029 年、2034 年
  • 全球游戏化学习市场:依国家、表现及预测,2019-2024 年、2024-2029 年、2034 年

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

第十四章 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30章竞争格局与公司概况

  • 以游戏为基础的学习市场:竞争格局
  • 基于游戏的学习市场:公司简介
    • Spin Master Corp. Overview, Products and Services, Strategy and Financial Analysis
    • Mojang Studios AB Overview, Products and Services, Strategy and Financial Analysis
    • Kahoot!AS Overview, Products and Services, Strategy and Financial Analysis
    • Frontier Developments plc Overview, Products and Services, Strategy and Financial Analysis
    • G-Cube Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型创新企业

  • Schell Games LLC
  • 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
  • Kuato Studios Inc.

第 32 章全球市场竞争基准化分析与仪表板

第33章 重大併购

第34章近期市场趋势

第 35 章 高市场潜力国家、细分市场与策略

  • 2029年游戏化学习市场:哪些国家将带来新机会
  • 2029年游戏化学习市场:细分领域蕴含新机会
  • 2029年游戏化学习市场:成长策略
    • 基于市场趋势的策略
    • 竞争对手的策略

第36章 附录

简介目录
Product Code: r26501

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 $17.07 billion in 2024 to $20.84 billion in 2025 at a compound annual growth rate (CAGR) of 22.1%. The growth in the historic period can be attributed to shift in educational paradigms, demand for interactive and engaging learning tools, focus on personalized learning, recognition of gamification benefits.

The game based learning market size is expected to see exponential growth in the next few years. It will grow to $54.69 billion in 2029 at a compound annual growth rate (CAGR) of 27.3%. The growth in the forecast period can be attributed to focus on skill development, rise of mobile learning platforms, application in corporate training, incorporation of analytics and data-driven insights. Major trends in the forecast period include incorporation of storytelling elements, mobile game-based learning apps, competency-based learning games.

The increase in smartphone penetration is expected to significantly boost the game-based learning market during the forecast period. As global smartphone ownership continues to rise, learners will gain enhanced access to interactive educational content anytime and anywhere, enabling continuous learning beyond traditional classroom settings. The engaging features of smartphones, including touch screens and motion sensors, improve the user experience, making game-based learning more enjoyable and effective. For example, in December 2023, Oberlo, a Lithuania-based cloud-based drop-shipping solution for online retailers and vendors, projected that the number of global smartphone users will reach approximately 4.74 billion in 2024, reflecting a 2.2% annual increase. Global smartphone usage is anticipated to grow to 5.14 billion users by 2028, adding about 100,000 users per year. Consequently, the rise in smartphone penetration will propel 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.

Major companies in the game-based learning market are concentrating on integrating media and education to improve user engagement with complex subjects. A collaboration between a prominent media outlet and an established game-based learning platform highlights the recognition of game-based learning as an effective means of enhancing financial literacy. For example, in August 2024, CNBC, a US-based business news channel, launched a new channel on Kahoot!, a Norwegian online game-based learning platform, to boost educational engagement around business and financial topics. This initiative will provide users worldwide with access to short-form videos and quiz games organized under the 'CNBC Explains' series, covering subjects such as Crypto, Economy, Politics, and Tech. This move reinforces CNBC's commitment to improving financial literacy and personal finance understanding among users, allowing them to engage with essential business news and concepts interactively.

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 February 2022, Imarticus Learning, a professional education firm based in India, acquired StratOnboard. This acquisition represents a major advancement for Imarticus Learning in enhancing its educational offerings with innovative game-based learning solutions, positioning the company for future growth in both domestic and international markets. StratOnboard is a game-based learning platform located in India.

Major companies operating in the game based learning market include Spin Master Corp., Mojang Studios AB, Kahoot! AS, Frontier Developments plc, G-Cube, Schell Games LLC, 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 2024. 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 2025 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.

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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 forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • 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
  • Subsegments:
  • 1) By Solution: Learning Management Systems (LMS); Game Development Software; Content Creation Tools; Assessment Tools
  • 2) By Services: Consulting Services; Implementation Services; Support And Maintenance Services; Training And Development Services
  • 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 Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Game Based Learning Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Game Based Learning PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Game Based Learning Market Growth Rate Analysis
  • 5.4. Global Game Based Learning Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Game Based Learning Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Game Based Learning Total Addressable Market (TAM)

6. Game Based Learning Market Segmentation

  • 6.1. Global Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Solution
  • Services
  • 6.2. Global Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Cloud
  • On-Premise
  • 6.3. Global Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Consumer
  • Education
  • Government
  • Enterprises
  • 6.5. Global Game Based Learning Market, Sub-Segmentation Of Solution, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Learning Management Systems (LMS)
  • Game Development Software
  • Content Creation Tools
  • Assessment Tools
  • 6.6. Global Game Based Learning Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Consulting Services
  • Implementation Services
  • Support And Maintenance Services
  • Training And Development Services

7. Game Based Learning Market Regional And Country Analysis

  • 7.1. Global Game Based Learning Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Game Based Learning Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Game Based Learning Market

  • 8.1. Asia-Pacific Game Based Learning Market Overview
  • Region Information, 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Game Based Learning Market

  • 10.1. India Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Game Based Learning Market

  • 12.1. Australia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Game Based Learning Market

  • 13.1. Indonesia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Game Based Learning Market

  • 16.1. UK Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Game Based Learning Market

  • 17.1. Germany Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Game Based Learning Market

  • 18.1. France Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Game Based Learning Market

  • 19.1. Italy Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Game Based Learning Market

  • 20.1. Spain Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Game Based Learning Market

  • 22.1. Russia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Game Based Learning Market

  • 27.1. Brazil Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Mojang Studios AB Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Kahoot! AS Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Frontier Developments plc Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. G-Cube Overview, Products and Services, Strategy and Financial Analysis

31. Game Based Learning Market Other Major And Innovative Companies

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

32. Global Game Based Learning Market Competitive Benchmarking And Dashboard

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

34. Recent Developments In The Game Based Learning Market

35. Game Based Learning Market High Potential Countries, Segments and Strategies

  • 35.1 Game Based Learning Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Game Based Learning Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Game Based Learning Market In 2029 - 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