The global game-based learning market was worth around US$ 2.4 Billion in 2018. Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning. Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.
Global Game-Based Learning Market Drivers:
The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market. Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience. The other factors influencing the growth of the market include the rapid emergence of social media, rising income levels, increasing penetration of smart phones, rising access to high speed internet, etc. Looking forward, the market value is projected to exceed US$ 4.3 Billion by 2024, exhibiting a CAGR of around 10% during 2019-2024.
Market Summary:
Based on the platform, the market has been segmented into online and offline.
Based on the revenue type, the market has been segmented into game purchase, advertising and others.
Based on the end-user, the market has been segmented into K-12 education gamification, higher education gamification. The K-12 education gamification segment currently represent the biggest segment.
Region-wise, the education gamification market has been segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.
The competitive landscape of the market has also been examined with some of the key players being Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft and Kuato Studios, BreakAway Games, Filament Games, LearningWare, Playgen, Tangible Play and Toolwire.
Key Questions Answered in This Report:
| 1 Preface 2 Scope and Methodology 2.1 Objectives of the Study 2.2 Stakeholders 2.3 Data Sources 2.3.1 Primary Sources 2.3.2 Secondary Sources 2.4 Market Estimation 2.4.1 Bottom-Up Approach 2.4.2 Top-Down Approach 2.5 Forecasting Methodology 3 Executive Summary 4 Introduction 4.1 Overview 4.2 Properties 4.3 Key Industry Trends 5 Global Game-Based Learning Market 5.1 Market Overview 5.2 Market Performance 5.3 Market Breakup by Platform 5.4 Market Breakup by Revenue Type 5.5 Market Breakup by End-User 5.6 Market Breakup by Region 5.7 Market Forecast 6 Market Breakup by Platform 6.1 Online 6.1.1 Market Trends 6.1.2 Market Forecast 6.2 Offline 6.2.1 Market Trends 6.2.2 Market Forecast 7 Market Breakup by Revenue Type 7.1 Game Purchase 7.1.1 Market Trends 7.1.2 Market Forecast 7.2 Advertising 7.2.1 Market Trends 7.2.2 Market Forecast 7.3 Others 7.3.1 Market Trends 7.3.2 Market Forecast 8 Market Breakup by End-User 8.1 K-12 Game-Based Learning 8.1.1 Market Trends 8.1.2 Market Forecast 8.2 Higher Game-Based Learning 8.2.1 Market Trends 8.2.2 Market Forecast 9 Market Breakup by Region 9.1 North America 9.1.1 Market Trends 9.1.2 Market Forecast 9.2 Europe 9.2.1 Market Trends 9.2.2 Market Forecast 9.3 Asia Pacific 9.3.1 Market Trends 9.3.2 Market Forecast 9.4 Middle East and Africa 9.4.1 Market Trends 9.4.2 Market Forecast 9.5 Latin America 9.5.1 Market Trends 9.5.2 Market Forecast 10 Global Game-Based Learning Industry: SWOT Analysis 10.1 Overview 10.2 Strengths 10.3 Weaknesses 10.4 Opportunities 10.5 Threats 11 Global Game-Based Learning Industry: Value Chain Analysis 12 Global Game-Based Learning Industry: Porters Five Forces Analysis 12.1 Overview 12.2 Bargaining Power of Buyers 12.3 Bargaining Power of Suppliers 12.4 Degree of Competition 12.5 Threat of New Entrants 12.6 Threat of Substitutes 13 Global Game-Based Learning Industry: Price Analysis 14 Competitive Landscape 14.1 Market Structure 14.2 Key Players 14.3 Profiles of Key Players 14.3.1 Badgeville 14.3.2 Bunchball 14.3.3 Classcraft Studios 14.3.4 GoGo Labs 14.3.5 6waves 14.3.6 Recurrence 14.3.7 Fundamentor 14.3.8 Gametize 14.3.9 GradeCraft 14.3.10 Kuato Studios 14.3.11 BreakAway Games 14.3.12 Filament Games 14.3.13 LearningWare 14.3.14 Playgen 14.3.15 Tangible Play 14.3.16 Toolwire |
Market Breakup by Platform
Market Breakup by Revenue Type
Market Breakup by End-User
Market Breakup by Region