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 mechanics include interactive challenges, automated feedback, 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 of the presentation games are Idea Box Game, The Talking Stick, Telephone Game, etc. Game-based courses also offer students the opportunity to learn critical soft skills, which can be difficult to develop in the context of any class. Problem-based learning has appeared in higher education. Many teachers in higher education are now highly experienced in the design and use of problems and are comfortable with many methodologies. Critical thinking skills, problem-solving abilities, and communication skills are the outcome of problem-based learning. The key aspect of game-based learning is that each student gets immediate feedback on their performance, with suggestions on how they might improve.
Some of the major game-based learning market vendors are 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) have majorly adopted many growth strategies, such as new product launches, acquisitions, and partnerships, to expand their product portfolios and grow further in the game-based learning market.
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Kahoot Is a game-based gaining knowledge platform used as academic technology in schools and institutions. Its studying games are consumer-generated multiple-preference quizzes that may be accessed through a web browser or the Kahoot app. Kahoot is also used to study college students' expertise for formative evaluation or as a ruin from conventional study room activities. Kahoot additionally consists of trivia quizzes. It has currently implemented 'Jumble'. Jumble questions challenge players to place answers in the correct order rather than selecting a single correct answer. It offers a new experience that encourages even more focus from players. Kahoot also offers polls for premium users; the interface is the same as Quiz. Organizations can connect and engage their work teams with Actimo, Kahoot’s employee engagement platform.
Frontier Developments Plc is a game video game developer company. It produces many games in the elite series. It has built a uniquely diverse catalog of games, which is enabled by its Cobra technology that defines genres, has earned critical acclaim, and has won a place in the hearts of millions of players. Frontier’s track record consists of a uniquely diverse set of games, each linked only by its success and Frontier’s underlying drive for innovation, timely delivery, and above all, quality. Frontier’s development strengths are immersive and fun gameplay design with unparalleled artistic quality, all underpinned and enabled by cutting-edge in-house technology and a talent for getting the best out of hardware and UI. It publishes its game franchises and has achieved commercial and critical success with its BAFTA-nominated titles, Elite Dangerous and Planet Coaster. It has previously developed games for third-party publishers, including Microsoft, Amazon, Konami, and Atari, all powered by Cobra. Cobra has enabled code and resources developed on PC to be compiled and run-on multiple formats while offering the power and flexibility to take advantage of every platform’s capability.
Related Reports:
Game-Based Learning Market with COVID-19 Impact, by Component (Solution and Services), Game Type, Deployment Mode (On-premises and Cloud), End User (Education, Governments, Consumers, and Enterprises) and Region - Global Forecast to 2026
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