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Game-Based Learning Market by Game Type (AI-Based Games, AR & VR Games, Assessment & Evaluation Games), Deployment (On-Cloud, On-Premise), End-User - Global Forecast 2025-2030

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Portre's Five Forces: °ÔÀÓ ±â¹Ý ÇнÀ ½ÃÀå Ž»öÀ» À§ÇÑ Àü·« Åø

Portre's Five Forces ÇÁ·¹ÀÓ¿öÅ©´Â °ÔÀÓ ±â¹Ý ÇнÀ ½ÃÀå °æÀï ±¸µµ¸¦ ÀÌÇØÇÏ´Â µ¥ Áß¿äÇÑ ÅøÀÔ´Ï´Ù. Portre's Five Forces ÇÁ·¹ÀÓ¿öÅ©´Â ±â¾÷ÀÇ °æÀï·ÂÀ» Æò°¡Çϰí Àü·«Àû ±âȸ¸¦ Ž»öÇÒ ¼ö ÀÖ´Â ¸íÈ®ÇÑ ¹æ¹ýÀ» Á¦°øÇÕ´Ï´Ù. ÀÌ ÇÁ·¹ÀÓ¿öÅ©´Â ±â¾÷ÀÌ ½ÃÀå³» ¼¼·Âµµ¸¦ Æò°¡ÇÏ°í ½Å±Ô »ç¾÷ÀÇ ¼öÀͼºÀ» ÆÇ´ÜÇÏ´Â µ¥ µµ¿òÀÌ µË´Ï´Ù. ÀÌ·¯ÇÑ ÀλçÀÌÆ®À» ÅëÇØ ±â¾÷Àº °­Á¡À» Ȱ¿ëÇϰí, ¾àÁ¡À» ÇØ°áÇϰí, ÀáÀçÀûÀÎ µµÀüÀ» ÇÇÇϰí, º¸´Ù °­·ÂÇÑ ½ÃÀå Æ÷Áö¼Å´×À» È®º¸ÇÒ ¼ö ÀÖ½À´Ï´Ù.

PESTLE ºÐ¼® : °ÔÀÓ ±â¹Ý ÇнÀ ½ÃÀå¿¡¼­ÀÇ ¿ÜºÎ ¿µÇâ ÆÄ¾Ç

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2. ½ÃÀå °³Ã´µµ: ½ÅÈï ½ÃÀå¿¡¼­ÀÇ ¼ºÀå ±âȸ¸¦ ÆÄ¾ÇÇϰí, ±âÁ¸ ºÐ¾ßÀÇ È®Àå °¡´É¼ºÀ» Æò°¡Çϸç, ¹Ì·¡ ¼ºÀåÀ» À§ÇÑ Àü·«Àû ·Îµå¸ÊÀ» Á¦°øÇÕ´Ï´Ù.

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4. °æÀï Æò°¡ ¹× Á¤º¸ : °æÀï ±¸µµ¸¦ öÀúÈ÷ ºÐ¼®ÇÏ¿© ½ÃÀå Á¡À¯À², »ç¾÷ Àü·«, Á¦Ç° Æ÷Æ®Æú¸®¿À, ÀÎÁõ, ±ÔÁ¦ ´ç±¹ÀÇ ½ÂÀÎ, ƯÇã µ¿Çâ, ÁÖ¿ä ±â¾÷ÀÇ ±â¼ú ¹ßÀü µîÀ» °ËÅäÇÕ´Ï´Ù.

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1. ÇöÀç ½ÃÀå ±Ô¸ð¿Í ÇâÈÄ ¼ºÀå Àü¸ÁÀº?

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4. ÁÖ¿ä º¥´õ ½ÃÀå Á¡À¯À²°ú °æÀï Æ÷Áö¼ÇÀº?

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  • Breakout Inc.
  • Schell Games
  • Layup by Creative eLearning Pvt. Ltd.
  • Blooket LLC
  • ThreatGEN
  • Gametize
  • Hornbill FX Private Limited
  • Classcraft Studios Inc.
  • Harbinger Systems Private Limited
  • GoSkills Ltd.
  • Centrical
  • Lumos Labs, Inc.
  • Animated Technologies Ltd.
  • QuoDeck Technologies PLC
  • EdApp by SafetyCulture
  • Smart Lumies, Inc.
  • Prodigy Education Inc.
  • Gamelearn S.L.
  • Kahoot!ASA
  • BrainPOP
  • SimuLearn
  • Esus e-Learning
  • Flocabulary
  • Duolingo, Inc.
  • Hoopla
  • Batia Infotech
  • Stratbeans Consulting Pvt. Ltd.
  • The Game Agency, LLC
  • Archy Learning
  • Microsoft Corporation
  • BreakAway Games
  • SweetRush Inc.
  • Kuato Studios
  • Spin Master Ltd.
  • Cognitive ToyBox, Inc.
  • Hurix Systems Pvt. Ltd.
  • Quizlet, Inc.
  • Discovery Kids by Discovery Communications, LLC
  • Tophatmonocle Corp.
  • Gimkit
KSA 24.12.06

The Game-Based Learning Market was valued at USD 9.68 billion in 2023, expected to reach USD 11.81 billion in 2024, and is projected to grow at a CAGR of 21.70%, to USD 38.31 billion by 2030.

Game-based learning is an educational approach that incorporates gaming elements and principles into learning environments to enhance engagement, motivation, and learning outcomes. This method, which includes digital and non-digital games, supports various educational needs ranging from K-12 schools and higher education to corporate training and healthcare. The primary necessity stems from the growing demand for interactive and personalized learning experiences which can potentially lead to improved learner engagement and retention. Applications extend across diverse sectors such as education, corporate training, healthcare, and military training, each requiring tailored solutions to accommodate specific learning objectives.

KEY MARKET STATISTICS
Base Year [2023] USD 9.68 billion
Estimated Year [2024] USD 11.81 billion
Forecast Year [2030] USD 38.31 billion
CAGR (%) 21.70%

The game-based learning market is poised for significant growth driven by technological advancements, widespread adoption of mobile devices, and increased emphasis on skills and competency development. Key influencing growth factors include the integration of artificial intelligence, augmented reality, and adaptive learning technologies that create immersive and customized learning experiences. Moreover, the COVID-19 pandemic underscored the importance of remote learning solutions, accelerating innovation and adoption in this field. Potential opportunities exist in expanding content libraries to cover a wider range of subjects and competencies, developing interoperability standards for seamless integration with existing educational platforms, and creating robust analytics tools to measure learning efficacy.

However, challenges such as high development costs, resistance to change from traditional teaching methods, and concerns around data privacy and security can hinder market growth. Navigating these challenges requires businesses to focus on creating cost-effective, scalable solutions that prioritize user data protection and training for educators in effectively deploying game-based learning tools.

Innovation areas ripe for exploration include the development of AI-driven personalized learning pathways, gamification of soft skill training, and the use of virtual and augmented reality for experiential learning scenarios. These innovations not only address current educational gaps but also provide scalable solutions that can transform learning environments globally. Understanding these dynamics can provide valuable insights into strategic investments and product development for market players who aim to thrive amidst evolving educational needs and technological capabilities.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Game-Based Learning Market

The Game-Based Learning Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rising demand for quality education with a modern and interactive approach
    • Improved availability of digital infrastructure for learning
    • Growing usage of game-based learning in the commercial sector for training & skill development
  • Market Restraints
    • Limited availability of IT infrastructure and lack of understanding among trainers in implementing game-based learning
  • Market Opportunities
    • Growing integration of AR, VR, and AI in educational gamification
    • Adoption of game-based learning for language learning
  • Market Challenges
    • Potential barriers in creating suitable game designs that meet the learning objectives and curriculum

Porter's Five Forces: A Strategic Tool for Navigating the Game-Based Learning Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Game-Based Learning Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Game-Based Learning Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Game-Based Learning Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Game-Based Learning Market

A detailed market share analysis in the Game-Based Learning Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Game-Based Learning Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Game-Based Learning Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Key Company Profiles

The report delves into recent significant developments in the Game-Based Learning Market, highlighting leading vendors and their innovative profiles. These include Breakout Inc., Schell Games, Layup by Creative eLearning Pvt. Ltd., Blooket LLC, ThreatGEN, Gametize, Hornbill FX Private Limited, Classcraft Studios Inc., Harbinger Systems Private Limited, GoSkills Ltd., Centrical, Lumos Labs, Inc., Animated Technologies Ltd., QuoDeck Technologies PLC, EdApp by SafetyCulture, Smart Lumies, Inc., Prodigy Education Inc., Gamelearn S.L., Kahoot! ASA, BrainPOP, SimuLearn, Esus e-Learning, Flocabulary, Duolingo, Inc., Hoopla, Batia Infotech, Stratbeans Consulting Pvt. Ltd., The Game Agency, LLC, Archy Learning, Microsoft Corporation, BreakAway Games, SweetRush Inc., Kuato Studios, Spin Master Ltd., Cognitive ToyBox, Inc., Hurix Systems Pvt. Ltd., Quizlet, Inc., Discovery Kids by Discovery Communications, LLC, Tophatmonocle Corp., and Gimkit.

Market Segmentation & Coverage

This research report categorizes the Game-Based Learning Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Game Type, market is studied across AI-Based Games, AR & VR Games, Assessment & Evaluation Games, Language Learning Games, Location-Based Games, and Training, Knowledge & Skill-Based Games.
  • Based on Deployment, market is studied across On-Cloud and On-Premise.
  • Based on End-User, market is studied across Consumer, Education, Enterprises, and Government. The Enterprises is further studied across BFSI, Consumer Goods & Retail, Healthcare & Lifesciences, and Manufacturing.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising demand for quality education with a modern and interactive approach
      • 5.1.1.2. Improved availability of digital infrastructure for learning
      • 5.1.1.3. Growing usage of game-based learning in the commercial sector for training & skill development
    • 5.1.2. Restraints
      • 5.1.2.1. Limited availability of IT infrastructure and lack of understanding among trainers in implementing game-based learning
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing integration of AR, VR, and AI in educational gamification
      • 5.1.3.2. Adoption of game-based learning for language learning
    • 5.1.4. Challenges
      • 5.1.4.1. Potential barriers in creating suitable game designs that meet the learning objectives and curriculum
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Game Type: Integration of AR and VR in game-based learning, offering immersive experience and maintaining learner engagement
    • 5.2.2. Deployment: Utilization of on-cloud & on-premise learning due to their flexibility and cost-efficiency
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental
  • 5.5. Client Customization

6. Game-Based Learning Market, by Game Type

  • 6.1. Introduction
  • 6.2. AI-Based Games
  • 6.3. AR & VR Games
  • 6.4. Assessment & Evaluation Games
  • 6.5. Language Learning Games
  • 6.6. Location-Based Games
  • 6.7. Training, Knowledge & Skill-Based Games

7. Game-Based Learning Market, by Deployment

  • 7.1. Introduction
  • 7.2. On-Cloud
  • 7.3. On-Premise

8. Game-Based Learning Market, by End-User

  • 8.1. Introduction
  • 8.2. Consumer
  • 8.3. Education
  • 8.4. Enterprises
    • 8.4.1. BFSI
    • 8.4.2. Consumer Goods & Retail
    • 8.4.3. Healthcare & Lifesciences
    • 8.4.4. Manufacturing
  • 8.5. Government

9. Americas Game-Based Learning Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Game-Based Learning Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Game-Based Learning Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Imarticus Learning Acquires Heromindmine.
    • 12.3.2. Microsoft Plans to Create Its Own Mobile Games Store Like Apple and Google.
    • 12.3.3. Spin Master's Trendsetting 2023 Portfolio of Fun and Games Reimagines Everyday Play.
    • 12.3.4. Duolingo Launches Its Flagship English Learning Product For Indian Kids.
    • 12.3.5. Prodigy Education to Lead Thought Leadership Panel on Digital Game-Based Learning At SXSW EDU.
    • 12.3.6. Edtech Start-Up Upsurge Raises Pre-Seed Funding From JCBL India.
    • 12.3.7. Imarticus Learning Launches Startonboard to Ease Onboarding of Employees.
    • 12.3.8. India's Game-Based Savings App Fello Nets USD 4 Million.
    • 12.3.9. U.S. Tech Firm Pi Square Technologies Opens Hornbill Studios For Global Animation and VFX Services in Hyderabad.
    • 12.3.10. Spin Master Expands Digital Games Ecosystem with Acquisition of Nordlight.
    • 12.3.11. Duolingo Adds Branded Questions to Jackbox Games to Encourage Language Learning.
    • 12.3.12. Spin Master Strikes Multiyear Games Licensing Deal With Sony's PlayStation.
    • 12.3.13. Breakout EDU Earns ESSA Certification.
    • 12.3.14. AWS Launches Game-Based Courses to Teach Cloud Skills.
    • 12.3.15. Imarticus Has Acquired Stratonboard, A Game-Based Learning Platform.

Companies Mentioned

  • 1. Breakout Inc.
  • 2. Schell Games
  • 3. Layup by Creative eLearning Pvt. Ltd.
  • 4. Blooket LLC
  • 5. ThreatGEN
  • 6. Gametize
  • 7. Hornbill FX Private Limited
  • 8. Classcraft Studios Inc.
  • 9. Harbinger Systems Private Limited
  • 10. GoSkills Ltd.
  • 11. Centrical
  • 12. Lumos Labs, Inc.
  • 13. Animated Technologies Ltd.
  • 14. QuoDeck Technologies PLC
  • 15. EdApp by SafetyCulture
  • 16. Smart Lumies, Inc.
  • 17. Prodigy Education Inc.
  • 18. Gamelearn S.L.
  • 19. Kahoot! ASA
  • 20. BrainPOP
  • 21. SimuLearn
  • 22. Esus e-Learning
  • 23. Flocabulary
  • 24. Duolingo, Inc.
  • 25. Hoopla
  • 26. Batia Infotech
  • 27. Stratbeans Consulting Pvt. Ltd.
  • 28. The Game Agency, LLC
  • 29. Archy Learning
  • 30. Microsoft Corporation
  • 31. BreakAway Games
  • 32. SweetRush Inc.
  • 33. Kuato Studios
  • 34. Spin Master Ltd.
  • 35. Cognitive ToyBox, Inc.
  • 36. Hurix Systems Pvt. Ltd.
  • 37. Quizlet, Inc.
  • 38. Discovery Kids by Discovery Communications, LLC
  • 39. Tophatmonocle Corp.
  • 40. Gimkit
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