Game-based Learning Market by Offering (Gamified Learning, Microlearning, Simulation Learning, LMS, Adaptive Learning, Authoring Tools), Application (K-12, Higher Education, Corporate Training, STEM, Cognitive Development) - Global Forecast to 2030

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USD 17.83 BN
MARKET SIZE, 2030
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CAGR 23.4%
(2025-2030)
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365
REPORT PAGES
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354
MARKET TABLES

OVERVIEW

Game-based Learning Market Overview

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

The global game-based learning (GBL) market is projected to grow from USD 6.23 billion in 2025 to USD 17.82 billion by 2030, registering a CAGR of 23.4%. This growth is driven by rising demand for engaging, measurable, and personalized learning experiences across education and enterprise sectors. Key adoption drivers include - AI, AR, and VR integration is enhancing immersive learning environments, Mobile-first access and expanding internet penetration are enabling scalable, remote delivery, Strong uptake of LMS, assessment tools, and skill-based applications is fueling platform growth.

KEY TAKEAWAYS

  • By Region, North America accounted for largest market share of 36.8% in 2025.
  • By Software, the Simulation-based Learning Platforms segment is expected to grow at the highest CAGR of 25.6% during the forcast period.
  • By Game Type, Skill-based, Assessment & Evaluation Games segment is projected to hold largest market share during the forecast period
  • By Integration Type, Web-based Deployment segment accounted for largest market share 2025.
  • The medical & healthcare training application segment is expected to grow at the highest CAGR of 26.2% during the forecast period.
  • Leading market players like Duolingo, Kahoot!, and Stride Inc are pursuing strategic partnerships, mergers, and acquisitions to expand their product portfolios and strengthen global presence. The competitive landscape is shaped by innovation in AI-powered gamification, immersive VR/AR learning, and analytics-driven engagement models.
  • Companies like Tenneo, Game Strategies, and Axonify among others, have distinguished themselves among startups and SMEs by securing strong footholds in specialized niche areas, underscoring their potential as emerging market leaders.

Game-based learning is accelerating globally, driven by immersive technologies, cloud-enabled platforms, and data-driven engagement. Educators, enterprises, and learners are seeking Higher engagement and retention, Flexible remote and hybrid learning models, Skill-based training in leadership, compliance, and soft skills. Adaptive content delivery tailored to individual progress. Vendors are responding with AI-powered platforms for scalable personalization, AR/VR-enabled simulations for experiential learning, Learning-as-a-Service (LaaS) models for flexible deployment, Performance-based gamification to align learning with measurable outcomes. They are also addressing challenges around Data privacy and compliance, Curriculum alignment and interoperability, Teacher enablement and onboarding support.

TRENDS & DISRUPTIONS IMPACTING CUSTOMERS' CUSTOMERS

The Game-based Learning market is experiencing accelerated growth, driven by the demand for engaging, interactive, and measurable learning experiences across education, corporate, healthcare, and defense sectors. As institutions and enterprises strive to improve learner outcomes, skill development, and knowledge retention, GBL platforms are gaining significant traction. This evolving landscape is shaped by the integration of immersive technologies such as AR/VR, AI, and gamification engines, along with real-time analytics, adaptive learning systems, and AI-driven feedback mechanisms. Use cases now span from curriculum reinforcement and leadership training to surgical simulation and crisis response drills. Organizations are adopting game-based tools not only to improve engagement but also to build critical thinking, empathy, and soft skills in learners. The shift toward data-driven personalization, microlearning, and simulation-based environments is redefining how training is delivered across age groups and sectors. Furthermore, as Generative AI enables content scalability and scenario branching, new business models like Learning-as-a-Service and performance-based gamification are emerging. These advances are accompanied by challenges around learner data privacy, outcome validation, and platform interoperability, prompting vendors to build secure, scalable, and compliant solutions. In this dynamic environment, GBL providers must continuously innovate to meet the evolving needs of learners and stakeholders, while shaping the future of education and training in a digitally immersive, outcome-focused world.

Game-based Learning Market Disruptions

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

MARKET DYNAMICS

Drivers
Impact
Level
  • Cognitive and psychological benefits of gamification increase its acceptance in learning environments.
  • Rising mobile technology penetration is expanding game-based learning accessibility.
RESTRAINTS
Impact
Level
  • Resistance from traditional educators and institutions slows down implementation
  • Concerns about excessive screen time and digital overexposure
OPPORTUNITIES
Impact
Level
  • Integration of AI and analytics into GBL platforms offers personalization at scale
  • Game-based learning is expanding into areas like language learning and STEM subjects
CHALLENGES
Impact
Level
  • Balancing educational content with engaging gameplay while maintaining curriculum alignment standards
  • Teacher training and digital competency gaps hinder effective GBL integration

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

Cognitive and psychological benefits of gamification increase its acceptance in learning environments.

Growing awareness of the cognitive and psychological benefits of gamification is driving its integration across learning environments. Game-based learning (GBL) enhances memory retention, motivation, and problem-solving by engaging both emotional and intellectual faculties. Vendors are positioning gamified tools as solutions that build learner confidence, sustain attention, and improve conceptual understanding, making learning more measurable, enjoyable, and outcome-driven.

Resistance from traditional educators and institutions slows down implementation

Despite rising interest, traditional educators and institutions remain cautious about adopting GBL. Concerns around curriculum alignment, assessment integrity, and implementation complexity slow integration into conventional models. Vendors are addressing this through educator enablement, policy-aligned frameworks, and low-friction onboarding, helping institutions transition from passive to interactive learning ecosystems.

Integration of AI and analytics into GBL platforms offers personalization at scale

The integration of AI and analytics into GBL platforms is enabling personalized learning at scale. Adaptive algorithms dynamically adjust content based on learner progress, offering tailored challenges that match individual pace and proficiency. Vendors are leveraging real-time dashboards to provide educators and enterprises with visibility into engagement, performance, and learning outcomes, supporting data-driven decision-making and curriculum optimization.

Balancing educational content with engaging gameplay while maintaining curriculum alignment standards

Balancing engaging gameplay with pedagogical rigor remains a core challenge. Developers must ensure that entertainment elements support—not distract from—learning goals. Vendors are investing in instructional design, curriculum mapping, and educator co-creation models to maintain academic credibility, measurable outcomes, and intuitive user experiences, ensuring long-term adoption and impact.

Game-based Learning Market: COMMERCIAL USE CASES ACROSS INDUSTRIES

COMPANY USE CASE DESCRIPTION BENEFITS
Hyundai Spain implemented Gamelearn's multilingual game-based learning platform to enhance employee development. The cloud-based solution eliminated time constraints and physical classroom requirements, offering games in English, Spanish, French, and German. Hyundai improved employee professional development and productivity through game-based learning. The approach enabled measurement of training effectiveness throughout the process. The multilingual platform provided flexibility and broad accessibility for global operations.
Clifton Public Schools implemented Prodigy Math Game for 10,700 diverse students. The adaptable platform allowed students to participate at their own pace, providing real-time data and detailed progress reports for teachers. Students showed increased engagement and improved math performance, especially lower-performing learners. Students mastered nearly double the math skills per month compared to the previous year. Prodigy's reporting enhanced communication and fostered data-driven instruction.
Professor Toni Marie integrated Kahoot! into nutrition education for 1,200 students. She utilized AI features including PDF-to-kahoot generator and question generator to streamline teaching and create varied, dynamic question formats. Kahoot! with AI increased student engagement and improved lecture content retention. AI features provided considerable time savings in lesson preparation while offering fresh perspectives and creative touches, enhancing the overall learning experience.
Maruti Suzuki partnered with Tenneo (formerly G-Cube) for digital learning transformation. The solution included online courses with videos, animations, and interactive games, as well as providing reports and skill gap analyses across departments. Digital training aligned with learners' specific needs and improved skill development. Interactive content like mini-games boosted engagement. The modern LMS drastically reduced infrastructure costs while enhancing learning efficiency and optimizing operational expenditure.

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MARKET ECOSYSTEM

The game-based learning market ecosystem, comprises of software types (gamified learning platforms, microlearning platforms, simulation-based learning platforms, integrated LMS platforms, adaptive learning systems, and AI authoring tools & development platforms). This segmented ecosystem works collaboratively to drive the transition toward more efficient workflows and output generation, leveraging technology and data to achieve goals.

Game-based Learning Market Ecosystem

Logos and trademarks shown above are the property of their respective owners. Their use here is for informational and illustrative purposes only.

MARKET SEGMENTS

Game-based Learning Market Segments

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

Game-Based Learning Market, By Offering

Simulation-based learning platforms are revolutionizing experiential education by replicating real-world scenarios for hands-on practice, collaboration, and skill development. These platforms allow learners to apply theoretical knowledge in safe, interactive, and controlled digital environments, enhancing knowledge retention, decision-making, and performance across academic and professional domains. The integration of AI-driven simulations and immersive content is further strengthening personalized training experiences.

Game-Based Learning Market, By Game Type

AI-powered educational games are reshaping personalized learning by combining adaptive algorithms, gamification mechanics, and real-time analytics. These games dynamically adjust difficulty levels and learning content to match individual learner behavior and progress. This approach ensures continuous engagement, deeper conceptual understanding, and improved mastery over time. The growing use of strategy-based, role-playing, and problem-solving games is further driving demand across both K–12 and corporate sectors.

Game-Based Learning, By Integration Type

Immersive technologies, including Virtual Reality (VR) and Augmented Reality (AR), are expanding the frontiers of interactive education. These integrations create realistic, spatial learning environments that bridge the gap between theory and practice. Learners benefit from enhanced experiential recall, situational awareness, and hands-on application of concepts. As institutions and enterprises adopt mixed-reality learning ecosystems, the demand for scalable, device-compatible platforms continues to grow.

Game-Based Learning, By Application

The medical and healthcare sectors are rapidly adopting game-based learning to enhance clinical decision-making, procedural skills, and patient care outcomes. Through interactive simulations, case-based scenarios, and VR-based training modules, healthcare professionals can safely practice high-stakes situations and develop critical thinking abilities. This approach not only boosts readiness and confidence but also supports ongoing professional development and competency-based learning outcomes.

REGION

Asia Pacific to be fastest-growing region in global Game-Based Learning Market during forecast period

Asia Pacific is projected to grow at the highest CAGR in the game-based learning market owing to rapid digitalization in the education sector and the strong push from governments to integrate technology into classrooms. The region’s vast student population, coupled with a rising emphasis on skill-based and experiential learning, is driving significant adoption of simulation and game-based platforms. Expanding internet and smartphone penetration, along with increasing affordability of digital tools, further supports this growth. Moreover, local EdTech startups and global players are investing heavily in culturally relevant, gamified content and AI-driven learning experiences, making the region a key innovation hub for the game-based learning industry.

Game-based Learning Market Region

Game-based Learning Market: COMPANY EVALUATION MATRIX

In the Game-Based Learning market matrix, Duolingo (Star) leads with its engaging, gamified approach to language learning that combines bite-sized lessons, adaptive challenges, and AI-driven personalization to enhance learner motivation and retention. Its global reach, continuous innovation, and strong community ecosystem reinforce its position as the top player transforming digital education through play-based engagement. Age of Learning (Emerging Leader) is gaining momentum with its comprehensive, curriculum-aligned educational games that promote foundational skills across subjects through immersive, interactive experiences. Its focus on learning outcomes and scalable digital platforms positions it as a fast-growing contender in the game-based learning landscape.

Game-based Learning Market Evaluation Metrics

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

MARKET SCOPE

REPORT METRIC DETAILS
Market Size in 2025 (Value) USD 6.23 BN
Market Forecast in 2030 (value) USD 17.83 BN
Growth Rate 23.40%
Years Considered 2020–2030
Base Year 2024
Forecast Period 2025 – 2030
Units Considered USD Million
Report Coverage Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments Covered
  • By Offering: Software and Services
  • By Game Type:
    • AR & VR Games
    • AI-Driven Learning Games
    • Location-based Education Games
    • Quiz
    • Logic
    • and Strategy Games
    • Skill-based
    • Assessment & Evaluation Games
    • Language & Communication Games
    • Simulation & Scenario-based Games
    • Role-Playing & Narrative-based Games and Other Game Types
  • By Integration:
    • Web-based Deployment
    • Mobile-based Deployment
    • Immersive Hardware
    • Interactive Display Interfaces
    • and Gaming Consoles
  • By Applications:
    • Academic Education
    • Corporate & Workforce Training
    • Medical & Healthcare Training
    • Personalized Learning & Development
    • and Skill-based & Subject-Specific Learning
Regions Covered North America, Asia Pacific, Europe, the Middle East & Africa, and Latin America

WHAT IS IN IT FOR YOU: Game-based Learning Market REPORT CONTENT GUIDE

Game-based Learning Market Content Guide

DELIVERED CUSTOMIZATIONS

We have successfully delivered the following deep-dive customizations:

CLIENT REQUEST CUSTOMIZATION DELIVERED VALUE ADDS
Leading GBL Vendor
  • Competitive profiling of additional vendors
  • Parameter-based product benchmarking
  • Ecosystem mapping
  • End-user adoption analysis
  • Identified direct competition
  • Understanding focus areas
  • Highlight opportunities for cost reduction & efficiency
  • Insights into enterprise adoption priorities
Leading GBL Vendor
  • Region-specific market size & forecast
  • Market opportunities by Applications
  • Market opportunities by Business Functions
  • Pricing analysis & client sentiment
  • Deployment trend study
  • Insights on growing regional market
  • Research and development spending
  • Application based growth opportunities
  • Strategic deployment insights

RECENT DEVELOPMENTS

  • April 2025 : Duolingo launched its largest content expansion ever with 148 new language courses, more than doubling its current offering. The expansion makes their seven most popular non-English languages - Spanish, French, German, Italian, Japanese, Korean, and Mandarin - available across all 28 supported user interface languages.
  • March 2025 : K12 Tutoring, a personalized, online tutoring service of Stride, Inc., partnered with Lake Forest School District in Delaware to ensure students continue receiving high-impact tutoring following the sudden closure of their former tutoring provider. This collaboration reflects K12 Tutoring’s commitment to delivering innovative, tailored educational solutions that empower students to reach their full potential.
  • February 2025 : Kahoot! announced an exciting new collaboration with the globally loved Sanrio characters, including Hello Kitty, My Melody, Kerokerokeroppi, Mr. Men Little Miss, and many more. This collaboration introduces a collection of educational learning games designed for children and families.
  • January 2025 : Microsoft Corp. and Pearson announced a strategic partnership to help address one of the top challenges facing organizations globally: skilling for the era of AI. The partnership will focus on providing employers, workers, and learners with new AI-powered products and services to help prepare the current and future workforce across industries for the era of work in an AI-driven economy.
  • December 2024 : Duolingo announced a new partnership with Netflix’s Squid Game to promote Korean language learning through an immersive, one-of-a-kind campaign, including an update to its Korean course. Titled “Learn Korean or Else,” the campaign combines Duolingo’s humorous approach to promoting learning with the high-stakes energy of Netflix’s Squid Game to motivate fans to do their Korean lessons.

Table of Contents

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TITLE
PAGE NO
1
INTRODUCTION
 
 
 
35
2
RESEARCH METHODOLOGY
 
 
 
41
3
EXECUTIVE SUMMARY
 
 
 
54
4
PREMIUM INSIGHTS
 
 
 
60
5
MARKET OVERVIEW AND INDUSTRY TRENDS
Game-based learning revolutionizes education with mobile tech, AI integration, and experiential learning growth.
 
 
 
63
 
5.1
INTRODUCTION
 
 
 
 
5.2
MARKET DYNAMICS
 
 
 
 
 
5.2.1
DRIVERS
 
 
 
 
 
5.2.1.1
COGNITIVE AND PSYCHOLOGICAL BENEFITS OF GAMIFICATION TO ENHANCE LEARNER ENGAGEMENT AND MOTIVATION
 
 
 
 
5.2.1.2
RISING MOBILE TECHNOLOGY PENETRATION TO EXPAND GAME-BASED LEARNING ACCESSIBILITY
 
 
 
 
5.2.1.3
INCREASING CORPORATE FOCUS ON EMPLOYEE ENGAGEMENT AND UPSKILLING
 
 
 
5.2.2
RESTRAINTS
 
 
 
 
 
5.2.2.1
RESISTANCE FROM TRADITIONAL EDUCATORS AND INSTITUTIONS
 
 
 
 
5.2.2.2
CONCERNS OVER SCREEN TIME AND DIGITAL ADDICTION AFFECT ADOPTION IN YOUNGER POPULATION
 
 
 
 
5.2.2.3
DIFFICULTY IN INTEGRATING GBL INTO EXISTING CURRICULUM STRUCTURES
 
 
 
5.2.3
OPPORTUNITIES
 
 
 
 
 
5.2.3.1
GROWING DEMAND FOR SKILL-BASED AND EXPERIENTIAL LEARNING TO CREATE SPACE FOR GBL EXPANSION
 
 
 
 
5.2.3.2
INTEGRATION OF AI AND ANALYTICS INTO GBL PLATFORMS TO UNLOCK NEW OPPORTUNITIES FOR PERSONALIZED EDUCATION
 
 
 
 
5.2.3.3
GROWING USE OF GBL IN LANGUAGE LEARNING AND STEM EDUCATION TO PRESENT NICHE OPPORTUNITIES
 
 
 
5.2.4
CHALLENGES
 
 
 
 
 
5.2.4.1
BALANCING EDUCATIONAL CONTENT WITH ENGAGING GAMEPLAY WHILE MAINTAINING CURRICULUM ALIGNMENT STANDARDS
 
 
 
 
5.2.4.2
TEACHER TRAINING AND DIGITAL COMPETENCY GAPS TO HINDER EFFECTIVE GBL INTEGRATION
 
 
 
 
5.2.4.3
LIMITED INFRASTRUCTURE AND INTERNET ACCESS IN RURAL REGIONS TO HAMPER GBL ADOPTION
 
 
5.3
IMPACT OF 2025 US TARIFF – GAME-BASED LEARNING MARKET
 
 
 
 
 
 
5.3.1
INTRODUCTION
 
 
 
 
5.3.2
KEY TARIFF RATES
 
 
 
 
5.3.3
PRICE IMPACT ANALYSIS
 
 
 
 
 
5.3.3.1
STRATEGIC SHIFTS AND EMERGING TRENDS
 
 
 
5.3.4
IMPACT ON COUNTRY/REGION
 
 
 
 
 
5.3.4.1
US
 
 
 
 
5.3.4.2
CHINA
 
 
 
 
5.3.4.3
EUROPE
 
 
 
 
5.3.4.4
INDIA
 
 
 
5.3.5
IMPACT ON END-USE INDUSTRIES
 
 
 
 
 
5.3.5.1
EDUCATION (K-12 AND HIGHER EDUCATION)
 
 
 
 
5.3.5.2
CORPORATE TRAINING & DEVELOPMENT
 
 
 
 
5.3.5.3
DEFENSE & SECURITY TRAINING
 
 
 
 
5.3.5.4
HEALTHCARE EDUCATION & TRAINING
 
 
5.4
EVOLUTION OF GAME-BASED LEARNING
 
 
 
 
5.5
SUPPLY CHAIN ANALYSIS
 
 
 
 
 
5.6
IMPACT OF GENERATIVE AI ON GAME-BASED LEARNING
 
 
 
 
 
5.6.1
TOP USE CASES & MARKET POTENTIAL
 
 
 
 
 
5.6.1.1
KEY USE CASES
 
 
 
5.6.2
PERSONALIZED LEARNING PATHS
 
 
 
 
5.6.3
NARRATIVE-DRIVEN ROLEPLAY AND SIMULATION
 
 
 
 
5.6.4
ASSESSMENT AND FEEDBACK
 
 
 
 
5.6.5
LANGUAGE LEARNING
 
 
 
 
5.6.6
PUZZLE/STRATEGY GAME DESIGN
 
 
 
 
5.6.7
VIRTUAL FACILITATORS/TUTORS
 
 
 
5.7
ECOSYSTEM ANALYSIS
 
 
 
 
 
 
5.7.1
GAME-BASED LEARNING MARKET, SOFTWARE TYPE
 
 
 
 
 
5.7.1.1
GAMIFIED LEARNING PLATFORMS
 
 
 
 
5.7.1.2
MICROLEARNING PLATFORMS
 
 
 
 
5.7.1.3
SIMULATION-BASED LEARNING PLATFORMS
 
 
 
 
5.7.1.4
INTEGRATED LMS PLATFORMS
 
 
 
 
5.7.1.5
ADAPTIVE LEARNING SYSTEMS
 
 
 
 
5.7.1.6
AI AUTHORING TOOLS & DEVELOPMENT PLATFORMS
 
 
5.8
INVESTMENT AND FUNDING SCENARIO
 
 
 
 
5.9
CASE STUDY ANALYSIS
 
 
 
 
 
5.9.1
CASE STUDY 1: HYUNDAI IMPROVES EMPLOYEE DEVELOPMENT AND PRODUCTIVITY WITH GAME-BASED LEARNING
 
 
 
 
5.9.2
CASE STUDY 2: CLIFTON PUBLIC SCHOOLS ACCELERATES MATH ENGAGEMENT AND ACHIEVEMENT WITH PRODIGY MATH GAME
 
 
 
 
5.9.3
CASE STUDY 3: UNIVERSITY OF ILLINOIS ENHANCES NUTRITION EDUCATION WITH KAHOOT! AND AI
 
 
 
 
5.9.4
CASE STUDY 4: MARUTI SUZUKI OPTIMIZES WORKFORCE TRAINING WITH TENNEO'S (FORMERLY G-CUBE) DIGITAL LEARNING PLATFORM
 
 
 
 
5.9.5
CASE STUDY 5: LARGE HEALTHCARE CORPORATE REDUCES COSTS WITH STRATBEANS' ONLINE LEARNING PLATFORM
 
 
 
5.10
TECHNOLOGY ANALYSIS
 
 
 
 
 
5.10.1
KEY TECHNOLOGIES
 
 
 
 
 
5.10.1.1
GAME ENGINES
 
 
 
 
5.10.1.2
ARTIFICIAL INTELLIGENCE (AI)
 
 
 
 
5.10.1.3
LEARNING ANALYTICS
 
 
 
 
5.10.1.4
INSTRUCTIONAL DESIGN TECHNOLOGIES
 
 
 
5.10.2
COMPLIMENTARY TECHNOLOGIES
 
 
 
 
 
5.10.2.1
IMMERSIVE AUDIO TECHNOLOGIES
 
 
 
 
5.10.2.2
PROCEDURAL CONTENT GENERATION
 
 
 
 
5.10.2.3
HAPTICS
 
 
 
5.10.3
ADJACENT TECHNOLOGIES
 
 
 
 
 
5.10.3.1
AUGMENTED REALITY/VIRTUAL REALITY
 
 
 
 
5.10.3.2
CLOUD COMPUTING
 
 
 
 
5.10.3.3
INTERNET OF THINGS (IOT)
 
 
5.11
REGULATORY LANDSCAPE
 
 
 
 
 
5.11.1
REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
5.11.2
KEY REGULATIONS
 
 
 
 
 
5.11.2.1
NORTH AMERICA
 
 
 
 
5.11.2.2
EUROPE
 
 
 
 
5.11.2.3
ASIA PACIFIC
 
 
 
 
5.11.2.4
MIDDLE EAST & AFRICA
 
 
 
 
5.11.2.5
LATIN AMERICA
 
 
5.12
PATENT ANALYSIS
 
 
 
 
 
 
5.12.1
METHODOLOGY
 
 
 
 
5.12.2
PATENTS FILED, BY DOCUMENT TYPE
 
 
 
 
5.12.3
INNOVATION AND PATENT APPLICATIONS
 
 
 
5.13
PRICING ANALYSIS
 
 
 
 
 
 
5.13.1
AVERAGE SELLING PRICE OF OFFERING, BY KEY PLAYERS, 2025
 
 
 
 
5.13.2
INDICATIVE PRICING ANALYSIS, BY GAME TYPE, 2025
 
 
 
5.14
KEY CONFERENCES AND EVENTS, 2025–2026
 
 
 
 
5.15
PORTER’S FIVE FORCES ANALYSIS
 
 
 
 
 
5.15.1
THREAT OF NEW ENTRANTS
 
 
 
 
5.15.2
THREAT OF SUBSTITUTES
 
 
 
 
5.15.3
BARGAINING POWER OF SUPPLIERS
 
 
 
 
5.15.4
BARGAINING POWER OF BUYERS
 
 
 
 
5.15.5
INTENSITY OF COMPETITIVE RIVALRY
 
 
 
5.16
TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
 
 
 
 
5.17
KEY STAKEHOLDERS AND BUYING CRITERIA
 
 
 
 
 
 
5.17.1
KEY STAKEHOLDERS IN BUYING PROCESS
 
 
 
 
5.17.2
BUYING CRITERIA
 
 
6
GAME-BASED LEARNING MARKET, BY OFFERING
Market Size & Growth Rate Forecast Analysis to 2030 in USD Million | 26 Data Tables
 
 
 
111
 
6.1
INTRODUCTION
 
 
 
 
 
6.1.1
OFFERING: GAME-BASED LEARNING MARKET DRIVERS
 
 
 
6.2
SOFTWARE
 
 
 
 
 
6.2.1
GAMIFIED LEARNING PLATFORMS
 
 
 
 
 
6.2.1.1
DRIVING ENGAGEMENT AND KNOWLEDGE RETENTION WITH POINTS, BADGES, AND LEADERBOARDS
 
 
 
6.2.2
MICROLEARNING PLATFORMS
 
 
 
 
 
6.2.2.1
PROVIDING QUICK, FOCUSED MODULES TAILORED FOR ON-THE-GO AND JUST-IN-TIME TRAINING
 
 
 
6.2.3
SIMULATION-BASED LEARNING PLATFORMS
 
 
 
 
 
6.2.3.1
ENHANCING SKILL DEVELOPMENT THROUGH RISK-FREE, EXPERIENTIAL LEARNING SCENARIOS
 
 
 
6.2.4
INTEGRATED LMS PLATFORMS
 
 
 
 
 
6.2.4.1
STREAMLINING TRAINING DELIVERY AND TRACKING WHILE BOOSTING LEARNER ENGAGEMENT
 
 
 
6.2.5
OTHER SOFTWARE
 
 
 
6.3
SERVICES
 
 
 
 
 
6.3.1
PROFESSIONAL SERVICES
 
 
 
 
 
6.3.1.1
DRIVING TAILORED SOLUTIONS THROUGH CONSULTING, INTEGRATION, AND ONGOING SUPPORT
 
 
 
 
6.3.1.2
CONSULTING SERVICES
 
 
 
 
6.3.1.3
SYSTEM INTEGRATION & IMPLEMENTATION
 
 
 
 
6.3.1.4
SUPPORT & MAINTENANCE
 
 
 
6.3.2
MANAGED SERVICES
 
 
 
 
 
6.3.2.1
ENSURING PLATFORM STABILITY, PERFORMANCE, AND USER SUPPORT THROUGH OUTSOURCED MANAGEMENT
 
7
GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE
Market Size & Growth Rate Forecast Analysis to 2030 in USD Million | 6 Data Tables
 
 
 
127
 
7.1
INTRODUCTION
 
 
 
 
 
7.1.1
DEPLOYMENT MODE: GAME-BASED LEARNING MARKET DRIVERS
 
 
 
7.2
ON-PREMISES
 
 
 
 
 
7.2.1
OFFERS SECURITY, CUSTOMIZATION, AND CONTROL FOR REGULATED SECTORS AND DATA-SENSITIVE INSTITUTIONS
 
 
 
7.3
CLOUD
 
 
 
 
 
7.3.1
PROVIDES SCALABLE, COST-EFFECTIVE, AND ACCESSIBLE SOLUTIONS, SUPPORTING REAL-TIME UPDATES AND REMOTE LEARNING
 
 
8
GAME-BASED LEARNING MARKET, BY GAME TYPE
Market Size & Growth Rate Forecast Analysis to 2030 in USD Million | 20 Data Tables
 
 
 
132
 
8.1
INTRODUCTION
 
 
 
 
 
8.1.1
GAME TYPE: GAME-BASED LEARNING MARKET DRIVERS
 
 
 
8.2
AR & VR GAMES
 
 
 
 
 
8.2.1
PROVIDE IMMERSIVE, EXPERIENTIAL LEARNING FOR PRACTICAL, SPATIAL, AND SCENARIO-BASED TRAINING
 
 
 
8.3
AI-DRIVEN LEARNING GAMES
 
 
 
 
 
8.3.1
PERSONALIZED, ADAPTIVE, AND INTERACTIVE EXPERIENCES ACROSS ACADEMIC AND CORPORATE TRAINING
 
 
 
8.4
LOCATION-BASED EDUCATIONAL GAMES
 
 
 
 
 
8.4.1
REAL-WORLD SETTINGS TO PROMOTE EXPERIENTIAL, MOBILE, AND INTERACTIVE LEARNING
 
 
 
8.5
QUIZ, LOGIC, AND STRATEGY GAMES
 
 
 
 
 
8.5.1
ENHANCE CRITICAL THINKING AND RETENTION THROUGH INTERACTIVE, GOAL-BASED CHALLENGES
 
 
 
8.6
SKILL-BASED, ASSESSMENT & EVALUATION GAMES
 
 
 
 
 
8.6.1
ASSESS LEARNER COMPETENCIES THROUGH INTERACTIVE, PERFORMANCE-DRIVEN TRAINING ENVIRONMENTS
 
 
 
8.7
LANGUAGE & COMMUNICATION GAMES
 
 
 
 
 
8.7.1
BUILD FLUENCY AND CONFIDENCE THROUGH INTERACTIVE, SPEECH- AND TEXT-BASED CHALLENGES
 
 
 
8.8
SIMULATION & SCENARIO-BASED GAMES
 
 
 
 
 
8.8.1
REPLICATE REAL-LIFE SCENARIOS TO DEVELOP CRITICAL THINKING AND DECISION-MAKING SKILLS
 
 
 
8.9
ROLE-PLAYING & NARRATIVE-BASED GAMES
 
 
 
 
 
8.9.1
USE STORYTELLING TO BUILD EMPATHY, DECISION-MAKING, AND COMMUNICATION SKILLS
 
 
 
8.10
OTHER GAME TYPES
 
 
 
9
GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE
Market Size & Growth Rate Forecast Analysis to 2030 in USD Million | 12 Data Tables
 
 
 
145
 
9.1
INTRODUCTION
 
 
 
 
 
9.1.1
INTEGRATION TYPE: GAME-BASED LEARNING MARKET DRIVERS
 
 
 
9.2
WEB-BASED DEPLOYMENT
 
 
 
 
 
9.2.1
OFFERS ACCESSIBLE, SCALABLE, AND COST-EFFECTIVE SOLUTIONS WITH BROAD PLATFORM COMPATIBILITY
 
 
 
9.3
MOBILE-BASED DEPLOYMENT
 
 
 
 
 
9.3.1
ENABLES FLEXIBLE, PERSONALIZED, AND ON-THE-GO LEARNING THROUGH SMARTPHONES AND TABLETS
 
 
 
9.4
IMMERSIVE HARDWARE
 
 
 
 
 
9.4.1
ENABLES HANDS-ON, INTERACTIVE LEARNING THROUGH AR, VR, AND MIXED REALITY TOOLS
 
 
 
 
9.4.2
AR/VR HEADSETS
 
 
 
 
9.4.3
SMART GLASSES
 
 
 
 
9.4.4
MIXED REALITY TOOLS
 
 
 
9.5
INTERACTIVE DISPLAY INTERFACES
 
 
 
 
 
9.5.1
SUPPORT COLLABORATIVE, TOUCH-ENABLED LEARNING USING SMARTBOARDS, WHITEBOARDS, AND KIOSKS
 
 
 
 
9.5.2
SMARTBOARDS
 
 
 
 
9.5.3
INTERACTIVE WHITEBOARDS
 
 
 
 
9.5.4
TOUCHSCREEN KIOSKS
 
 
 
9.6
GAMING CONSOLES
 
 
 
 
 
9.6.1
OFFER IMMERSIVE, STORY-DRIVEN EDUCATIONAL EXPERIENCES WITH MULTIPLAYER AND INTERACTIVE CAPABILITIES
 
 
10
GAME-BASED LEARNING MARKET, BY APPLICATION
Market Size & Growth Rate Forecast Analysis to 2030 in USD Million | 50 Data Tables
 
 
 
155
 
10.1
INTRODUCTION
 
 
 
 
 
10.1.1
APPLICATION: GAME-BASED LEARNING MARKET DRIVERS
 
 
 
10.2
ACADEMIC EDUCATION
 
 
 
 
 
10.2.1
K-12
 
 
 
 
 
10.2.1.1
INTERACTIVE TOOLS, DIGITAL ACCESS, AND SKILL-FOCUSED LEARNING TO INCREASE GBL DEMAND ACROSS PRIMARY AND SECONDARY EDUCATION SEGMENTS
 
 
 
10.2.2
HIGHER EDUCATION
 
 
 
 
 
10.2.2.1
FOSTERING REAL-WORLD SKILL DEVELOPMENT AND SUPPORTING DIGITAL-FIRST ACADEMIC STRATEGIES TO BOOST DEMAND FOR GBL
 
 
 
10.2.3
OTHER ACADEMIC EDUCATION
 
 
 
10.3
CORPORATE AND WORKFORCE TRAINING
 
 
 
 
 
10.3.1
BFSI
 
 
 
 
 
10.3.1.1
SIMULATION-BASED LEARNING TO BOOST PERFORMANCE, ENGAGEMENT, AND ADAPTABILITY IN FINANCE
 
 
 
10.3.2
TELECOMMUNICATIONS
 
 
 
 
 
10.3.2.1
INTERACTIVE, MOBILE-FRIENDLY TRAINING SOLUTIONS TO IMPROVE TECHNICAL EXPERTISE AND CUSTOMER SERVICE ACROSS TELECOM OPERATIONS
 
 
 
10.3.3
MANUFACTURING
 
 
 
 
 
10.3.3.1
SIMULATIONS AND GAMIFIED MODULES TO SUPPORT SKILL DEVELOPMENT AND ENHANCE SOP COMPLIANCE IN MODERN INDUSTRIAL OPERATIONS
 
 
 
10.3.4
TECHNOLOGY & SOFTWARE
 
 
 
 
 
10.3.4.1
INTERACTIVE MODULES AND SIMULATIONS TO HELP TEAMS MASTER COMPLEX TECHNOLOGIES AND ADAPT TO RAPID INNOVATION CYCLES
 
 
 
10.3.5
RETAIL & E-COMMERCE
 
 
 
 
 
10.3.5.1
GAMIFIED TRAINING TO EQUIP STAFF WITH PRACTICAL SKILLS, DRIVING EFFICIENCY AND CUSTOMER SATISFACTION IN FAST-PACED RETAIL SETTINGS
 
 
 
10.3.6
OTHER CORPORTAE & WORKFORCE TRAINING
 
 
 
10.4
MEDICAL & HEALTHCARE TRAINING
 
 
 
 
 
10.4.1
SAFETY & COMPLIANCE
 
 
 
 
 
10.4.1.1
INTERACTIVE MODULES TO REINFORCE CRITICAL PROTOCOLS AND REGULATIONS ACROSS DIVERSE CLINICAL ENVIRONMENTS
 
 
 
10.4.2
CLINICAL SKILLS SIMULATION
 
 
 
 
 
10.4.2.1
IMMERSIVE LEARNING ENVIRONMENTS TO IMPROVE DIAGNOSIS AND DECISION-MAKING IN CLINICAL PROCEDURES
 
 
10.5
PERSONALIZED LEARNING & DEVELOPMENT
 
 
 
 
 
10.5.1
COGNITIVE & EMOTIONAL DEVELOPMENT
 
 
 
 
 
10.5.1.1
INTERACTIVE GAMES TO ENHANCE BRAIN FUNCTION AND EMOTIONAL REGULATION, OFFERING A DYNAMIC APPROACH TO HOLISTIC LEARNER DEVELOPMENT
 
 
 
10.5.2
NEURODIVERSITY & SPECIAL NEEDS LEARNING
 
 
 
 
 
10.5.2.1
CUSTOMIZABLE, ACCESSIBLE GAMES TO SUPPORT COGNITIVE, SOCIAL, AND EMOTIONAL GROWTH IN LEARNERS WITH DIVERSE DEVELOPMENTAL NEEDS
 
 
 
10.5.3
SOCIAL-EMOTIONAL LEARNING
 
 
 
 
 
10.5.3.1
INTERACTIVE GAMES TO FOSTER EMPATHY AND SELF-REGULATION, SUPPORTING EMOTIONAL WELLNESS IN EDUCATION AND THERAPEUTIC SETTINGS
 
 
 
10.5.4
MINDFULNESS, THERAPY & WELLNESS GAMES
 
 
 
 
 
10.5.4.1
GAMIFIED EXPERIENCES TO SUPPORT STRESS RELIEF AND MENTAL HEALTH THROUGH PERSONALIZED, ENGAGING, AND NON-INVASIVE TOOLS
 
 
10.6
SKILL-BASED & SUBJECT-SPECIFIC LEARNING
 
 
 
 
 
10.6.1
LANGUAGE LEARNING
 
 
 
 
 
10.6.1.1
GAMIFIED MODULES TO ENHANCE VOCABULARY AND RETENTION BY SIMULATING REAL-WORLD COMMUNICATION AND ADAPTING TO LEARNER PROFICIENCY LEVELS
 
 
 
10.6.2
CODING & PROGRAMMING
 
 
 
 
 
10.6.2.1
GAMIFIED LEARNING PLATFORMS TO FOSTER LOGIC, CREATIVITY, AND CAREER-READY TECH SKILLS
 
 
 
10.6.3
STEM & SUBJECT-SPECIFIC GAMES
 
 
 
 
 
10.6.3.1
INTERACTIVE SIMULATIONS AND SUBJECT-BASED GAMES TO DEEPEN UNDERSTANDING ACROSS CORE STEM AND ACADEMIC DISCIPLINES
 
 
 
10.6.4
OTHER SKILL-BASED & SUBJECT-SPECIFIC LEARNING
 
 
11
GAME-BASED LEARNING MARKET, BY REGION
Comprehensive coverage of 7 Regions with country-level deep-dive of 20 Countries | 190 Data Tables.
 
 
 
186
 
11.1
INTRODUCTION
 
 
 
 
11.2
NORTH AMERICA
 
 
 
 
 
11.2.1
NORTH AMERICA: GAME-BASED LEARNING MARKET DRIVERS
 
 
 
 
11.2.2
NORTH AMERICA: MACROECONOMIC OUTLOOK
 
 
 
 
11.2.3
US
 
 
 
 
 
11.2.3.1
EARLY ADOPTION COMBINED WITH ITS DECENTRALIZED EDUCATION SYSTEM TO DRIVE MARKET
 
 
 
11.2.4
CANADA
 
 
 
 
 
11.2.4.1
PROACTIVE GOVERNMENT STANCE ON EDTECH ADOPTION TO DRIVE MARKET
 
 
11.3
EUROPE
 
 
 
 
 
11.3.1
EUROPE: GAME-BASED LEARNING MARKET DRIVERS
 
 
 
 
11.3.2
EUROPE: MACROECONOMIC OUTLOOK
 
 
 
 
11.3.3
UK
 
 
 
 
 
11.3.3.1
FOCUS ON DIGITAL TRANSFORMATION IN EDUCATION AND WORKPLACE UPSKILLING TO DRIVE MARKET
 
 
 
11.3.4
GERMANY
 
 
 
 
 
11.3.4.1
DRIVING AI-BASED DIAGNOSTICS AND ENSURING GDPR-COMPLIANT NLP SOLUTIONS IN HEALTHCARE SYSTEMS TO DRIVE MARKET
 
 
 
11.3.5
FRANCE
 
 
 
 
 
11.3.5.1
NATIONAL DIGITAL INCLUSION PROGRAMS TO DRIVE MARKET
 
 
 
11.3.6
ITALY
 
 
 
 
 
11.3.6.1
INTEGRATING GAME-BASED LEARNING IN K–12 DIGITAL TRANSFORMATION TO DRIVE MARKET
 
 
 
11.3.7
SPAIN
 
 
 
 
 
11.3.7.1
WIDE USE OF GAME-BASED LEARNING APPROACHES IN BILINGUAL EDUCATION TO DRIVE MARKET
 
 
 
11.3.8
REST OF EUROPE
 
 
 
11.4
ASIA PACIFIC
 
 
 
 
 
11.4.1
ASIA PACIFIC: GAME-BASED LEARNING MARKET DRIVERS
 
 
 
 
11.4.2
ASIA PACIFIC: MACROECONOMIC OUTLOOK
 
 
 
 
11.4.3
CHINA
 
 
 
 
 
11.4.3.1
LARGE-SCALE DIGITALIZATION PLANS, AI-POWERED PLATFORMS, AND INTEGRATION OF GAME-BASED CONTENT TO DRIVE MARKET
 
 
 
11.4.4
INDIA
 
 
 
 
 
11.4.4.1
MOBILE-FIRST SOLUTIONS, CURRICULUM REFORM, AND WIDESPREAD ADOPTION IN K–12 AND SKILL DEVELOPMENT TO BOOST DEMAND
 
 
 
11.4.5
JAPAN
 
 
 
 
 
11.4.5.1
CURRICULUM-INTEGRATED DIGITAL TOOLS, AI-ENHANCED SIMULATIONS, AND CROSS-SECTOR PARTNERSHIPS TO DRIVE MARKET
 
 
 
11.4.6
SOUTH KOREA
 
 
 
 
 
11.4.6.1
STRONG INFRASTRUCTURE, AI RESEARCH, AND SURGE IN DIGITAL LEARNING TO DRIVE MARKET
 
 
 
11.4.7
AUSTRALIA & NEW ZEALAND
 
 
 
 
 
11.4.7.1
RISING DEMAND FOR INDIGENOUS LEARNING AND VOCATIONAL TRAINING TO BOOST MARKET
 
 
 
11.4.8
SINGAPORE
 
 
 
 
 
11.4.8.1
INTEGRATION OF GBL INTO NATIONAL LEARNING ECOSYSTEMS THROUGH EDTECH HUBS, AI-POWERED PLATFORMS TO DRIVE MARKET
 
 
 
11.4.9
REST OF ASIA PACIFIC
 
 
 
11.5
MIDDLE EAST & AFRICA
 
 
 
 
 
11.5.1
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET DRIVERS
 
 
 
 
11.5.2
MIDDLE EAST & AFRICA: MACROECONOMIC OUTLOOK
 
 
 
 
11.5.3
SAUDI ARABIA
 
 
 
 
 
11.5.3.1
COLLABORATION WITH GLOBAL AND LOCAL TECH PROVIDERS TO INTEGRATE GBL INTO NATIONAL EDUCATION REFORMS
 
 
 
11.5.4
UAE
 
 
 
 
 
11.5.4.1
SMART EDUCATION POLICIES, AI INTEGRATION, AND COLLABORATION WITH GLOBAL EDTECH AND GAMING FIRMS TO DRIVE MARKET
 
 
 
11.5.5
QATAR
 
 
 
 
 
11.5.5.1
INTEGRATION OF GAMIFIED STEM AND LANGUAGE PLATFORMS ACROSS SCHOOLS AND TECHNICAL EDUCATION INSTITUTES TO DRIVE MARKET
 
 
 
11.5.6
SOUTH AFRICA
 
 
 
 
 
11.5.6.1
EXPANDING STEM ACCESS AND SUPPORTING SKILL DEVELOPMENT THROUGH MOBILE AND HYBRID LEARNING MODELS TO BOOST DEMAND
 
 
 
11.5.7
REST OF MIDDLE EAST & AFRICA
 
 
 
11.6
LATIN AMERICA
 
 
 
 
 
11.6.1
LATIN AMERICA: GAME-BASED LEARNING MARKET DRIVERS
 
 
 
 
11.6.2
LATIN AMERICA: MACROECONOMIC OUTLOOK
 
 
 
 
11.6.3
BRAZIL
 
 
 
 
 
11.6.3.1
GOVERNMENT-BACKED PILOT PROGRAMS AND RISING EDTECH FUNDING TO DRIVE MARKET
 
 
 
11.6.4
MEXICO
 
 
 
 
 
11.6.4.1
NATIONAL EDUCATION REFORM AND WORKFORCE DEVELOPMENT TO BOOST MARKET
 
 
 
11.6.5
ARGENTINA
 
 
 
 
 
11.6.5.1
ADOPTION OF INTERACTIVE AND GAMIFIED LEARNING EXPERIENCES IN PRIMARY AND SECONDARY SCHOOLS TO DRIVE MARKET
 
 
 
11.6.6
REST OF LATIN AMERICA
 
 
12
COMPETITIVE LANDSCAPE
Gain insights into market dominators and emerging challengers reshaping game-based learning dynamics.
 
 
 
265
 
12.1
OVERVIEW
 
 
 
 
12.2
KEY PLAYER STRATEGIES/RIGHT TO WIN, 2022–2025
 
 
 
 
12.3
REVENUE ANALYSIS, 2020–2024
 
 
 
 
 
12.4
MARKET SHARE ANALYSIS, 2024
 
 
 
 
 
12.5
BRAND/PRODUCT COMPARATIVE ANALYSIS
 
 
 
 
 
12.5.1
PRODUCT COMPARATIVE ANALYSIS, BY OFFERING (GAME-BASED LEARNING PLATFORM)
 
 
 
 
 
12.5.1.1
DUOLINGO APP (DUOLINGO)
 
 
 
 
12.5.1.2
KAHOOT! AT HOME (KAHOOT!)
 
 
 
 
12.5.1.3
STRIDE LEARNING/K12 GAMES (STRIDE INC.)
 
 
 
 
12.5.1.4
PEARSON INTERACTIVE LABS/REVEL/MYLAB (PEARSON)
 
 
 
 
12.5.1.5
QUIZLET LEARN/QUIZLET LIVE (QUIZLET)
 
 
12.6
COMPANY VALUATION AND FINANCIAL METRICS
 
 
 
 
12.7
COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024
 
 
 
 
 
 
12.7.1
STARS
 
 
 
 
12.7.2
EMERGING LEADERS
 
 
 
 
12.7.3
PERVASIVE PLAYERS
 
 
 
 
12.7.4
PARTICIPANTS
 
 
 
 
12.7.5
COMPANY FOOTPRINT: KEY PLAYERS, 2024
 
 
 
 
 
12.7.5.1
COMPANY FOOTPRINT
 
 
 
 
12.7.5.2
REGIONAL FOOTPRINT
 
 
 
 
12.7.5.3
OFFERING FOOTPRINT
 
 
 
 
12.7.5.4
GAME TYPE FOOTPRINT
 
 
 
 
12.7.5.5
APPLICATION FOOTPRINT
 
 
12.8
COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024
 
 
 
 
 
 
12.8.1
PROGRESSIVE COMPANIES
 
 
 
 
12.8.2
RESPONSIVE COMPANIES
 
 
 
 
12.8.3
DYNAMIC COMPANIES
 
 
 
 
12.8.4
STARTING BLOCKS
 
 
 
 
12.8.5
COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2024
 
 
 
 
 
12.8.5.1
DETAILED LIST OF KEY STARTUPS/SMES
 
 
 
 
12.8.5.2
COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES
 
 
12.9
COMPETITIVE SCENARIO AND TRENDS
 
 
 
 
 
12.9.1
PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
12.9.2
DEALS
 
 
13
COMPANY PROFILES
In-depth Company Profiles of Leading Market Players with detailed Business Overview, Product and Service Portfolio, Recent Developments, and Unique Analyst Perspective (MnM View)
 
 
 
288
 
13.1
INTRODUCTION
 
 
 
 
 
13.1.1
DUOLINGO
 
 
 
 
 
13.1.1.1
BUSINESS OVERVIEW
 
 
 
 
13.1.1.2
PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
13.1.1.3
RECENT DEVELOPMENTS
 
 
 
 
13.1.1.4
MNM VIEW
 
 
 
13.1.2
KAHOOT!
 
 
 
 
13.1.3
SKILLSOFT
 
 
 
 
13.1.4
STRIDE, INC.
 
 
 
 
13.1.5
FRONTIER DEVELOPMENTS
 
 
 
 
13.1.6
PEARSON
 
 
 
 
13.1.7
SPIN MASTER
 
 
 
 
13.1.8
ADOBE
 
 
 
 
13.1.9
MOJANG STUDIOS
 
 
 
 
13.1.10
EI
 
 
 
 
13.1.11
QUIZLET
 
 
 
 
13.1.12
SAFETYCULTURE
 
 
 
 
13.1.13
EXTRAMARKS
 
 
 
 
13.1.14
BI WORLDWIDE
 
 
 
 
13.1.15
AGE OF LEARNING
 
 
 
13.2
OTHER PLAYERS
 
 
 
 
 
13.2.1
PRELOADED
 
 
 
 
13.2.2
GAME STRATEGIES
 
 
 
 
13.2.3
PRODIGY EDUCATION
 
 
 
 
13.2.4
BREAKAWAY GAMES
 
 
 
 
13.2.5
SCHELL GAMES
 
 
 
 
13.2.6
STRATBEANS LEARNING SOLUTIONS
 
 
 
 
13.2.7
SIMULEARN
 
 
 
 
13.2.8
RAPTIVITY
 
 
 
 
13.2.9
FUNDAMENTOR
 
 
 
 
13.2.10
INDUSGEEKS
 
 
 
 
13.2.11
KUATO STUDIOS
 
 
 
 
13.2.12
HORNBILL FX
 
 
 
 
13.2.13
QUODECK TECHNOLOGIES
 
 
 
 
13.2.14
GAMETIZE
 
 
 
 
13.2.15
SWEETRUSH
 
 
 
 
13.2.16
ARCHY LEARNING
 
 
 
 
13.2.17
LINGOKIDS
 
 
 
 
13.2.18
TENNEO
 
 
 
 
13.2.19
AXONIFY
 
 
 
 
13.2.20
KOGNITO
 
 
 
 
13.2.21
LITMOS
 
 
 
 
13.2.22
QUIZIZZ
 
 
 
 
13.2.23
SIMFORMER
 
 
 
 
13.2.24
CENTRICAL
 
 
 
 
13.2.25
THE GAMIFICATION COMPANY
 
 
14
ADJACENT AND RELATED MARKETS
 
 
 
347
 
14.1
INTRODUCTION
 
 
 
 
14.2
SMART LEARNING MARKET - GLOBAL FORECAST TO 2029
 
 
 
 
 
14.2.1
MARKET DEFINITION
 
 
 
 
14.2.2
MARKET OVERVIEW
 
 
 
 
 
14.2.2.1
SMART LEARNING MARKET, BY OFFERING
 
 
 
 
14.2.2.2
SMART LEARNING MARKET, BY LEARNING TYPE
 
 
 
 
14.2.2.3
SMART LEARNING MARKET, BY END USER
 
 
 
 
14.2.2.4
SMART LEARNING MARKET, BY REGION
 
 
14.3
EDTECH AND SMART CLASSROOMS MARKET— GLOBAL FORECAST TO 2027
 
 
 
 
 
14.3.1
MARKET DEFINITION
 
 
 
 
14.3.2
MARKET OVERVIEW
 
 
 
 
 
14.3.2.1
EDTECH AND SMART CLASSROOMS MARKET, BY HARDWARE
 
 
 
 
14.3.2.2
EDTECH AND SMART CLASSROOMS MARKET, BY EDUCATION SYSTEM SOLUTION
 
 
 
 
14.3.2.3
EDTECH AND SMART CLASSROOMS MARKET, BY END USER
 
 
 
 
14.3.2.4
EDTECH AND SMART CLASSROOMS MARKET, BY REGION
 
15
APPENDIX
 
 
 
355
 
15.1
DISCUSSION GUIDE
 
 
 
 
15.2
KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
 
 
 
 
15.3
AVAILABLE CUSTOMIZATIONS
 
 
 
 
15.4
RELATED REPORTS
 
 
 
 
15.5
AUTHOR DETAILS
 
 
 
LIST OF TABLES
 
 
 
 
 
TABLE 1
UNITED STATES DOLLAR EXCHANGE RATE, 2020–2024
 
 
 
 
TABLE 2
FACTOR ANALYSIS
 
 
 
 
TABLE 3
GLOBAL GAME-BASED LEARNING MARKET SIZE AND GROWTH RATE, 2020–2024 (USD MILLION, Y-O-Y %)
 
 
 
 
TABLE 4
GLOBAL GAME-BASED LEARNING MARKET SIZE AND GROWTH RATE, 2025–2030 (USD MILLION, Y-O-Y %)
 
 
 
 
TABLE 5
US ADJUSTED RECIPROCAL TARIFF RATES
 
 
 
 
TABLE 6
ROLE OF PLAYERS IN GAME-BASED LEARNING MARKET
 
 
 
 
TABLE 7
NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
TABLE 8
EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
TABLE 9
ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
TABLE 10
ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
TABLE 11
PATENTS FILED, 2016–2025
 
 
 
 
TABLE 12
LIST OF TOP PATENTS IN GAME-BASED LEARNING MARKET, 2024–2025
 
 
 
 
TABLE 13
AVERAGE SELLING PRICE OF OFFERING, BY KEY PLAYERS, 2025
 
 
 
 
TABLE 14
INDICATIVE PRICING ANALYSIS OF GAME-BASED LEARNING, BY GAME TYPE, 2025
 
 
 
 
TABLE 15
GAME-BASED LEARNING MARKET: DETAILED LIST OF CONFERENCES AND EVENTS, 2025–2026
 
 
 
 
TABLE 16
PORTER’S FIVE FORCES’ IMPACT ON GAME-BASED LEARNING MARKET
 
 
 
 
TABLE 17
INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE APPLICATIONS
 
 
 
 
TABLE 18
KEY BUYING CRITERIA FOR TOP THREE APPLICATIONS
 
 
 
 
TABLE 19
GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 20
GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 21
GAME-BASED LEARNING MARKET, BY SOFTWARE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 22
GAME-BASED LEARNING MARKET, BY SOFTWARE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 23
GAMIFIED LEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 24
GAMIFIED LEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 25
MICROLEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 26
MICROLEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 27
SIMULATION-BASED LEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 28
SIMULATION-BASED LEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 29
INTEGRATED LMS PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 30
INTEGRATED LMS PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 31
OTHER SOFTWARE: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 32
OTHER SOFTWARE: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 33
GAME-BASED LEARNING MARKET, BY SERVICES, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 34
GAME-BASED LEARNING MARKET, BY SERVICES, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 35
GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 36
GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 37
CONSULTING SERVICES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 38
CONSULTING SERVICES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 39
SYSTEM INTEGRATION & IMPLEMENTATION: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 40
SYSTEM INTEGRATION & IMPLEMENTATION: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 41
SUPPORT & MAINTENANCE: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 42
SUPPORT & MAINTENANCE: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 43
MANAGED SERVICES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 44
MANAGED SERVICES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 45
GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 46
GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 47
ON-PREMISES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 48
ON-PREMISES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 49
CLOUD: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 50
CLOUD: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 51
GAME-BASED LEARNING MARKET, BY GAME TYPE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 52
GAME-BASED LEARNING MARKET, BY GAME TYPE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 53
AR & VR GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 54
AR & VR GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 55
AI-DRIVEN LEARNING GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 56
AI-DRIVEN LEARNING GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 57
LOCATION-BASED EDUCATIONAL GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 58
LOCATION-BASED EDUCATIONAL GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 59
QUIZ, LOGIC, AND STRATEGY GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 60
QUIZ, LOGIC, AND STRATEGY GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 61
SKILL-BASED, ASSESSMENT & EVALUATION GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 62
SKILL-BASED, ASSESSMENT & EVALUATION GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 63
LANGUAGE & COMMUNICATION GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 64
LANGUAGE & COMMUNICATION GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 65
SIMULATION & SCENARIO-BASED GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 66
SIMULATION & SCENARIO-BASED GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 67
ROLE-PLAYING & NARRATIVE-BASED GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 68
ROLE-PLAYING & NARRATIVE-BASED GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 69
OTHER GAME TYPES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 70
OTHER GAME TYPES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 71
GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 72
GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 73
WEB-BASED DEPLOYMENT: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 74
WEB-BASED DEPLOYMENT: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 75
MOBILE-BASED DEPLOYMENT: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 76
MOBILE-BASED DEPLOYMENT: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 77
IMMERSIVE HARDWARE: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 78
IMMERSIVE HARDWARE: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 79
INTERACTIVE DISPLAY INTERFACES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 80
INTERACTIVE DISPLAY INTERFACES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 81
GAMING CONSOLES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 82
GAMING CONSOLES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 83
GAME-BASED LEARNING MARKET, BY APPLICATION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 84
GAME-BASED LEARNING MARKET, BY APPLICATION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 85
GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 86
GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 87
K-12: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 88
K-12: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 89
HIGHER EDUCATION: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 90
HIGHER EDUCATION: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 91
OTHER ACADEMIC EDUCATION: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 92
OTHER ACADEMIC EDUCATION: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 93
GAME-BASED LEARNING MARKET, BY CORPORATE AND WORKFORCE TRAINING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 94
GAME-BASED LEARNING MARKET, BY CORPORATE AND WORKFORCE TRAINING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 95
BFSI: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 96
BFSI: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 97
TELECOMMUNICATIONS: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 98
TELECOMMUNICATIONS: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 99
MANUFACTURING: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 100
MANUFACTURING: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 101
TECHNOLOGY & SOFTWARE: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 102
TECHNOLOGY & SOFTWARE: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 103
RETAIL & E-COMMERCE: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 104
RETAIL & E-COMMERCE: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 105
OTHER CORPORATE & WORKFORCE TRAINING: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 106
OTHER CORPORATE & WORKFORCE TRAINING: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 107
GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 108
GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 109
SAFETY & COMPLIANCE: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 110
SAFETY & COMPLIANCE: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 111
CLINICAL SKILLS SIMULATION: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 112
CLINICAL SKILLS SIMULATION: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 113
GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 114
GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 115
COGNITIVE & EMOTIONAL DEVELOPMENT: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 116
COGNITIVE & EMOTIONAL DEVELOPMENT: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 117
NEURODIVERSITY & SPECIAL NEEDS LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 118
NEURODIVERSITY & SPECIAL NEEDS LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 119
SOCIAL-EMOTIONAL LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 120
SOCIAL-EMOTIONAL LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 121
MINDFULNESS, THERAPY & WELLNESS GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 122
MINDFULNESS, THERAPY & WELLNESS GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 123
GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 124
GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 125
LANGUAGE LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 126
LANGUAGE LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 127
CODING & PROGRAMMING: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 128
CODING & PROGRAMMING: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 129
STEM & SUBJECT-SPECIFIC GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 130
STEM & SUBJECT-SPECIFIC GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 131
OTHER SKILL-BASED & SUBJECT-SPECIFIC LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 132
OTHER SKILL-BASED & SUBJECT-SPECIFIC LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 133
GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 134
GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 135
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 136
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 137
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 138
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 139
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SERVICES, 2020–2024 USD MILLION)
 
 
 
 
TABLE 140
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SERVICES, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 141
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 142
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 143
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 144
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 145
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 146
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 147
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 148
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 149
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY APPLICATION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 150
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY APPLICATION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 151
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 152
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 153
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 154
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 155
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 156
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 157
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 158
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 159
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 160
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 161
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY COUNTRY, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 162
NORTH AMERICA: GAME-BASED LEARNING MARKET, BY COUNTRY, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 163
US: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 164
US: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 165
CANADA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 166
CANADA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 167
EUROPE: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 168
EUROPE: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 169
EUROPE: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 170
EUROPE: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 171
EUROPE: GAME-BASED LEARNING MARKET, BY SERVICES, 2020–2024 USD MILLION)
 
 
 
 
TABLE 172
EUROPE: GAME-BASED LEARNING MARKET, BY SERVICES, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 173
EUROPE: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 174
EUROPE: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 175
EUROPE: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 176
EUROPE: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 177
EUROPE: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 178
EUROPE: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 179
EUROPE: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 180
EUROPE: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 181
EUROPE: GAME-BASED LEARNING MARKET, BY APPLICATION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 182
EUROPE: GAME-BASED LEARNING MARKET, BY APPLICATION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 183
EUROPE: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 184
EUROPE: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 185
EUROPE: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 186
EUROPE: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 187
EUROPE: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 188
EUROPE: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 189
EUROPE: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 190
EUROPE: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 191
EUROPE: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 192
EUROPE: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 193
EUROPE: GAME-BASED LEARNING MARKET, BY COUNTRY, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 194
EUROPE: GAME-BASED LEARNING MARKET, BY COUNTRY, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 195
UK: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 196
UK: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 197
GERMANY: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 198
GERMANY: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 199
FRANCE: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 200
FRANCE: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 201
ITALY: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 202
ITALY: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 203
SPAIN: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 204
SPAIN: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 205
REST OF EUROPE: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 206
REST OF EUROPE: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 207
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 208
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 209
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 210
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 211
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SERVICES, 2020–2024 USD MILLION)
 
 
 
 
TABLE 212
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SERVICES, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 213
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 214
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 215
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 216
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 217
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 218
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 219
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 220
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 221
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY APPLICATION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 222
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY APPLICATION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 223
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 224
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 225
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 226
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 227
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 228
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 229
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 230
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 231
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 232
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 233
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY COUNTRY, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 234
ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY COUNTRY, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 235
CHINA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 236
CHINA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 237
INDIA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 238
INDIA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 239
JAPAN: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 240
JAPAN: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 241
SOUTH KOREA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 242
SOUTH KOREA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 243
AUSTRALIA & NEW ZEALAND: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 244
AUSTRALIA & NEW ZEALAND: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 245
SINGAPORE: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 246
SINGAPORE: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 247
REST OF ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 248
REST OF ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 249
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 250
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 251
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 252
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 253
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SERVICES, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 254
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SERVICES, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 255
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 256
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 257
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 258
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 259
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 260
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 261
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 262
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 263
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY APPLICATION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 264
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY APPLICATION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 265
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 266
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 267
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 268
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 269
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 270
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 271
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 272
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 273
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 274
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 275
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY COUNTRY, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 276
MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY COUNTRY, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 277
SAUDI ARABIA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 278
SAUDI ARABIA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 279
UAE: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 280
UAE: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 281
QATAR: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 282
QATAR: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 283
SOUTH AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 284
SOUTH AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 285
REST OF MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 286
REST OF MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 287
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 288
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 289
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 290
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 291
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SERVICES, 2020–2024 USD MILLION)
 
 
 
 
TABLE 292
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SERVICES, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 293
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 294
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 295
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 296
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 297
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 298
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY GAME TYPE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 299
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 300
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 301
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY APPLICATION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 302
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY APPLICATION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 303
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 304
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 305
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 306
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 307
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 308
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 309
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 310
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 311
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 312
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 313
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY COUNTRY, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 314
LATIN AMERICA: GAME-BASED LEARNING MARKET, BY COUNTRY, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 315
BRAZIL: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 316
BRAZIL: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 317
MEXICO: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 318
MEXICO: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 319
ARGENTINA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 320
ARGENTINA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 321
REST OF LATIN AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)
 
 
 
 
TABLE 322
REST OF LATIN AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)
 
 
 
 
TABLE 323
OVERVIEW OF STRATEGIES ADOPTED BY KEY GAME-BASED LEARNING VENDORS, 2022–2025
 
 
 
 
TABLE 324
GAME-BASED LEARNING MARKET: DEGREE OF COMPETITION
 
 
 
 
TABLE 325
REGIONAL FOOTPRINT
 
 
 
 
TABLE 326
OFFERING FOOTPRINT
 
 
 
 
TABLE 327
GAME TYPE FOOTPRINT
 
 
 
 
TABLE 328
APPLICATION FOOTPRINT
 
 
 
 
TABLE 329
GAME-BASED LEARNING MARKET: KEY STARTUPS/SMES, 2024
 
 
 
 
TABLE 330
GAME-BASED LEARNING MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES
 
 
 
 
TABLE 331
GAME-BASED LEARNING MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS, 2022–2025
 
 
 
 
TABLE 332
GAME-BASED LEARNING MARKET: DEALS, 2022–2025
 
 
 
 
TABLE 333
DUOLINGO: COMPANY OVERVIEW
 
 
 
 
TABLE 334
DUOLINGO: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 335
DUOLINGO: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
TABLE 336
DUOLINGO: DEALS
 
 
 
 
TABLE 337
KAHOOT!: COMPANY OVERVIEW
 
 
 
 
TABLE 338
KAHOOT!: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 339
KAHOOT!: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
TABLE 340
KAHOOT!: DEALS
 
 
 
 
TABLE 341
SKILLSOFT: COMPANY OVERVIEW
 
 
 
 
TABLE 342
SKILLSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 343
SKILLSOFT: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
TABLE 344
SKILLSOFT: DEALS
 
 
 
 
TABLE 345
STRIDE, INC.: COMPANY OVERVIEW
 
 
 
 
TABLE 346
STRIDE, INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 347
STRIDE, INC.: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
TABLE 348
STRIDE, INC.: DEALS
 
 
 
 
TABLE 349
FRONTIER DEVELOPMENTS: COMPANY OVERVIEW
 
 
 
 
TABLE 350
FRONTIER DEVELOPMENTS: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 351
PEARSON: COMPANY OVERVIEW
 
 
 
 
TABLE 352
PEARSON: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 353
PEARSON: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
TABLE 354
PEARSON: DEALS
 
 
 
 
TABLE 355
SPIN MASTER: COMPANY OVERVIEW
 
 
 
 
TABLE 356
SPIN MASTER: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 357
SPIN MASTER: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
TABLE 358
SPIN MASTER: DEALS
 
 
 
 
TABLE 359
ADOBE: COMPANY OVERVIEW
 
 
 
 
TABLE 360
ADOBE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
 
 
 
 
TABLE 361
ADOBE: PRODUCT LAUNCHES AND ENHANCEMENTS
 
 
 
 
TABLE 362
ADOBE: DEALS
 
 
 
 
TABLE 363
SMART LEARNING MARKET, BY OFFERING, 2018–2023 (USD MILLION)
 
 
 
 
TABLE 364
SMART LEARNING MARKET, BY OFFERING, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 365
SMART LEARNING MARKET, BY LEARNING TYPE, 2018–2023 (USD MILLION)
 
 
 
 
TABLE 366
SMART LEARNING MARKET, BY LEARNING TYPE, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 367
SMART LEARNING MARKET, BY END USER, 2018–2023 (USD MILLION)
 
 
 
 
TABLE 368
SMART LEARNING MARKET, BY END USER, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 369
SMART LEARNING MARKET, BY REGION, 2018–2023 (USD MILLION)
 
 
 
 
TABLE 370
SMART LEARNING MARKET, BY REGION, 2024–2029 (USD MILLION)
 
 
 
 
TABLE 371
EDTECH AND SMART CLASSROOMS MARKET, BY HARDWARE, 2017–2021 (USD MILLION)
 
 
 
 
TABLE 372
EDTECH AND SMART CLASSROOMS MARKET, BY HARDWARE, 2022–2027 (USD MILLION)
 
 
 
 
TABLE 373
EDTECH AND SMART CLASSROOMS MARKET, BY EDUCATION SYSTEM SOLUTION, 2017–2021 (USD MILLION)
 
 
 
 
TABLE 374
EDTECH AND SMART CLASSROOMS MARKET, BY EDUCATION SYSTEM SOLUTION, 2022–2027 (USD MILLION)
 
 
 
 
TABLE 375
EDTECH AND SMART CLASSROOMS MARKET, BY END USER, 2017–2021 (USD MILLION)
 
 
 
 
TABLE 376
EDTECH AND SMART CLASSROOMS MARKET, BY END USER, 2022–2027 (USD MILLION)
 
 
 
 
TABLE 377
EDTECH AND SMART CLASSROOMS MARKET, BY REGION, 2017–2021 (USD MILLION)
 
 
 
 
TABLE 378
EDTECH AND SMART CLASSROOMS MARKET, BY REGION, 2022–2027 (USD MILLION)
 
 
 
 
LIST OF FIGURES
 
 
 
 
 
FIGURE 1
GAME-BASED LEARNING MARKET: RESEARCH DESIGN
 
 
 
 
FIGURE 2
GAME-BASED LEARNING MARKET: DATA TRIANGULATION
 
 
 
 
FIGURE 3
GAME-BASED LEARNING MARKET: TOP-DOWN AND BOTTOM-UP APPROACHES
 
 
 
 
FIGURE 4
MARKET SIZE ESTIMATION METHODOLOGY—APPROACH 1, BOTTOM-UP (SUPPLY-SIDE): REVENUE FROM SOFTWARE AND SERVICES IN GAME-BASED LEARNING MARKET
 
 
 
 
FIGURE 5
MARKET SIZE ESTIMATION METHODOLOGY—APPROACH 2, BOTTOM-UP (SUPPLY-SIDE): COLLECTIVE REVENUE FROM KEY COMPANIES IN GAME-BASED LEARNING MARKET
 
 
 
 
FIGURE 6
MARKET SIZE ESTIMATION METHODOLOGY—APPROACH 3, BOTTOM-UP (SUPPLY-SIDE): COLLECTIVE REVENUE FROM BUSINESS UNITS OF KEY VENDORS IN GAME-BASED LEARNING MARKET
 
 
 
 
FIGURE 7
MARKET SIZE ESTIMATION METHODOLOGY—APPROACH 4, BOTTOM-UP (DEMAND-SIDE): SHARE OF GAME-BASED LEARNING THROUGH OVERALL IT SPENDING ON GBL SOLUTIONS
 
 
 
 
FIGURE 8
SOFTWARE SEGMENT TO HOLD LARGEST MARKET SHARE IN 2025
 
 
 
 
FIGURE 9
CLOUD SEGMENT ESTIMATED TO DOMINATE MARKET IN 2025
 
 
 
 
FIGURE 10
WEB-BASED DEPLOYMENT SEGMENT TO HOLD LARGEST MARKET SHARE IN 2025
 
 
 
 
FIGURE 11
ACADEMIC EDUCATION SEGMENT TO HOLD LARGEST MARKET SHARE IN 2025
 
 
 
 
FIGURE 12
TECHNOLOGY & SOFTWARE TO BE LARGEST MARKET DURING FORECAST PERIOD
 
 
 
 
FIGURE 13
ASIA PACIFIC TO RECORD FASTEST GROWTH BETWEEN 2025 AND 2030
 
 
 
 
FIGURE 14
RISING DIGITAL INFRASTRUCTURE AND WIDESPREAD SMARTPHONE USAGE TO DRIVE MARKET
 
 
 
 
FIGURE 15
SIMULATION-BASED LEARNING PLATFORMS SEGMENT TO ACCOUNT FOR HIGHEST GROWTH RATE DURING FORECAST PERIOD
 
 
 
 
FIGURE 16
GAMIFIED LEARNING PLATFORMS AND ACADEMIC EDUCATION TO BE LARGEST SHAREHOLDERS IN NORTH AMERICAN GBL MARKET IN 2025
 
 
 
 
FIGURE 17
NORTH AMERICA TO HOLD LARGEST MARKET SHARE IN 2025
 
 
 
 
FIGURE 18
GAME-BASED LEARNING MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
 
 
 
 
FIGURE 19
GAME-BASED LEARNING MARKET EVOLUTION
 
 
 
 
FIGURE 20
GAME-BASED LEARNING MARKET: SUPPLY CHAIN ANALYSIS
 
 
 
 
FIGURE 21
MARKET POTENTIAL OF GENERATIVE AI IN ENHANCING GAME-BASED LEARNING ACROSS INDUSTRIES
 
 
 
 
FIGURE 22
GAME-BASED LEARNING MARKET ECOSYSTEM
 
 
 
 
FIGURE 23
GAME-BASED LEARNING MARKET: INVESTMENT AND FUNDING SCENARIO
 
 
 
 
FIGURE 24
NUMBER OF PATENTS GRANTED IN LAST 10 YEARS, 2016–2025
 
 
 
 
FIGURE 25
REGIONAL ANALYSIS OF PATENTS GRANTED, 2016–2025
 
 
 
 
FIGURE 26
GAME-BASED LEARNING MARKET: PORTER’S FIVE FORCES ANALYSIS
 
 
 
 
FIGURE 27
GAME-BASED LEARNING MARKET: TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
 
 
 
 
FIGURE 28
INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE APPLICATIONS
 
 
 
 
FIGURE 29
KEY BUYING CRITERIA FOR TOP THREE APPLICATIONS
 
 
 
 
FIGURE 30
SERVICES SEGMENT TO GROW AT HIGHER CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 31
SIMULATION-BASED LEARNING PLATFORMS TO GROW AT HIGHER CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 32
MANAGED SERVICES TO GROW AT HIGHER CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 33
CLOUD DEPLOYMENT MODE TO REGISTER A HIGHER CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 34
AI-DRIVEN LEARNING GAMES SEGMENT TO GROW AT A HIGHEST CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 35
IMMERSIVE HARDWARE SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 36
MEDICAL & HEALTHCARE TRAINING APPLICATION SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 37
HIGHER EDUCATION SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 38
TECHNOLOGY & SOFTWARE TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 39
CLINICAL SKILLS SIMULATION TO GROW AT HIGHER CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 40
NEURODIVERSITY & SPECIAL NEEDS LEARNING TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 41
CODING & PROGRAMMING TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
 
 
 
 
FIGURE 42
NORTH AMERICA TO BE LARGEST REGIONAL MARKET DURING FORECAST PERIOD
 
 
 
 
FIGURE 43
INDIA TO WITNESS FASTEST GROWTH DURING FORECAST PERIOD
 
 
 
 
FIGURE 44
NORTH AMERICA: GAME-BASED LEARNING MARKET SNAPSHOT
 
 
 
 
FIGURE 45
ASIA PACIFIC: GAME-BASED LEARNING MARKET SNAPSHOT
 
 
 
 
FIGURE 46
TOP FIVE PUBLIC PLAYERS IN GAME-BASED LEARNING MARKET, 2020–2024 (USD MILLION)
 
 
 
 
FIGURE 47
SHARE OF LEADING COMPANIES IN GAME-BASED LEARNING MARKET, 2024
 
 
 
 
FIGURE 48
PRODUCT COMPARATIVE ANALYSIS (GAME-BASED LEARNING PLATFORM)
 
 
 
 
FIGURE 49
FINANCIAL METRICS OF KEY VENDORS
 
 
 
 
FIGURE 50
YEAR-TO-DATE (YTD) PRICE TOTAL RETURN AND 5-YEAR STOCK BETA OF KEY VENDORS
 
 
 
 
FIGURE 51
GAME-BASED LEARNING MARKET: COMPANY EVALUATION MATRIX (KEY PLAYERS), 2024
 
 
 
 
FIGURE 52
COMPANY FOOTPRINT
 
 
 
 
FIGURE 53
GAME-BASED LEARNING MARKET: COMPANY EVALUATION MATRIX (STARTUPS/SMES), 2024
 
 
 
 
FIGURE 54
DUOLINGO: COMPANY SNAPSHOT
 
 
 
 
FIGURE 55
SKILLSOFT: COMPANY SNAPSHOT
 
 
 
 
FIGURE 56
STRIDE, INC.: COMPANY SNAPSHOT
 
 
 
 
FIGURE 57
FRONTIER DEVELOPMENTS: COMPANY SNAPSHOT
 
 
 
 
FIGURE 58
PEARSON: COMPANY SNAPSHOT
 
 
 
 
FIGURE 59
SPIN MASTER: COMPANY SNAPSHOT
 
 
 
 
FIGURE 60
ADOBE: COMPANY SNAPSHOT
 
 
 
 

Methodology

This research study on the game-based learning market involved extensive secondary sources, directories, IEEE Communication-Efficient: Algorithms and Systems, International Journal of Game-Based Learning (IJGBL), British Journal of Educational Technology (BJET), International Journal of Serious Games, and paid databases. Primary sources were mainly industry experts from the core and related industries, preferred game-based learning providers, third-party service providers, consulting service providers, end users, and other commercial enterprises. In-depth interviews were conducted with various primary respondents, including key industry participants and subject matter experts, to obtain and verify critical qualitative and quantitative information and assess the market’s prospects.

Secondary Research

In the secondary research process, various sources were referred to identify and collect information for this study. Secondary sources included annual reports, press releases, and investor presentations of companies; white papers, journals, and certified publications; and articles from recognized authors, directories, and databases. The data was also collected from other secondary sources, such as journals, government websites, blogs, and vendors’ websites. Additionally, the game-based learning spending of various countries was extracted from the respective sources.

Primary Research

In the primary research process, various primary sources from the supply and demand sides were interviewed to obtain qualitative and quantitative information on the market. The primary sources from the supply side included various industry experts, such as Chief Experience Officers (CXOs), Vice Presidents (VPs), and directors specializing in business development, marketing, and game-based learning providers. They also included key executives from game-based learning solution vendors, system integrators (SIs), professional service providers, industry associations, and other key opinion leaders.

Game-based Learning Market Size, and Share

Note 1: Others include sales managers, marketing managers, and product managers.
Note 2: Tier 1 companies’ revenues are more than USD 10 billion; tier 2 companies’ revenues range between USD 1 and 10 billion; and tier 3 companies’ revenues range between USD 500 million and USD 1 billion.
Source: Industry Experts

To know about the assumptions considered for the study, download the pdf brochure

Market Size Estimation

Multiple approaches were adopted to estimate and forecast the game-based learning market. The first approach involved estimating the market size by companies’ revenue generated by selling game-based learning products.

Market Size Estimation Methodology- Top-down approach

In the top-down approach, an exhaustive list of all the vendors offering products in the game-based learning market was prepared. The revenue contribution of the market vendors was estimated through annual reports, press releases, funding, investor presentations, paid databases, and primary interviews. Each vendor’s offerings were evaluated based on software, services, deployment mode, game type, integration type, application, and region. The markets were triangulated through primary and secondary research. The primary procedure included extensive interviews for key insights from industry leaders, such as CIOs, CEOs, VPs, directors, and marketing executives. The market numbers were further triangulated with the existing MarketsandMarkets’ repository for validation.

Market Size Estimation Methodology-Bottom-up approach

In the bottom-up approach, the adoption rate of game-based learning products among various verticals in key countries relative to the regions that contribute most to market share was identified. For cross-validation, the adoption of game-based learning products among enterprises, along with different use cases concerning their regions, was identified and extrapolated. Use cases identified in different regions were given weightage for the market size calculation.

Based on the market numbers, the regional split was determined by primary and secondary sources. The procedure included an analysis of the game-based learning market’s regional penetration. Based on secondary research, the regional spending on Information and Communications Technology (ICT), socio-economic analysis of each country, strategic vendor analysis of major game-based learning providers, and organic and inorganic business development activities of regional and global players were estimated.

Game-based Learning Market : Top-Down and Bottom-Up Approach

Game-based Learning Market Top Down and Bottom Up Approach

Data Triangulation

After determining the overall market size using the market size estimation processes as explained above, the market was split into several segments and subsegments. Data triangulation and market breakup procedures were employed, wherever applicable, to complete the overall market engineering process and arrive at the exact statistics of each market segment and subsegment. The overall market size was then used in the top-down procedure to estimate the size of other individual markets via percentage splits of the market segmentation.

Market Definition

Game-based learning is an instructional approach that incorporates game elements and mechanics to enhance learning outcomes. It involves using digital or physical games to teach concepts, promote engagement, and reinforce knowledge across various domains, such as education, corporate training, and healthcare.

Stakeholders

  • Game-based learning solution providers
  • Game-based learning content developers
  • Learning management system (LMS) providers
  • Educational institutions
  • Corporate training departments
  • Independent software vendors (ISVs)
  • Government education departments
  • E-learning platform providers
  • Instructional designers and gamification experts
  • EdTech investors and venture capitalists

Report Objectives

  • To define, describe, and predict the game-based learning market by offering, deployment mode, game type, integration type, application, and region
  • To provide detailed information about major factors (drivers, restraints, opportunities, and industry-specific challenges) influencing market growth
  • To analyze opportunities in the market and provide details of the competitive landscape for stakeholders and market leaders
  • To forecast the market size of segments for North America, Europe, Asia Pacific, Middle East & Africa, and Latin America
  • To profile key players and comprehensively analyze their market rankings and core competencies
  • To analyze competitive developments, such as partnerships, new product launches, mergers, and acquisitions, in the game-based learning market

Available Customizations

With the given market data, MarketsandMarkets offers customizations to meet the company’s specific needs. The following customization options are available for the report:

Product Analysis

  • The product matrix provides a detailed comparison of the product portfolio of each company.

Geographic Analysis as per Feasibility

  • Further breakup of the North American Game-based Learning Market
  • Further breakup of the European Market
  • Further breakup of the Asia Pacific Market
  • Further breakup of the Middle East & Africa Market
  • Further breakup of the Latin American Market

Company Information

  • Detailed analysis and profiling of additional market players (up to five)

 

Key Questions Addressed by the Report

What is game-based learning (GBL)?

Game-based learning is an instructional approach that incorporates game elements and mechanics to enhance learning outcomes. It involves using digital or physical games to teach concepts, promote engagement, and reinforce knowledge across various domains, such as education, corporate training, and healthcare.

What are the major drivers of the game-based learning market?

Key drivers include the rising demand for interactive and immersive learning experiences, increasing adoption of digital technologies in education and training, the effectiveness of GBL in improving learner retention and motivation, and the integration of AI, AR/VR, and analytics in educational content.

How is AI impacting the game-based learning market?

AI enhances game-based learning through personalized learning paths, real-time feedback, adaptive difficulty levels, and performance analytics. AI-driven games can assess learner behavior and dynamically adjust content to maximize learning efficiency and engagement.

How do game-based learning platforms differ from traditional e-learning systems?

Unlike traditional e-learning, which is often passive and text-heavy, GBL platforms offer interactive, story-driven, and challenge-based environments that actively engage learners and foster critical thinking, collaboration, and long-term knowledge retention.

What challenges are limiting the widespread adoption of game-based learning?

Challenges include high development costs, a lack of awareness or resistance to change among educators and trainers, limited access to advanced technology in underdeveloped regions, and difficulties in measuring learning outcomes quantitatively.

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Growth opportunities and latent adjacency in Game-based Learning Market

Max

May, 2022

what are the market stats from 2022 to 2028?.

wob

Jul, 2022

Interested in understanding how the game-based learning market is expanding for education, consumers, and commercial customers in the coming years, as well as how companies are growing in this period. Along with this, what are present trends in the market? Which features seem to be driving adoption, retention/renewal of products, frequency of in-app content updates (how often do companies release new content within their apps), solo vs. multiplayer, and subjects covered within the app? Would like to know the revenue for game-based learning in 2024 - either globally or just in the United States. .

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