The game-based learning market is projected to witness a CAGR of 23.4% from 2025 to 2030, reaching USD 17.82 billion by 2030 from an estimated USD 6.23 billion in 2025. The game-based learning market is driven by the rising demand for engaging and interactive educational tools, the growing adoption of digital learning environments, and increasing smartphone and internet penetration. Enhanced learner retention, personalized learning experiences, and the integration of advanced technologies such as AI, AR, and VR further propel the market. Additionally, the shift toward skill-based and competency-driven education supports sustained growth.
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Top Game-based Learning Companies Include:
Some of the leading players in the game-based learning market include Duolingo (US), Kahoot! (Norway), Skillsoft (US), Stride (US), and Pearson (US). These companies leverage the development of curriculum-aligned content to ensure relevance in academic and corporate training environments and the integration of immersive technologies such as AR/VR to enhance user engagement. These approaches help providers differentiate their offerings, improve learning outcomes, and cater to the evolving needs of digital-native learners.
DUOLINGO
Duolingo is one of the prominent players in the game-based learning market, known for its data-driven approach and gamified learning model. Its core competencies lie in offering engaging, bite-sized lessons supported by features such as streaks, leaderboards, and in-app rewards that boost user motivation. Duolingo is strategically broadening its horizons by venturing into diverse areas such as music, math, and chess while simultaneously enhancing its vertical integration with offerings such as the Duolingo English Test and literacy-oriented apps, including Duolingo ABC. The company emphasizes persistent product experimentation through A/B testing to continually refine the user experience. Additionally, Duolingo has forged partnerships with notable content providers such as CNN and BuzzFeed, aiming to diversify learning formats and bolster its global footprint. This multifaceted approach not only enhances user engagement but also positions Duolingo as a leading player in the evolving edtech landscape.
KAHOOT!
Kahoot! is a leading platform in the game-based learning market, recognized for its interactive quizzes and real-time engagement tools that support active learning across educational and corporate environments. Its core strengths include a user-friendly interface, real-time feedback, and data analytics that provide actionable insights for educators and trainers. Kahoot! has pursued horizontal integration by acquiring Poio, DragonBox, Drops, and Clever, expanding its reach into early learning, language acquisition, and enterprise training. The company also engages in strategic partnerships with schools and organizations to enhance accessibility and content relevance. Through vertical integration, it offers tailored solutions for K–12, higher education, and workplace learning. Continuous innovation and research-backed product development remain central to its long-term growth strategy.
SKILLSOFT
Skillsoft, a U.S.-based ed-tech leader founded in 1998 and headquartered in Nashua, NH, blends robust SaaS-based learning content with immersive game-based learning and gamification strategies—most notably via their Percipio platform—to engage learners and drive retention. They’ve integrated interactive game mechanics (e.g., scavenger hunts and “Skillball”) into corporate training programs to boost motivation and platform adoption, and continually innovate with tools like Interactive Skill Benchmarks—real-world task simulations to assess and develop skills dynamically.
STRIDE
Stride, Inc. (NYSE:LRN), a Reston, VA–based ed-tech firm formerly known as K12 Inc., is a major player in the U.S. game-based learning market—especially across K-8 education with its Skills Arcade, an adaptive, gamified platform featuring 45,000+ interactive questions and rewards like coins and badges to boost engagement and benchmark-driven progress. They’re also widely recognized for their Stride Meets Minecraft initiative, which immerses students in curriculum-aligned challenges in custom Minecraft Education worlds—a feature that earned them “Digital Game-Based Learning Product of the Year” and finalist status in gamification awards.
PEARSON
Pearson (U.S.), a leading global education company headquartered in New York, has actively integrated game-based learning across K-12 and higher education through strategic partnerships and proprietary products. They’ve collaborated with startups like Labster to embed immersive virtual science lab simulations within its Realize LMS, boosting engagement and outcomes in biology curricula. In business higher-ed, Pearson teamed up with mLevel to gamify core courses—adding leaderboards, badges, and level progressions to Pearson’s Intro to Business materials. Additionally, in primary language learning, they launched Poptropica English, a quest-driven platform based on the popular gaming world to motivate students through interactive stories and quests.
Market Ranking Analysis
The game-based learning market is characterized by strong competition and fragmentation, with leading companies such as Duolingo, Kahoot!, Stride, Pearson, and Skillsoft collectively accounting for approximately 30–35% of the total market share. Duolingo established itself as a pioneer in gamified language learning, offering personalized, bite-sized lessons enhanced by features such as leaderboards, streaks, and in-app rewards. It continues to diversify its portfolio through horizontal expansion into math, music, and chess, along with vertical integration via Duolingo ABC and the Duolingo English Test.
Kahoot! is widely used in academic and corporate settings and is known for its real-time quiz-based learning platform that fosters collaboration and engagement. The company has enhanced its capabilities through acquisitions of platforms such as DragonBox, Poio, Drops, and Clever. Stride specializes in K–12 virtual education and career-focused learning, embedding game-based modules to improve student outcomes. Pearson integrates game mechanics into its digital learning platforms to support curriculum-aligned, competency-based education, while Skillsoft delivers gamified learning for corporate training in areas such as leadership, compliance, and technical skills.
The remaining 65–70% of the market is distributed among regional and emerging vendors that cater to niche segments, including soft skills training, simulation-based assessments, and cognitive development. This fragmentation signals a growing opportunity for innovation, particularly with increasing demand for immersive, personalized, and effective learning experiences. Technological advancements such as AI, AR/VR, and data analytics are accelerating this shift, making game-based learning a critical component of modern education and workforce development.
Related Reports:
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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