According to the latest report by IMARC Group, titled “Global Game-Based Learning Market Report and Forecast 2021-2026”, offers a comprehensive analysis of the industry, which comprises insights on global game-based learning market size The report also includes competitor and regional analysis, and contemporary advancements in the global market. The market size reached US$ 5.8 Billion in 2020. Looking forward, the market expects to exhibit strong growth during the next five years.
Report Metric
Historical: 2015-2020
Base Year: 2020
Forecast Year: 2021-2026
Industry Definition and Application:
Game-based learning refers to learning supporting by the utilization of a game. This form of learning can start from any academic level and continue through to lifelong stages. These intrinsic or supplement games can be played online, face-to-face and on devices like smartphones and computers.
Game-based learning enables the learners to improve lateral thinking, develop soft skills, retain information, understand core concepts, and simplify complex topics. The games offer a risk-free environment, which creates an opportunity to make mistakes. Due to these features, game-based learning is emerging as a popular model in the education sector.
Download free sample of the report:https://www.imarcgroup.com/game-based-learning-market/requestsample
As the novel coronavirus (COVID-19) crisis takes over the world, we are continuously tracking the changes in the markets, as well as the purchase behaviours of the consumers globally and our estimates about the latest market trends and forecasts are being done after considering the impact of this pandemic.
Global Game-Based Learning Market Trends:
The rising adoption of the latest technologies in the education sector, the growing popularity of modern classrooms, and the integration of innovative methodologies are some of the major factors that are propelling the growth of the market. As game-based technologies help in enhancing hand-eye coordination and rational thinking of the user, several universities and schools are incorporating these technologies in classroom learning.
Moreover, continuous innovation and the introduction of new software in this field are also providing a thrust to the market growth. Furthermore, the technology is now also being used in the corporate sector for the training and skill development of the employees. Other factors, such as inflating income levels and the increasing access to high speed internet, are also contributing to the market growth.
Browse full report with detailed TOC and list of figures and tables:https://www.imarcgroup.com/game-based-learning-market
Table of Content
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 Key Industry Trends
5 Global Game-Based Learning Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Breakup by Platform
5.5 Market Breakup by Revenue Type
5.6 Market Breakup by End-User
5.7 Market Breakup by Region
5.8 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 (CallidusCloud)
14.3.2 Bunchball (BI WORLDWIDE)
14.3.3 Classcraft Studios
14.3.4 6waves
14.3.5 Recurrence
14.3.6 Fundamentor
14.3.7 Gametize
14.3.8 GradeCraft
14.3.9 Kuato Studios
14.3.10 BreakAway Games
14.3.11 Filament Games
14.3.12 LearningWare
14.3.13 Tangible Play
14.3.14 Toolwire
Global Game-Based Learning Market Analysis and Segmentation:
Breakup by Platform:
- Online
- Offline
On the basis of the platform, the market has been bifurcated into online and offline platforms. Among these, online is the most popular platform as it provides innovative solutions to students for exploring lessons.
Breakup by Revenue Type:
- Game Purchase
- Advertising
- Others
Based on the revenue type, the market has been divided into advertising, game purchase, and others. Currently, game purchase holds the biggest market share.
Breakup by End-User:
- K-12 Game-Based Learning
- Higher Game-Based Learning
On the basis of the end user, K-12 game-based learning accounts for the majority of the market share, followed by higher game-based learning.
Breakup by Region:
- North America
- Europe
- Asia Pacific
- Middle East and Africa
- Latin America
On the geographical front, the market has been categorized into Europe, Asia Pacific, North America, Latin America, and Middle East and Africa. At present, Asia Pacific represents the leading market, holding the largest market share.
Regional Insights:
- North America (United States, Canada)
- Europe (Germany, France, United Kingdom, Italy, Spain, Others)
- Asia Pacific (China, Japan, India, Australia, Indonesia, Korea, Others)
- Latin America (Brazil, Mexico, Others)
- Middle East and Africa (United Arab Emirates, Saudi Arabia, Qatar, Iraq, Other)
Key highlights of the report:
- Market Performance (2015-2020)
- Market Outlook (2021-2026)
- Porter’s Five Forces Analysis
- Market Drivers and Success Factors
- SWOT Analysis
- Value Chain
- Comprehensive Mapping of the Competitive Landscape
We are updating our reports, If you want latest primary and secondary data (2022-2027) with Cost Module, Business Strategy, Competitive landscape, etc. Click request free sample report, the report will be delivered to you in PDF format via email within 24 to 48 hours after the payment confirmation.
About Us
IMARC Group is a leading market research company that offers management strategy and market research worldwide. We partner with clients in all sectors and regions to identify their highest-value opportunities, address their most critical challenges, and transform their businesses.
IMARC’s information products include major market, scientific, economic and technological developments for business leaders in pharmaceutical, industrial, and high technology organizations. Market forecasts and industry analysis for biotechnology, advanced materials, pharmaceuticals, food and beverage, travel and tourism, nanotechnology and novel processing methods are at the top of the company’s expertise.
Contact us
IMARC Group
309 2nd St, Brooklyn, NY 11215, USA
Website: www.imarcgroup.com
Email: sales@imarcgroup.com
USA: +1-631-791-1145
Follow us on twitter: @imarcglobal