[202 Pages Report] The game-based learning market size is expected to grow from USD 11.0 billion in 2021 to USD 29.7 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 21.9% during the forecast period. Game-based learning is an innovative approach that uses computer games that offer educational value using different kinds of software applications to succeed teaching enhancement, assessment, and evaluation of learners.
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Companies motivate target behaviors for various purposes, such as employee training/performance management or consumer marketing/sales advocacy. Game-based learning mechanics include interactive challenges, automated feedbacks, competition and socializing, and rewards redemption. Meetings and conferences can be painfully tedious and dull. Companies set up meetings, training, presentations on employee engagement, learning and development, talent acquisition, and consumer engagement. Some presentation games include Idea Box Game, The Talking Stick, Telephone Game, etc. These games are for brainstorming meetings where employees can share ideas about a project or product. It is also a rapid-fire way to focus the meeting on deep and meaningful contributions. Companies create meeting pulse integrated with PowerPoints so that learners can use a single answer polling feature to play the game and display the results directly in a PowerPoint presentation. Game-based learning takes 40% to 60% less employee time than traditional learning.
Mobile operators are afraid of compromising the security of customer data because it would result in the loss of customers. Enterprises are sensitive when it comes to data sharing and accessibility. Cybersecurity is one of the most important factors for smooth business operations. In recent times, there has been a huge rise in the number of data breaches and cyberattacks. Cyberattacks increased by 600% from 2016 to 2017. The general acceptance of game-based learning as a new learning paradigm was deferred by a lack of well-controlled, large sample efficacy studies. Devices such as laptops, mobiles, tabs, and PCs need to be connected to the internet, which can invite attacks such as Denial of Service (DOS), malware, and identity thefts. AI and ML help to detect fraud and prevent thefts.
Companies are making AR-enabled games; using AR technologies, players can draw pictures and showcase their creations. The usage of AR and VR in on-the-job training is growing fast. Kentucky Fried Chicken (KFC) started training in cooking through VR. The VR environment can simulate real working experiences to train workers without the fear of making any mistakes. Companies also create displays such as Panning Slides, Vertical Parallax, Horizontal Parallax, Layered Display, and 360 interactions. This helps to give a 3D perspective, bringing out several elements of sub-topics on the same screen. Companies provide turnkey immersive learning solution using a combination of 3D animation , 2D animation, augmented reality, virtual reality, original audio, and well-honed principles of instructional design to create truly engaging learning experiences. AI-powered gaming analytics provide unique insights, allowing developers to quickly review faults and errors.
Setting up IT infrastructure in schools and corporates is difficult. They need to set up hardware that includes servers such as a cloud server, a dedicated server, and a shared server. Each server has its advantages and disadvantages. Maintaining a cloud server is costly. Corporates also need to set up software that includes LMS. 100s of LMS are available in the market; some of them are commercial, while some are open-source applications such as MOODLE. Studying the features of each LMS and comparing them against their training needs, budget, and choosing the right LMS is very difficult. Team selection, administration training, managing LMS activities, reports, and working with LMS vendors are challenging for schools and corporates.
Game-based learning service providers render a variety of services, which are categorized into consulting, implementation, and support and maintenance services. These services provide end users with services for game-based learning solution development and smooth installation, deployment, and maintenance of ongoing solution. Certain service providers assist end users in customized solution development for their organizations. These service providers handle the implementation of solution that are tailored to fit the business processes, such as customized solution. Consulting services deal with complex inquiries and have numerous clients that demand constant changes in their solution and service offerings. These services focus more on offering superior customer services. Implementation services in the game-based learning market enable enterprises to customize, implement, configure, and deploy a game-based learning solution according to their business needs. These services enable organizations to customize a game-based learning solution to match the organization-specific training workflow and user hierarchy, thereby improving the delivery and effectiveness of the training imparted. Implementation services further include features, such as site set up, design and theme selection, plugins, and server migration.
The education sector is using knowledge-based quizzes on computers to analyze the ability of knowledge of each student. Some skill-based games include Ludo, Call Break, Fantasy Cricket, Rummy, Bingo Game; these games have expanded their users in the market. Gambling and skill-based real money gaming are two different ball games. In India, sports and eGaming are some of the finest forms of entertainment. It has been observed that first six million online gamers took much time to get introduced but in quick succession, the numbers went to around 20 million. Online skill games can make anyone win real money. Platforms, such as AIO Games, is a trustworthy platform where one gets a chance to play multiple gaming to win cash under one umbrella.
In education, game-based learning is used in the flashcard type games such as duel, simulation game (plantville), interactives (Funbrain), quiz games (kahoot), puzzles (crossword), strategy games (Europa universals), and reality testing games (chemistry VR). In Greece, game-based learning is used in some bachelor programs. In this department, students are requested to end a game at intervals to pass some courses. Uniqueness is the key element of game-based learning, students feel motivated and engaged. One important element, from which both learners and educators are benefited, is the immediate feedback they receive through the gamming procedure.
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North America has been an extremely open and competitive market in terms of the adoption of the game-based learning solution across end users. It is the topmost region in adopting based learning solution. It has been extremely responsive toward adopting the latest technological advancements, such as integration technologies with AI, cloud, and mobile technologies within traditional-based learning solution. The major growth driver for this region is the rigorous government standards and regulations framed for various industries. Due to the COVID-19 impact, the US companies have invested hugely in eLearning technologies as schools, colleges, and universities have shut down. According to the report ‘COVID-19 Effects on the US Higher Education Campuses from Emergency Response to Planning for Future Student Mobility’ by the Institute of International Education, 96% of on-campus events were canceled, 91% of campus buildings and offices were closed, and 82% international student travel was canceled during this pandemic situation.
The game-based learning market is dominated by companies such as Kahoot (Norway) Frontier Developments (UK), Minecraft (Sweden), Spin Master (Canada), Bublar Group (Sweden), BreakAway games (US), Gamelearn (Spain), Recurrence (US), Schell Games (US), Stratbeans (India), Tangible Play (US), Simulearn (US), Playgen (UK), Raptivity (US), Banzai Labs (US), Cognitive Toybox (US), Fundamentor (India), Idnusgeeks (India), Kuato Studios (UK), Monkimun (US), Smart Lumies (US), G-Cube (India), Hornbill FX (India), Infinite Dreams (Poland), Layup (Sri Lanka), MLevel (US), Quodeck (India), Threatgen (US), Gametize (Singapore), Sweetrush (US), Kidoz, (US) and VR Education Holdings (Ireland).
Report Metrics |
Details |
Market size available for years |
2020-2026 |
Base year considered |
2020 |
Forecast period |
2021-2026 |
Forecast units |
Value (USD Million) |
Segments covered |
Component, game type, deployment mode, end user and Region |
Regions covered |
North America, Europe, APAC, MEA and Latin America |
Companies covered |
Kahoot (Norway) Frontier Developments (UK), Minecraft (Sweden), Spin Master (Canada), Bublar Group (Sweden), BreakAway games (US), Gamelearn (Spain), Recurrence (US), Schell Games (US), Stratbeans (India), Tangible Play (US), Simulearn (US), Playgen (UK), Raptivity (US), Banzai Labs (US), Cognitive Toybox (US), Fundamentor (India), Idnusgeeks (India), Kuato Studios (UK), Monkimun (US), Smart Lumies (US), G-Cube (India), Hornbill FX (India), Infinite Dreams (Poland), Layup (Sri Lanka), MLevel (US), Quodeck (India), Threatgen (US), Gametize (Singapore), Sweetrush (US), Kidoz, (US) and VR Education Holdings (Ireland). |
This research report categorizes the game-based learning market to forecast revenue and analyze trends in each of the following submarkets:
Based on the Component:Based on the Game type:
Based on Deployment mode:
Based on End user:
Based on regions:
What is the projected market value of the game-based learning market?
The game-based learning market size is expected to grow from USD 11.0 billion in 2021 to USD 29.7 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 21.9% during the forecast period.
Which region has the highest market share in the game-based learning market?
North America region has the higher market share in the game-based learning market.
Which are the major vendors in the game-based learning market?
Kahoot (Norway) Frontier Developments (UK), Minecraft (Sweden), Spin Master (Canada), Bublar Group (Sweden), BreakAway games (US) are major vendors in the game-based learning market.
What are some of the drivers in the game-based learning market?
Ownership of young learners, growing demand of training, presentation, meetings, ease of learning, problem-solving, time-saving and cost effectiveness are some of the drivers for the growth of the market. .
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TABLE OF CONTENTS
1 INTRODUCTION (Page No. - 20)
1.1 INTRODUCTION TO COVID-19
1.2 COVID-19 HEALTH ASSESSMENT
FIGURE 1 COVID-19: GLOBAL PROPAGATION
FIGURE 2 COVID-19 PROPAGATION: SELECT COUNTRIES
1.3 COVID-19 ECONOMIC ASSESSMENT
FIGURE 3 REVISED GROSS DOMESTIC PRODUCT FORECASTS FOR SELECT G20 COUNTRIES IN 2020
1.3.1 COVID-19 ECONOMIC IMPACT—SCENARIO ASSESSMENT
FIGURE 4 CRITERIA IMPACTING THE GLOBAL ECONOMY
FIGURE 5 SCENARIOS IN TERMS OF RECOVERY OF THE GLOBAL ECONOMY
1.4 OBJECTIVES OF THE STUDY
1.5 MARKET DEFINITION
1.5.1 INCLUSIONS AND EXCLUSIONS
1.6 MARKET SCOPE
1.6.1 MARKET SEGMENTATION
1.6.2 REGIONS COVERED
1.6.3 YEARS CONSIDERED FOR THE STUDY
1.7 CURRENCY CONSIDERED
TABLE 1 UNITED STATES DOLLAR EXCHANGE RATE, 2018–2020
1.8 STAKEHOLDERS
2 RESEARCH METHODOLOGY (Page No. - 29)
2.1 RESEARCH DATA
FIGURE 6 GAME-BASED LEARNING MARKET: RESEARCH DESIGN
2.1.1 SECONDARY DATA
2.1.2 PRIMARY DATA
2.1.2.1 Breakup of primary profiles
FIGURE 7 BREAKUP OF PRIMARY INTERVIEWS: BY COMPANY TYPE, DESIGNATION, AND REGION
TABLE 2 PRIMARY RESPONDENTS: ENTERPRISE PERFORMANCE MANAGEMENT MARKET
2.1.2.2 Key industry insights
2.2 MARKET BREAKUP AND DATA TRIANGULATION
FIGURE 8 DATA TRIANGULATION
2.3 MARKET SIZE ESTIMATION
FIGURE 9 GAME-BASED LEARNING MARKET: TOP-DOWN AND BOTTOM-UP APPROACHES
FIGURE 10 MARKET SIZE ESTIMATION METHODOLOGY – APPROACH 1 (SUPPLY-SIDE): REVENUE OF GAME-BASED LEARNING FROM VENDORS
FIGURE 11 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH (SUPPLY-SIDE): COLLECTIVE REVENUE OF GAME-BASED LEARNING VENDORS
FIGURE 12 MARKET SIZE ESTIMATION METHODOLOGY – (SUPPLY-SIDE): ILLUSTRATION OF VENDOR REVENUE ESTIMATION
FIGURE 13 MARKET SIZE ESTIMATION METHODOLOGY – (SUPPLY SIDE): CAGR PROJECTIONS FROM THE SUPPLY SIDE
FIGURE 14 MARKET SIZE ESTIMATION METHODOLOGY – APPROACH 2 (DEMAND-SIDE): REVENUE GENERATED FROM GAME-BASED LEARNING SOLUTION AND SERVICES
2.4 MARKET FORECAST
TABLE 3 FACTOR ANALYSIS
2.5 ASSUMPTIONS FOR THE STUDY
2.6 LIMITATIONS OF THE STUDY
3 EXECUTIVE SUMMARY (Page No. - 42)
FIGURE 15 GAME-BASED LEARNING MARKET: GLOBAL SNAPSHOT, 2020–2026
FIGURE 16 TOP-GROWING SEGMENTS IN THE MARKET
FIGURE 17 CLOUD SEGMENT TO ACCOUNT FOR A LARGER MARKET SIZE BY 2026
FIGURE 18 ASSESSMENT AND EVALUATION GAMES SEGMENT TO ACCOUNT FOR THE LARGEST MARKET SIZE BY 2026
FIGURE 19 SOLUTION SEGMENT TO ACCOUNT FOR A LARGER MARKET SIZE BY 2026
FIGURE 20 END USERS IN THE MARKET, 2020–2026 (USD MILLION)
FIGURE 21 ENTERPRISES IN THE MARKET, 2020–2026 (USD MILLION)
FIGURE 22 NORTH AMERICA TO ACCOUNT FOR THE LARGEST MARKET SIZE BY 2026
4 PREMIUM INSIGHTS (Page No. - 52)
4.1 ATTRACTIVE GROWTH OPPORTUNITIES IN THE GAME-BASED LEARNING MARKET
FIGURE 23 NEED FOR INCREASED LEARNER ENGAGEMENT DRIVING THE MARKET GROWTH
4.2 MARKET, BY COMPONENT (2021 VS. 2026)
FIGURE 24 SOLUTION SEGMENT TO ACCOUNT FOR A LARGER MARKET SHARE BY 2026
4.3 MARKET, BY GAME TYPE (2021 VS. 2026)
FIGURE 25 ASSESSMENT AND EVALUATION GAMES SEGMENT TO ACCOUNT FOR THE LARGEST MARKET SHARE BY 2026
4.4 MARKET, BY DEPLOYMENT MODE (2021 VS. 2026)
FIGURE 26 CLOUD SEGMENT TO ACCOUNT FOR A LARGER MARKET SHARE BY 2026
4.5 MARKET, BY END USER (2021 VS. 2026)
FIGURE 27 ENTERPRISES SEGMENT TO ACCOUNT FOR THE LARGEST MARKET SHARE BY 2026
4.6 MARKET, BY ENTERPRISE (2021 VS. 2026)
FIGURE 28 HEALTHCARE AND LIFESCIENCES SEGMENT TO ACCOUNT FOR THE LARGEST MARKET SHARE BY 2026
4.7 GAME-BASED LEARNING MARKET INVESTMENT SCENARIO
FIGURE 29 EUROPE TO EMERGE AS THE BEST MARKET FOR INVESTMENTS IN THE NEXT FIVE YEARS
5 MARKET OVERVIEW AND INDUSTRY TRENDS (Page No. - 56)
5.1 INTRODUCTION
5.2 MARKET DYNAMICS
FIGURE 30 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
5.2.1 DRIVERS
5.2.1.1 Ownership of young learners and user engagement in learning
5.2.1.2 Growing demand for training, presentation, and meetings among corporates and education institutes
5.2.1.3 Ease of learning, problem-solving, time-saving, and cost-effective
5.2.1.4 Demand for immediate feedback on performance
5.2.2 RESTRAINTS
5.2.2.1 Need for high security and cybersecurity from game-based learning
5.2.3 OPPORTUNITIES
5.2.3.1 Increased demand for AR, VR, and AI for learning
5.2.3.2 Building an emotional connection in learning and subject matter
5.2.4 CHALLENGES
5.2.4.1 Game-based learning modules with existing LMS
5.2.4.2 Game design with learning objectives
5.2.4.3 Cultural barriers with parents and faculties
5.2.4.4 Availability of IT infrastructure in schools and colleges, problems in access internet, and lack of financial support
5.3 CASE STUDY ANALYSIS
5.3.1 USE CASE 1: AUTOMOBILE
5.3.2 USE CASE 2: EDUCATION
5.3.3 USE CASE 3: HEALTHCARE
5.4 ECOSYSTEM
FIGURE 31 GAME-BASED LEARNING MARKET: ECOSYSTEM
5.5 SUPPLY CHAIN ANALYSIS
FIGURE 32 MARKET: VALUE CHAIN ANALYSIS
TABLE 4 MARKET: VALUE CHAIN
5.6 PRICING ANALYSIS
TABLE 5 PRICING ANALYSIS: MARKET
5.7 PATENT ANALYSIS
FIGURE 33 NUMBER OF PATENTS DOCUMENTS PUBLISHED
FIGURE 34 TOP FIVE PATENT OWNERS (GLOBAL)
TABLE 6 TOP TEN PATENT OWNERS
5.8 TECHNOLOGICAL ANALYSIS
5.8.1 CLOUD COMPUTING
5.8.2 ARTIFICIAL INTELLIGENCE AND MACHINE LEARNING
5.8.3 AUGMENTED REALITY AND VIRTUAL REALITY
5.9 PORTER’S FIVE FORCES ANALYSIS
FIGURE 35 MARKET: PORTER’S FIVE FORCES ANALYSIS
TABLE 7 GAME-BASED LEARNING MARKET: PORTER’S FIVE FORCES ANALYSIS
5.9.1 THREAT OF NEW ENTRANTS
5.9.2 THREAT OF SUBSTITUTES
5.9.3 BARGAINING POWER OF SUPPLIERS
5.9.4 BARGAINING POWER OF BUYERS
5.9.5 INTENSITY OF COMPETITIVE RIVALRY
5.10 COVID-19 DRIVEN MARKET DYNAMICS
5.10.1 DRIVERS AND OPPORTUNITIES
5.10.2 RESTRAINTS AND CHALLENGES
5.11 REGULATIONS
5.11.1 NORTH AMERICA
5.11.2 EUROPE
5.11.3 ASIA PACIFIC
5.11.4 MIDDLE EAST AND SOUTH AFRICA
5.11.5 LATIN AMERICA
5.12 TRENDS/DISRUPTIONS IMPACTING BUYERS
FIGURE 36 MARKET: TRENDS/DISRUPTIONS IMPACTING BUYERS
6 GAME-BASED LEARNING MARKET, BY COMPONENT (Page No. - 74)
6.1 INTRODUCTION
FIGURE 37 SERVICES SEGMENT TO GROW AT A HIGHER CAGR DURING THE FORECAST PERIOD
6.1.1 COMPONENTS: MARKET DRIVERS
6.1.2 COMPONENTS: COVID-19 IMPACT
TABLE 8 MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 9 COMPONENTS: MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
6.2 SOLUTION
TABLE 10 SOLUTION: MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
6.3 SERVICES
TABLE 11 SERVICES: MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
7 GAME-BASED LEARNING MARKET, BY GAME TYPE (Page No. - 79)
7.1 INTRODUCTION
FIGURE 38 AR VR GAMES SEGMENT TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD
7.1.1 GAME TYPES: MARKET DRIVERS
7.1.2 GAME TYPES: COVID-19 IMPACT
TABLE 12 MARKET SIZE, BY GAME TYPE, 2020–2026 (USD MILLION)
7.2 AR VR GAMES
7.3 AI-BASED GAMES
7.4 LOCATION-BASED GAMES
7.5 ASSESSMENT AND EVALUATION GAMES
7.6 TRAINING, KNOWLEDGE, AND SKILL-BASED GAMES
7.7 LANGUAGE LEARNING GAMES
7.8 OTHER GAME TYPES
8 GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE (Page No. - 83)
8.1 INTRODUCTION
FIGURE 39 CLOUD SEGMENT TO GROW AT A HIGHER CAGR DURING THE FORECAST PERIOD
8.1.1 DEPLOYMENT MODES: MARKET DRIVERS
8.1.2 DEPLOYMENT MODES: COVID-19 IMPACT
TABLE 13 MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
8.2 ON-PREMISES
TABLE 14 ON-PREMISES: MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
8.3 CLOUD
TABLE 15 CLOUD: MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
9 GAME-BASED LEARNING MARKET, BY END USER (Page No. - 87)
9.1 INTRODUCTION
FIGURE 40 EDUCATION SEGMENT TO HOLD THE LARGEST MARKET SHARE DURING THE FORECAST PERIOD
9.1.1 END USERS: MARKET DRIVERS
9.1.2 END USERS: COVID-19 IMPACT
TABLE 16 MARKET SIZE, BY END USER, 2020–2026 (USD MILLION)
9.2 CONSUMERS
TABLE 17 CONSUMERS: MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
9.3 EDUCATION
TABLE 18 EDUCATION: MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
9.4 GOVERNMENTS
TABLE 19 GOVERNMENTS: MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
9.5 ENTERPRISES
FIGURE 41 HEALTHCARE AND LIFE SCIENCES SEGMENT TO HOLD THE LARGEST MARKET SHARE DURING THE FORECAST PERIOD
TABLE 20 ENTERPRISES: GAME-BASED LEARNING MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
TABLE 21 MARKET SIZE, BY ENTERPRISE, 2020–2026 (USD MILLION)
9.6 BANKING, FINANCIAL SERVICES, AND INSURANCE
TABLE 22 BANKING, FINANCIAL SERVICES, AND INSURANCE: MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
9.7 MANUFACTURING
TABLE 23 MANUFACTURING: MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
9.8 HEALTHCARE AND LIFE SCIENCES
TABLE 24 HEALTHCARE AND LIFE SCIENCES: MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
9.9 IT AND TELECOMMUNICATIONS
TABLE 25 IT AND TELECOMMUNICATIONS: MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
9.10 CONSUMER GOODS AND RETAIL
TABLE 26 CONSUMER GOODS AND RETAIL: MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
9.11 OTHER ENTERPRISES
TABLE 27 OTHER ENTERPRISES: MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
10 GAME-BASED LEARNING MARKET, BY REGION (Page No. - 98)
10.1 INTRODUCTION
FIGURE 42 NORTH AMERICA TO ACCOUNT FOR THE LARGEST MARKET SIZE DURING THE FORECAST PERIOD
TABLE 28 MARKET SIZE, BY REGION, 2020–2026 (USD MILLION)
10.2 NORTH AMERICA
10.2.1 NORTH AMERICA: MARKET DRIVERS
10.2.2 NORTH AMERICA: COVID-19 IMPACT
FIGURE 43 NORTH AMERICA: MARKET SNAPSHOT
TABLE 29 NORTH AMERICA: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 30 NORTH AMERICA: SOLUTION MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 31 NORTH AMERICA: SERVICES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 32 NORTH AMERICA: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
TABLE 33 NORTH AMERICA: ON-PREMISES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 34 NORTH AMERICA: CLOUD MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 35 NORTH AMERICA: MARKET SIZE, BY END USER, 2020–2026 (USD MILLION)
TABLE 36 NORTH AMERICA: MARKET SIZE, BY ENTERPRISE, 2020–2026 (USD MILLION)
TABLE 37 NORTH AMERICA: MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
10.2.3 UNITED STATES
TABLE 38 UNITED STATES: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 39 UNITED STATES: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.2.4 CANADA
TABLE 40 CANADA: MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 41 CANADA: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.3 EUROPE
10.3.1 EUROPE: MARKET DRIVERS
10.3.2 EUROPE: COVID-19 IMPACT
TABLE 42 EUROPE: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 43 EUROPE: SOLUTION MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 44 EUROPE: SERVICES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 45 EUROPE: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
TABLE 46 EUROPE: ON-PREMISES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 47 EUROPE: CLOUD MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 48 EUROPE: MARKET SIZE, BY END USER, 2020–2026 (USD MILLION)
TABLE 49 EUROPE: MARKET SIZE, BY ENTERPRISE, 2020–2026 (USD MILLION)
TABLE 50 EUROPE: MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
10.3.3 UNITED KINGDOM
TABLE 51 UNITED KINGDOM: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 52 UNITED KINGDOM: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.3.4 GERMANY
TABLE 53 GERMANY: MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 54 GERMANY: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.3.5 FRANCE
TABLE 55 FRANCE: MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 56 FRANCE: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.3.6 REST OF EUROPE
TABLE 57 REST OF EUROPE: MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 58 REST OF EUROPE: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.4 ASIA PACIFIC
FIGURE 44 ASIA PACIFIC: MARKET SNAPSHOT
10.4.1 ASIA PACIFIC: GAME-BASED LEARNING MARKET DRIVERS
10.4.2 ASIA PACIFIC: COVID-19 IMPACT
TABLE 59 ASIA PACIFIC: MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 60 ASIA PACIFIC: SOLUTION MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 61 ASIA PACIFIC: SERVICES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 62 ASIA PACIFIC: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
TABLE 63 ASIA PACIFIC: ON-PREMISES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 64 ASIA PACIFIC: CLOUD MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 65 ASIA PACIFIC: MARKET SIZE, BY END USER, 2020–2026 (USD MILLION)
TABLE 66 ASIA PACIFIC: MARKET SIZE, BY ENTERPRISE, 2020–2026 (USD MILLION)
TABLE 67 ASIA PACIFIC: MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
10.4.3 CHINA
TABLE 68 CHINA: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 69 CHINA: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.4.4 JAPAN
TABLE 70 JAPAN: MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 71 JAPAN: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.4.5 AUSTRALIA AND NEW ZEALAND
TABLE 72 AUSTRALIA AND NEW ZEALAND: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 73 AUSTRALIA AND NEW ZEALAND: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.4.6 REST OF ASIA PACIFIC
TABLE 74 REST OF ASIA PACIFIC: MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 75 REST OF ASIA PACIFIC: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.5 MIDDLE EAST AND AFRICA
10.5.1 MIDDLE EAST AND AFRICA: GAME-BASED LEARNING MARKET DRIVERS
10.5.2 MIDDLE EAST AND AFRICA: COVID-19 IMPACT
TABLE 76 MIDDLE EAST AND AFRICA MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 77 MIDDLE EAST AND AFRICA: SOLUTION MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 78 MIDDLE EAST AND AFRICA: SERVICES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 79 MIDDLE EAST AND AFRICA: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
TABLE 80 MIDDLE EAST AND AFRICA: ON-PREMISES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 81 MIDDLE EAST AND AFRICA: CLOUD MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 82 MIDDLE EAST AND AFRICA: MARKET SIZE, BY END USER, 2020–2026 (USD MILLION)
TABLE 83 MIDDLE EAST AND AFRICA: MARKET SIZE, BY ENTERPRISE, 2020–2026 (USD MILLION)
TABLE 84 MIDDLE EAST AND AFRICA: MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
10.5.3 KINGDOM OF SAUDI ARABIA
TABLE 85 KINGDOM OF SAUDI ARABIA: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 86 KINGDOM OF SAUDI ARABIA: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.5.4 UNITED ARAB EMIRATES
TABLE 87 UNITED ARAB EMIRATES: MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 88 UNITED ARAB EMIRATES: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.5.5 SOUTH AFRICA
TABLE 89 SOUTH AFRICA: MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 90 SOUTH AFRICA: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.5.6 REST OF MIDDLE EAST AND AFRICA
TABLE 91 REST OF MIDDLE EAST AND AFRICA: MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 92 REST OF MIDDLE EAST AND AFRICA: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.6 LATIN AMERICA
10.6.1 LATIN AMERICA: MARKET DRIVERS
10.6.2 LATIN AMERICA: COVID-19 IMPACT
TABLE 93 LATIN AMERICA: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 94 LATIN AMERICA: SOLUTION MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 95 LATIN AMERICA: SERVICES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 96 LATIN AMERICA: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
TABLE 97 LATIN AMERICA: ON-PREMISES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 98 LATIN AMERICA: CLOUD MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
TABLE 99 LATIN AMERICA: MARKET SIZE, BY END USER, 2020–2026 (USD MILLION)
TABLE 100 LATIN AMERICA: MARKET SIZE, BY ENTERPRISE, 2020–2026 (USD MILLION)
TABLE 101 LATIN AMERICA: MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION)
10.6.3 BRAZIL
TABLE 102 BRAZIL: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 103 BRAZIL: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.6.4 MEXICO
TABLE 104 MEXICO: MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 105 MEXICO: MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
10.6.5 REST OF LATIN AMERICA
TABLE 106 REST OF LATIN AMERICA: MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION)
TABLE 107 REST OF LATIN AMERICA: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION)
11 COMPETITIVE LANDSCAPE (Page No. - 134)
11.1 INTRODUCTION
FIGURE 45 MARKET EVALUATION FRAMEWORK
11.2 MARKET RANKING
FIGURE 46 MARKET RANKING IN 2021
11.3 HISTORICAL REVENUE ANALYSIS OF TOP VENDORS
FIGURE 47 HISTORICAL REVENUE ANALYSIS
11.4 COMPANY EVALUATION QUADRANT
FIGURE 48 COMPANY EVALUATION MATRIX: CRITERIA WEIGHTAGE
11.4.1 STAR
11.4.2 EMERGING LEADER
11.4.3 PERVASIVE
11.4.4 PARTICIPANT
TABLE 108 GLOBAL COMPANY FOOTPRINT
TABLE 109 COMPANY END USER FOOTPRINT
TABLE 110 COMPANY REGION FOOTPRINT
FIGURE 49 GAME-BASED LEARNING MARKET: COMPANY EVALUATION QUADRANT
11.5 COMPETITIVE SCENARIO
11.5.1 MARKET NEW PRODUCT LAUNCHES
TABLE 111 MARKET: NEW PRODUCT LAUNCHES, 2019–2021
11.5.2 MARKET DEALS
TABLE 112 MARKET: DEALS, 2019–2021
12 COMPANY PROFILES (Page No. - 144)
12.1 MAJOR PLAYERS
(Business Overview, Products & Solutions, Key Insights, Recent Developments, MnM View)*
12.1.1 KAHOOT!
TABLE 113 KAHOOT!: BUSINESS OVERVIEW
FIGURE 50 KAHOOT!: COMPANY SNAPSHOT
TABLE 114 KAHOOT!: SOLUTIONS OFFERED
TABLE 115 KAHOOT!: GAME-BASED LEARNING MARKET: PRODUCT LAUNCH
TABLE 116 KAHOOT!: MARKET: DEALS
12.1.2 FRONTIER DEVELOPMENTS
TABLE 117 FRONTIER DEVELOPMENTS: BUSINESS OVERVIEW
FIGURE 51 FRONTIER DEVELOPMENTS: COMPANY SNAPSHOT
TABLE 118 FRONTIER DEVELOPMENTS: SOLUTIONS OFFERED
12.1.3 SPIN MASTER
TABLE 119 SPIN MASTER: BUSINESS OVERVIEW
FIGURE 52 SPIN MASTER: COMPANY SNAPSHOT
TABLE 120 SPIN MASTER: PRODUCTS OFFERED
TABLE 121 SPIN MASTER: MARKET: DEALS
12.1.4 BUBLAR GROUP
TABLE 122 BUBLAR GROUP: BUSINESS OVERVIEW
FIGURE 53 BUBLAR GROUP: COMPANY SNAPSHOT
TABLE 123 BUBLAR GROUP: SERVICES OFFERED
TABLE 124 BUBLAR GROUP: GAME-BASED LEARNING MARKET: DEALS
12.1.5 MINECRAFT
TABLE 125 MINECRAFT: BUSINESS OVERVIEW
TABLE 126 MINECRAFT: SERVICES OFFERED
12.1.6 BREAKAWAY GAMES
TABLE 127 BREAKAWAY GAMES: BUSINESS OVERVIEW
TABLE 128 BREAKAWAY: SOLUTIONS OFFERED
12.1.7 GAMELEARN
TABLE 129 GAMELEARN: BUSINESS OVERVIEW
TABLE 130 GAMELEARN: SOLUTIONS OFFERED
12.1.8 RECURRENCE
TABLE 131 RECURRENCE: BUSINESS OVERVIEW
TABLE 132 RECURRENCE: SOLUTIONS OFFERED
12.1.9 SCHELL GAMES
TABLE 133 SCHELL GAMES: BUSINESS OVERVIEW
TABLE 134 SCHELL GAMES: SERVICES OFFERED
12.1.10 STRATBEANS
TABLE 135 STRATBEANS: BUSINESS OVERVIEW
TABLE 136 STRATBEANS: SERVICES OFFERED
TABLE 137 STRATBEANS: GAME-BASED LEARNING MARKET: SERVICE LAUNCH
12.1.11 TANGIBLE PLAY
TABLE 138 TANGIBLE PLAY: BUSINESS OVERVIEW
TABLE 139 TANGIBLE PLAY: SERVICES OFFERED
12.1.12 SIMULEARN
TABLE 140 SIMULEARN: BUSINESS OVERVIEW
TABLE 141 SIMULEARN: SOLUTIONS OFFERED
12.1.13 PLAYGEN
TABLE 142 PLAYGEN: BUSINESS OVERVIEW
TABLE 143 PLAYGEN: SERVICES OFFERED
12.1.14 RAPTIVITY
TABLE 144 RAPTIVITY: BUSINESS OVERVIEW
12.1.14.2 Services offered
TABLE 145 RAPTIVITY: SERVICES OFFERED
12.1.14.3 Recent developments
TABLE 146 RAPTIVITY: GAME-BASED LEARNING MARKET: PRODUCT LAUNCH
12.1.15 KIDOZ
12.1.16 VR EDUCATION HOLDINGS
12.1.17 BANZAI LABS
12.1.18 COGNITIVE TOYBOX
12.1.19 FUNDAMENTOR
12.1.20 INDUSGEEKS
12.1.21 KUATO STUDIOS
12.1.22 MONKIMUN
12.1.23 SMART LUMIES
12.1.24 G-CUBE
12.1.25 HORNBILL FX
12.1.26 INFINITE DREAMS
12.1.27 LAYUP
12.1.28 MLEVEL
12.1.29 QUODECK
12.1.30 THREATGEN
12.1.31 GAMETIZE
12.1.32 SWEETRUSH
*Details on Business Overview, Solutions & Services, Key Insights, Recent Developments, MnM View might not be captured in case of unlisted companies.
13 ADJACENT/RELATED MARKET (Page No. - 184)
13.1 INTRODUCTION
13.1.1 RELATED MARKET
13.1.2 LIMITATIONS
13.2 EDTECH AND SMART CLASSROOM MARKET
TABLE 147 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY EDUCATION SYSTEM, 2014–2018 (USD MILLION)
TABLE 148 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY EDUCATION SYSTEM, 2019–2025 (USD MILLION)
TABLE 149 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY TECHNOLOGY, 2014–2018 (USD MILLION)
TABLE 150 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY TECHNOLOGY, 2019–2025 (USD MILLION)
TABLE 151 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY END USER, 2014–2018 (USD MILLION)
TABLE 152 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY END USER, 2019–2025 (USD MILLION)
TABLE 153 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY DEPLOYMENT TYPE, 2014–2018 (USD MILLION)
TABLE 154 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY DEPLOYMENT TYPE, 2019–2025 (USD MILLION)
TABLE 155 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY COUNTRY, 2014–2018 (USD MILLION)
TABLE 156 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY COUNTRY, 2019–2025 (USD MILLION)
TABLE 157 UNITED STATES: EDTECH AND SMART CLASSROOM MARKET SIZE, BY END USER, 2014–2018 (USD MILLION)
TABLE 158 UNITED STATES: EDTECH AND SMART CLASSROOM MARKET SIZE, BY END USER, 2019–2025 (USD MILLION)
TABLE 159 UNITED STATES: EDTECH AND SMART CLASSROOM MARKET SIZE, BY DEPLOYMENT TYPE, 2014–2018 (USD MILLION)
TABLE 160 UNITED STATES: EDTECH AND SMART CLASSROOM MARKET SIZE, BY DEPLOYMENT TYPE, 2019–2025 (USD MILLION)
TABLE 161 CANADA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY END USER, 2014–2018 (USD MILLION)
TABLE 162 CANADA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY END USER, 2019–2025 (USD MILLION)
TABLE 163 CANADA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY DEPLOYMENT TYPE, 2014–2018 (USD MILLION)
TABLE 164 CANADA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY DEPLOYMENT TYPE, 2019–2025 (USD MILLION)
13.3 GAMIFICATION MARKET
TABLE 165 GAMIFICATION MARKET SIZE, BY VERTICAL, 2018–2025 (USD MILLION)
TABLE 166 EDUCATION: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 167 HEALTHCARE: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 168 BANKING, FINANCIAL SERVICES, AND INSURANCE: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 169 RETAIL: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 170 MANUFACTURING: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 171 MEDIA AND ENTERTAINMENT: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 172 TELECOM: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 173 IT AND ITES: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 174 HOSPITALITY: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 175 OTHERS: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
14 APPENDIX (Page No. - 195)
14.1 DISCUSSION GUIDE
14.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
14.3 AVAILABLE CUSTOMIZATIONS
14.4 RELATED REPORTS
14.5 AUTHOR DETAILS
The study involved 4 major activities to estimate the current market size of game-based learning market. Exhaustive secondary research was done to collect information on the market, the peer market, and the parent market. The next step was to validate these findings, assumptions, and sizing with industry experts across the value chain through primary research. Both top-down and bottom-up approaches were employed to estimate the complete market size. After that, the market breakup and data triangulation procedures were used to estimate the market size of the segments and subsegments.
The market size of companies offering game-based learning was derived on the basis of the secondary data available through paid and unpaid sources, and by analyzing the product portfolios of major companies in the ecosystem and rating the companies based on their solution capabilities and business strategies. In the secondary research process, various sources were referred to, for identifying and collecting information for the study. Secondary sources included annual reports, press releases, and investor presentations of companies and product data sheets; white papers; journals; certified publications; and articles from recognized authors, government websites, directories, and databases. Secondary research was mainly used to obtain key information about the industry’s supply chain, the total pool of key players, market classification and segmentation according to industry trends to the bottom-most level, regional markets, and key developments from both market- and technology oriented perspectives; all of which were further validated by primary sources.
The primary sources from the supply side included various industry experts, including Chief Experience Officers (CXOs); Vice Presidents (VPs); directors from business development, marketing, and product development/innovation teams; related key executives from game-based learning vendors, industry associations, and independent consultants; and key opinion leaders. Primary interviews were conducted to gather insights, such as market statistics, latest trends disrupting the market, new use cases implemented, data of revenue collected from products and services, market breakups, market size estimations, market forecasts, and data triangulation. Primary research also helped in understanding various trends related to technology and region. Demand-side stakeholders, such as Chief Information Officers (CIOs), Chief Technology Officers (CTOs), Chief Security Officers (CSOs), the installation teams of end-users using game-based learning, and digital initiatives project teams, were interviewed to understand the buyer’s perspective on suppliers, products, service providers and their current use of game-based learning solution, which would affect the overall game-based learning market.
The following figure depicts the breakup of the primary profiles:
To know about the assumptions considered for the study, download the pdf brochure
The top-down and bottom-up approaches were used to estimate and validate the size of the game-based learning market and various other dependent subsegments. The research methodology used to estimate the market size included the following:
After arriving at the overall market size—using the market size estimation processes as explained above—the market was split into several segments and subsegments. To complete the overall market engineering process and arrive at the exact statistics of each market segment and subsegment, the data triangulation and market breakup procedures were employed, wherever applicable. The data was triangulated by studying several factors and trends from both, the demand and supply sides, in the game-based learning market.
With the given market data, MarketsandMarkets offers customizations as per the company’s specific needs and on best effort basis for profiling of additional market players.
Growth opportunities and latent adjacency in Game-Based Learning Market