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市场调查报告书
商品编码
1843871

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 250 Pages | 商品交期: 2-10个工作天内

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简介目录

近年来,游戏化学习市场呈指数级增长,从2024年的170.7亿美元增长到2025年的207.1亿美元,复合年增长率达21.4%。这段历史性时期的成长可归因于教育模式的转变、对互动式学习工具的需求、对个别化学习的重视、以及对游戏化益处的认识。

预计未来几年,游戏化学习市场规模将呈指数级增长,到2029年将达到537亿美元,复合年增长率(CAGR)为26.9%。预测期内的成长可归因于对技能培养的重视、行动学习平台的兴起、在企业培训中的应用以及分析和数据驱动洞察的采用。预测期内的关键趋势包括融入故事叙述元素、行动游戏化学习应用以及基于能力的学习游戏。

游戏化学习是一种利用游戏的有效性来定义和支持学习成果的教育方法。

基于游戏的学习涵盖解决方案和服务。解决方案部分包括供应商销售的基于游戏的学习解决方案,这些解决方案提供引人入胜的学习体验。这些解决方案能够提升内容理解和整体表现,并培养解决问题、风险承担、决策和分析思考的能力。部署选项包括云端和本地部署,涵盖扩增实境/虚拟实境游戏、人工智慧游戏、基于位置的游戏、评估游戏、培训游戏、知识游戏、技能游戏和语言学习游戏。最终使用者群体广泛,包括消费者、教育机构、政府部门和企业。

美国2025年春季突然提高关税及其引发的贸易摩擦对资讯科技产业,特别是硬体製造、资料基础设施和软体部署领域,产生了重大影响。进口半导体、电路基板和网路设备的关税上涨,推高了高科技公司、云端服务供应商和资料中心的生产和营运成本。在全球范围内采购笔记型电脑、伺服器和消费电子产品零件的公司面临更长的前置作业时间週期和价格压力。同时,对专用软体征收的关税以及主要国际市场的报復性措施,扰乱了全球IT供应链,并降低了海外对美国製造技术的需求。为了应对这些挑战,该行业正在加大对国内晶片生产的投资,扩大供应商网络,并利用人工智慧驱动的自动化技术来提高韧性并更有效地控製成本。

本研究报告是商业研究公司(The Business Research Company)最新系列报告的一部分,该系列报告提供游戏化学习市场统计数据,例如全球游戏化学习行业的市场规模、区域份额、游戏化学习市场份额的竞争对手、详细的市场细分、市场趋势和商业机会,以及在游戏化学习行业取得成功所需的数据。这份游戏化学习市场研究报告全面概​​述了您所需的一切信息,并对该行业的现状和未来发展趋势进行了详细分析。

未来五年26.9%的预测成长率较我们先前对该市场的预测略微下降0.4%。这一下降主要归因于美国与其他国家之间的关税影响。关税可能推高从中国和东南亚进口的互动硬体(例如VR头戴装置和体感设备)的价格,从而限制其在教育机构和培训中心的应用,进而扰乱游戏化学习市场。此外,由于相互关税措施以及贸易紧张局势和限制加剧对全球经济和贸易造成的负面影响,这种影响可能更为广泛。

预计智慧型手机普及率的不断提高将在预测期内显着推动游戏化学习市场的发展。随着全球智慧型手机拥有量的增长,学习者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学习的持续学习。智慧型手机的触控萤幕和动作感测器等吸引人的功能提升了用户体验,使游戏化学习更加有趣和高效。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出货解决方案的公司Oberlo预测,到2024年,全球智慧型手机用户数将达到约47.4亿,年增率为2.2%。预计2028年,全球智慧型手机用户数将达51.4亿,每年新增约10万名用户。因此,智慧型手机普及率的不断提高将推动游戏化学习市场的发展。

电子游戏产业的扩张正在推动游戏化学习市场的成长。电子游戏产业涵盖娱乐和科技领域中电子游戏的开发、製作、发行和获利。游戏化学习利用游戏的沉浸式特性来提升玩家体验、改善员工培训,并有助于实现更广泛的教育和社会目标。根据普华永道2022年6月发布的报告,电子游戏和电竞市场预计将在2021年达到2,156亿美元,到2026年达到3,235亿美元,复合年增长率为8.5%。亚太地区2021年的收入为1,094亿美元,占据了市场的大部分份额,几乎是北美的两倍,这使得电子游戏产业的成长成为游戏化学习市场的关键驱动力。

游戏化学习市场涵盖了提供游戏化学习解决营业单位以吸引学习者的实体所产生的收入。游戏化学习是指将游戏原理融入学习活动中,以提高使用者的学习动机和参与度。游戏化学习包括徽章、积分系统、排行榜、测验、课程回馈系统和讨论区等。它运用各种游戏进行主动学习,从而增强学生的学习效果。使用者透过玩游戏来获取知识,并提高解决问题和批判性思考能力。该市场的价值指的是“出厂价”,即产品製造商或生产商向其他营业单位(包括下游製造商、批发商、经销商和零售商)或直接向最终客户销售的产品价值。此外,该市场的产品价值还包括产品创建者提供的任何相关服务。

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 4 章 市场 - 宏观经济情境 宏观经济情境包括利率、通货膨胀、地缘政治、贸易战和关税,以及 COVID-19 疫情和復苏对市场的影响。

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、法律因素、驱动因素与限制因素)
  • 终端用户产业分析
  • 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年
  • 全球游戏化学习市场预测:规模与成长,2024-2029年,2034年
  • 全球游戏化学习:潜在市场规模 (TAM)

第六章 市场细分

  • 全球游戏化学习市场按组件、效能和预测划分,2019-2024年、2024-2029年、2034年
  • 解决方案
  • 服务
  • 全球游戏化学习市场依部署模式、效能和预测划分,2019-2024年、2024-2029年、2034年
  • 本地部署
  • 全球游戏化学习市场(依游戏类型划分):表现与预测,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
  • 评级和评级游戏
  • 训练、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、效能和预测划分,2019-2024年、2024-2029年、2034年
  • 消费者
  • 教育
  • 政府
  • 公司
  • 全球游戏化学习市场:按解决方案类型、表现和预测进行细分,2019-2024年、2024-2029年、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、表现及预测细分,2019-2024年、2024-2029年、2034年
  • 咨询服务
  • 实施服务
  • 支援和维护服务
  • 培训及发展服务

第七章 区域和国家分析

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

第二十章: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:竞争格局与公司概况

  • 游戏化学习市场:竞争格局
  • 游戏化学习市场: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:其他领先和创新企业

  • 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錶板

第33章 重大併购

第34章 近期市场趋势

第35章:高潜力市场国家、细分市场与策略

  • 2029年游戏化学习市场:提供新机会的国家
  • 2029年游戏化学习市场:蕴藏新机会的细分领域
  • 2029年游戏化学习市场:成长策略
    • 基于市场趋势的策略
    • 竞争对手策略

第36章附录

简介目录
Product Code: r26501u

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.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp rise in U.S. tariffs and the ensuing trade tensions in spring 2025 are having a significant impact on the information technology sector, especially in hardware manufacturing, data infrastructure, and software deployment. Increased duties on imported semiconductors, circuit boards, and networking equipment have driven up production and operating costs for tech companies, cloud service providers, and data centers. Firms that depend on globally sourced components for laptops, servers, and consumer electronics are grappling with extended lead times and mounting pricing pressures. At the same time, tariffs on specialized software and retaliatory actions by key international markets have disrupted global IT supply chains and dampened foreign demand for U.S.-made technologies. In response, the sector is ramping up investments in domestic chip production, broadening its supplier network, and leveraging AI-powered automation to improve resilience and manage costs more effectively.

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 $20.71 billion in 2025 at a compound annual growth rate (CAGR) of 21.4%. 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 $53.7 billion in 2029 at a compound annual growth rate (CAGR) of 26.9%. 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 forecast of 26.9% growth over the next five years reflects a modest reduction of 0.4% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. Tariffs may disrupt the Game-Based Learning market by inflating the price of interactive hardware-like VR headsets and motion-sensing devices-imported from China and Southeast Asia, thereby limiting adoption in educational institutions and training centers. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

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, including technological disruption, regulatory shifts, and changing consumer preferences? 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 technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • 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.
  • 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; 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.
  • 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, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

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