시장보고서
상품코드
1758239

세계의 게임 기반 학습 시장 : 제공별, 용도별 예측(-2030년)

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

발행일: | 리서치사: MarketsandMarkets | 페이지 정보: 영문 365 Pages | 배송안내 : 즉시배송

    
    
    




※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

게임 기반 학습 시장 규모는 급속히 확대되고 있으며 2025년 62억 3,000만 달러에서 2030년에는 178억 2,000만 달러에 달할 것으로 예상되며, 예측 기간 중 CAGR은 23.4%를 나타낼 것으로 전망됩니다.

게임 기반 학습 시장은 디지털 학습 툴의 채용 증가, 개인화된 매력적인 컨텐츠에 대한 수요 증가, 기업 및 학술 분야에서의 응용 확대가 원동력이 되고 있습니다.

조사 범위
조사 대상 연도 2020-2030년
기준 연도 2024년
예측 기간 2025-2030년
검토 단위 달러(10억 달러)
부문 제공별, 배포 모드별, 게임 유형별, 통합 유형별, 용도별
대상 지역 북미, 유럽, 아시아태평양, 중동, 아프리카, 라틴아메리카

개별 학습·개발 중 신경다양성·특별 지원 학습 분야는 예측 기간 동안 게임 기반 학습 시장에서 가장 빠른 성장을 보일 것으로 예측됩니다. 이러한 성장은 자폐증, ADHD, 난독증을 포함한 신경다양성 학습자에 대한 인식과 수용 증가, 그리고 인클루시브 교육 솔루션에 대한 긴급한 요구가 원동력이 되고 있습니다. 게임 기반 학습은 다양한 인지 및 학습 스타일에 대응하고 적응성이 높고 시각적으로 풍부하고 대화식 환경을 제공하며 학습 의욕 향상과 학습 정착을 지원합니다. 지원 기술의 발전과 정부 및 민간 기관의 인클루시브 교육 이니셔티브에 대한 투자 증가는 개인화된 게임 기반 개입에 대한 수요를 부추기고 있습니다.

스킬 기반 및 과목별 게임의 언어 학습 분야는 특히 영어, 베이징어, 스페인어의 다언어 능력에 대한 세계 수요가 증가함에 따라 게임 기반 학습 시장에서 큰 시장 점유율을 차지할 것으로 예측됩니다. 게임 기반 플랫폼은 반복, 스토리텔링, 컨텍스트에 맞는 게임 플레이를 통해 어휘, 발음, 문법 기술을 강화하는 대화형, 몰입형 환경을 제공합니다. 이러한 도구는 학습자의 동기와 동기 부여를 유지하는 데 특히 효과적이며 어린이부터 성인까지 폭넓게 사용할 수 있습니다. 모바일 기반 어학 학습 앱의 인기가 높아짐에 따라 국경을 넘어 커뮤니케이션 요구가 증가하고 개인화된 학습 경로를 위한 AI 통합과 함께 이 부문 시장에서의 입지를 더욱 강화하고 있습니다.

북미는 교육기관과 기업 환경 전반에 걸쳐 디지털 학습 툴이 널리 통합되어 있는 것, 견고한 기술 인프라, 학습 기법의 혁신에 대한 정부·민간 부문의 강력한 지원에 의해 게임 기반 학습 시장에서 최대의 점유율을 차지할 것으로 예상되고 있습니다. 한편, 아시아태평양은 학생 인구 급증, 교육 기술 투자 증가, 인터넷 및 스마트폰 보급 확대, 신흥 경제권의 확장 가능하고 매력적인 기술 기반 학습 솔루션에 대한 수요 증가 등을 배경으로 예측 기간 동안 가장 빠른 성장률을 나타낼 것으로 예측됩니다.

본 보고서에서는 세계의 게임 기반 학습 시장에 대해 조사했으며 제공별, 배포 모드별, 게임 유형별, 통합 유형별, 용도별, 지역별 동향 및 시장 진출기업 프로파일 등을 정리했습니다.

목차

제1장 서론

제2장 조사 방법

제3장 주요 요약

제4장 중요 인사이트

제5장 시장 개요와 업계 동향

  • 서론
  • 시장 역학
  • 미국 관세의 영향(2025년) - 게임 기반 학습 시장
  • 게임 기반 학습의 진화
  • 공급망 분석
  • 생성형 AI가 게임 기반 학습에 미치는 영향
  • 생태계 분석
  • 투자 및 자금조달 시나리오
  • 사례 연구 분석
  • 기술 분석
  • 규제 상황
  • 특허 분석
  • 가격 분석
  • 주된 회의와 이벤트(2025-2026년)
  • Porter's Five Forces 분석
  • 고객사업에 영향을 주는 동향/혼란
  • 주요 이해관계자와 구매 기준

제6장 게임 기반 학습 시장, 제공별

  • 서론
  • 소프트웨어
  • 서비스

제7장 게임 기반 학습 시장, 배포 모드별

  • 서론
  • 온프레미스
  • 클라우드

제8장 게임 기반 학습 시장, 게임 유형별

  • 서론
  • AR 및 VR 게임
  • AI 구동형 학습 게임
  • 위치정보 기반 교육 게임
  • 퀴즈, 로직, 전략 게임
  • 스킬 기반, 평가 및 평가 게임
  • 언어 및 커뮤니케이션 게임
  • 시뮬레이션 및 시나리오 기반 게임
  • 롤플레잉 및 내러티브 기반 게임
  • 기타

제9장 게임 기반 학습 시장, 통합 유형별

  • 서론
  • 웹 기반의 배포
  • 모바일 기반 배포
  • 몰입형 하드웨어
  • 인터랙티브 디스플레이 인터페이스
  • 게임기

제10장 게임 기반 학습 시장, 용도별

  • 서론
  • 학술교육
  • 기업연수 및 인재연수
  • 의료 및 헬스케어 연수
  • 개인화된 학습 및 개발
  • 스킬 베이스 및 과목별 학습

제11장 게임 기반 학습 시장, 지역별

  • 서론
  • 북미
    • 북미 : 게임 기반 학습 시장 성장 촉진요인
    • 북미 : 거시경제 전망
    • 미국
    • 캐나다
  • 유럽
    • 유럽 : 게임 기반 학습 시장 성장 촉진요인
    • 유럽 : 거시경제 전망
    • 영국
    • 독일
    • 프랑스
    • 이탈리아
    • 스페인
    • 기타
  • 아시아태평양
    • 아시아태평양 : 게임 기반 학습 시장 성장 촉진요인
    • 아시아태평양 : 거시경제 전망
    • 중국
    • 인도
    • 일본
    • 한국
    • 호주 및 뉴질랜드
    • 싱가포르
    • 기타
  • 중동 및 아프리카
    • 중동 및 아프리카 : 게임 기반 학습 시장 성장 촉진요인
    • 중동 및 아프리카 : 거시경제 전망
    • 사우디아라비아
    • 아랍에미리트(UAE)
    • 카타르
    • 남아프리카
    • 기타
  • 라틴아메리카
    • 라틴아메리카 : 게임 기반 학습 시장 성장 촉진요인
    • 라틴아메리카 : 거시경제 전망
    • 브라질
    • 멕시코
    • 아르헨티나
    • 기타

제12장 경쟁 구도

  • 개요
  • 주요 참가 기업의 전략/강점(2022-2025년)
  • 수익 분석(2020-2024년)
  • 시장 점유율 분석(2024년)
  • 브랜드/제품 비교 분석
  • 기업평가와 재무지표
  • 기업평가 매트릭스 : 주요 진입기업(2024년)
  • 기업평가 매트릭스 : 스타트업/중소기업(2024년)
  • 경쟁 시나리오와 동향

제13장 기업 프로파일

  • 서론
    • DUOLINGO
    • KAHOOT!
    • SKILLSOFT
    • STRIDE, INC.
    • FRONTIER DEVELOPMENTS
    • PEARSON
    • SPIN MASTER
    • ADOBE
    • MOJANG STUDIOS
    • EI
    • QUIZLET
    • SAFETYCULTURE
    • EXTRAMARKS
    • BI WORLDWIDE
    • AGE OF LEARNING
  • 기타 기업
    • PRELOADED
    • GAME STRATEGIES
    • PRODIGY EDUCATION
    • BREAKAWAY GAMES
    • SCHELL GAMES
    • STRATBEANS LEARNING SOLUTIONS
    • SIMULEARN
    • RAPTIVITY
    • FUNDAMENTOR
    • INDUSGEEKS
    • KUATO STUDIOS
    • HORNBILL FX
    • QUODECK TECHNOLOGIES
    • GAMETIZE
    • SWEETRUSH
    • ARCHY LEARNING
    • LINGOKIDS
    • TENNEO
    • AXONIFY
    • KOGNITO
    • LITMOS
    • QUIZIZZ
    • SIMFORMER
    • CENTRICAL
    • THE GAMIFICATION COMPANY

제14장 인접 시장과 관련 시장

제15장 부록

KTH 25.07.03

The game-based learning market is expanding rapidly, with a projected market size rising from USD 6.23 billion in 2025 to USD 17.82 billion by 2030, at a CAGR of 23.4% during the forecast period. The game-based learning market is driven by the increasing adoption of digital learning tools, rising demand for personalized and engaging content, and growing applications across corporate and academic sectors. However, high development costs, limited digital infrastructure in some regions, and resistance to technology adoption act as key restraints.

Scope of the Report
Years Considered for the Study2020-2030
Base Year2024
Forecast Period2025-2030
Units ConsideredUSD (Billion)
SegmentsOffering, Deployment Mode, Game Type, Integration Type, and Application
Regions coveredNorth America, Europe, Asia Pacific, Middle East & Africa, Latin America

"Neurodiversity & special needs learning segment to account for the fastest growth rate during the forecast period"

The neurodiversity and special needs learning segment within personalized learning and development is expected to witness the fastest growth in the game-based learning market during the forecast period. This growth is driven by the rising awareness and acceptance of neurodiverse learners, including individuals with autism, ADHD, and dyslexia, and the urgent need for inclusive education solutions. Game-based learning offers highly adaptable, visually rich, and interactive environments that cater to various cognitive and learning styles, helping improve engagement and retention. Advancements in assistive technologies and increased investments in inclusive education initiatives by governments and private institutions fuel demand for personalized, game-based interventions.

"Language learning segment of skill-based & subject-specific games to hold the largest market share during the forecast period"

The language learning segment of skill-based and subject-specific games is projected to hold a significant market share in the game-based learning market due to the growing global demand for multilingual proficiency, especially in English, Mandarin, and Spanish. Game-based platforms offer interactive and immersive environments that enhance vocabulary, pronunciation, and grammar skills through repetition, storytelling, and contextual gameplay. These tools are particularly effective in maintaining learner engagement and motivation, making them ideal for children and adults. The rising popularity of mobile-based language learning apps, combined with increased cross-border communication needs and the integration of AI for personalized learning paths, further strengthens the segment's market position.

"North America leads in market share while Asia Pacific emerges as the fastest-growing region in the game-based learning market"

North America is anticipated to hold the largest share in the game-based learning market, driven by the widespread integration of digital learning tools across educational institutions and corporate environments, robust technological infrastructure, and strong government and private sector support for innovation in learning methodologies. The region also benefits from a high level of digital literacy and early adoption of emerging educational technologies. In contrast, Asia Pacific is expected to witness the fastest growth rate during the forecast period, fueled by a rapidly growing student population, increasing investments in educational technology, expanding internet and smartphone penetration, and rising demand for scalable, engaging, and skill-based learning solutions across emerging economies.

Breakdown of Primaries

In-depth interviews were conducted with chief executive officers (CEOs), innovation and technology directors, system integrators, and executives from various key organizations operating in the game-based learning market.

  • By Company: Tier I - 30%, Tier II - 45%, and Tier III - 25%
  • By Designation: C-Level Executives - 35%, D-Level Executives -25%, and others - 40%
  • By Region: North America - 35%, Europe - 20%, Asia Pacific - 30%, Middle East & Africa - 10%, and Latin America - 5%

The report includes a study of key players offering game-based learning. It profiles major vendors in the game-based learning market. These include Duolingo (US), Kahoot! (Norway), Skillsoft Corp (US), Stride Inc. (US), Frontier Developments (US), Pearson (UK), PRELOADED (UK), Game Strategies (Spain), Prodigy Education (Canada), Spin Master (Canada), Mojang Studios (Stockholm), BreakAway Games (US), Adobe (US), Schell Games (US), Stratbeans Learning Solutions (India), SimuLearn (US), Raptivity (US), Archy Learning (Australia), EI (US), Fundamentor (India), Indusgeeks (India), Kuato Studios (UK), Lingokids (Spain), Tenneo (US), Hornbill FX (India), Axonify (Canada), Kognito (US), QuoDeck Technologies Pvt. Ltd (India), Litmos (US), Gametize (Singapore), SweetRush Inc. (US), Quizizz (US), Simformer (US), Quizlet (US), SafetyCulture (Australia), Centrical (US), Extramarks (India), The Gamification Company (India), BI WORLDWIDE (US), and Age of Learning (US).

Research Coverage

This research report categorizes the game-based learning market based on offering (software and services), deployment mode (cloud & on-premises), game type (AR & VR games, AI-driven learning games, location-based education games, quiz, logic, & strategy games, skill-based, assessment & evaluation games, language & communication games, simulation & scenario-based games, role-playing & narrative-based games, and other game types (multiplayer & collaborative learning games and wellness, mindfulness, & social emotional learning games)), integration Type (web-based deployment, mobile-based deployment, immersive hardware (AR/VR headsets, smart glasses, mixed-reality tools), interactive display interfaces (smartboards, interactive whiteboards, touchscreen kiosks), and gaming consoles), application (academic education (K-12, higher education, and others (vocational & technical education and adult & continuing education)), corporate & workforce training (BFSI, telecommunications, manufacturing, technology & software, retail & ecommerce, and others (energy & utilities and transportation & logistics)), medical & healthcare training (safety & compliance and clinical skills simulation), personalized learning & development (cognitive & emotional development, neurodiversity & special needs learning, social-emotional learning, and mindfulness, therapy & wellness games), skill-based & subject-specific learning (language learning, coding & programming, STEM & subject-specific games, and others (cultural & heritage learning and simulation & exam preparation)), and region (North America, Europe, Asia Pacific, Middle East & Africa, and Latin America).

The scope of the report covers detailed information regarding the major factors, such as drivers, restraints, challenges, and opportunities, influencing the growth of the game-based learning market. A detailed analysis of the key industry players was done to provide insights into their business overview, solutions, and services; key strategies; contracts, partnerships, agreements, new product & service launches, and mergers and acquisitions; and recent developments associated with the game-based learning market. This report also covers the competitive analysis of upcoming startups in the game-based learning market ecosystem.

Key Benefits of Buying the Report

The report would provide the market leaders/new entrants with information on the closest approximations of the revenue numbers for the overall game-based learning market and its subsegments. It would help stakeholders understand the competitive landscape and gain more insights to better position their business and plan suitable go-to-market strategies. It also helps stakeholders understand the market's pulse and provides information on key market drivers, restraints, challenges, and opportunities.

The report provides insights on the following pointers:

  • Analysis of key drivers (cognitive and psychological benefits of gamification increase its acceptance in learning environments, rising mobile technology penetration is expanding game-based learning accessibility, rising corporate focus on employee engagement and upskilling drives gbl integration in training), restraints (resistance from traditional educators and institutions slows down implementation, concerns over screen time and digital addiction affect adoption in younger demographics, difficulty in integrating GBL into existing curriculum structures acts as a deterrent), opportunities (growing demand for skill-based and experiential learning creates space for GBL expansion, Integration of AI and analytics into GBL platforms offers personalization at scale, growing use of GBL in language learning and STEM education presents niche opportunities), and challenges (balancing educational content with engaging gameplay while maintaining curriculum alignment standards, teacher training and digital competency gaps hinder effective GBL integration, limited infrastructure and internet access in rural regions hinder penetration)
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the game-based learning market
  • Market Development: Comprehensive information about lucrative markets - analysis of the game-based learning market across varied regions
  • Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the game-based learning market
  • Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players, such as Duolingo (US), Kahoot! (Norway), Skillsoft Corp (US), Stride Inc. (US), Frontier Developments (US), Pearson (UK), PRELOADED (UK), Game Strategies (Spain), Prodigy Education (Canada), Spin Master (Canada), Mojang Studios (Stockholm), BreakAway Games (US), Adobe (US), Schell Games (US), Stratbeans Learning Solutions (India), SimuLearn (US), Raptivity (US), Archy Learning (Australia), EI (US), Fundamentor (India), Indusgeeks (India), Kuato Studios (UK), Lingokids (Spain), Tenneo (US), Hornbill FX (India), Axonify (Canada), Kognito (US), QuoDeck Technologies Pvt. Ltd (India), Litmos (US), Gametize (Singapore), SweetRush Inc. (US), Quizizz (US), Simformer (US), Quizlet (US), SafetyCulture (Australia), Centrical (US), Extramarks (India), The Gamification Company (India), BI WORLDWIDE (US), and Age of Learning (US)

The report also helps stakeholders understand the pulse of the game-based learning market and provides them with information on key market drivers, restraints, challenges, and opportunities.

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION
  • 1.3 MARKET SCOPE
    • 1.3.1 MARKET SEGMENTATION AND REGIONAL SCOPE
    • 1.3.2 INCLUSIONS AND EXCLUSIONS
    • 1.3.3 YEARS CONSIDERED
    • 1.3.4 CURRENCY CONSIDERED
  • 1.4 STAKEHOLDERS
  • 1.5 SUMMARY OF CHANGES

2 RESEARCH METHODOLOGY

  • 2.1 RESEARCH DATA
    • 2.1.1 SECONDARY DATA
    • 2.1.2 PRIMARY DATA
      • 2.1.2.1 List of primary participants
      • 2.1.2.2 Breakdown of primaries
      • 2.1.2.3 Key industry insights
  • 2.2 MARKET BREAKUP AND DATA TRIANGULATION
  • 2.3 MARKET SIZE ESTIMATION
    • 2.3.1 TOP-DOWN APPROACH
    • 2.3.2 BOTTOM-UP APPROACH
  • 2.4 MARKET FORECAST
  • 2.5 RESEARCH ASSUMPTIONS
  • 2.6 RESEARCH LIMITATIONS

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN GAME-BASED LEARNING MARKET
  • 4.2 GAME-BASED LEARNING MARKET, BY SOFTWARE
  • 4.3 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE AND APPLICATION
  • 4.4 GAME-BASED LEARNING MARKET, BY REGION

5 MARKET OVERVIEW AND INDUSTRY TRENDS

  • 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
        • 5.3.4.1.1 Strategic shifts and key observations
      • 5.3.4.2 China
        • 5.3.4.2.1 Strategic shifts and key observations
      • 5.3.4.3 Europe
        • 5.3.4.3.1 Strategic shifts and key observations
      • 5.3.4.4 India
        • 5.3.4.4.1 Strategic shifts and key observations
    • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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
        • 13.1.1.3.1 Product launches and enhancements
        • 13.1.1.3.2 Deals
      • 13.1.1.4 MnM view
        • 13.1.1.4.1 Key strengths
        • 13.1.1.4.2 Strategic choices
        • 13.1.1.4.3 Weaknesses and competitive threats
    • 13.1.2 KAHOOT!
      • 13.1.2.1 Business overview
      • 13.1.2.2 Products/Solutions/Services offered
      • 13.1.2.3 Recent developments
        • 13.1.2.3.1 Product launches and enhancements
        • 13.1.2.3.2 Deals
      • 13.1.2.4 MnM view
        • 13.1.2.4.1 Key strengths
        • 13.1.2.4.2 Strategic choices
        • 13.1.2.4.3 Weaknesses and competitive threats
    • 13.1.3 SKILLSOFT
      • 13.1.3.1 Business overview
      • 13.1.3.2 Products/Solutions/Services offered
      • 13.1.3.3 Recent developments
        • 13.1.3.3.1 Product launches and enhancements
        • 13.1.3.3.2 Deals
      • 13.1.3.4 MnM view
        • 13.1.3.4.1 Key strengths
        • 13.1.3.4.2 Strategic choices
        • 13.1.3.4.3 Weaknesses and competitive threats
    • 13.1.4 STRIDE, INC.
      • 13.1.4.1 Business overview
      • 13.1.4.2 Products/Solutions/Services offered
      • 13.1.4.3 Recent developments
        • 13.1.4.3.1 Product launches and enhancements
        • 13.1.4.3.2 Deals
      • 13.1.4.4 MnM view
        • 13.1.4.4.1 Key strengths
        • 13.1.4.4.2 Strategic choices
        • 13.1.4.4.3 Weaknesses and competitive threats
    • 13.1.5 FRONTIER DEVELOPMENTS
      • 13.1.5.1 Business overview
      • 13.1.5.2 Products/Solutions/Services offered
      • 13.1.5.3 MnM view
        • 13.1.5.3.1 Key strengths
        • 13.1.5.3.2 Strategic choices
        • 13.1.5.3.3 Weaknesses and competitive threats
    • 13.1.6 PEARSON
      • 13.1.6.1 Business overview
      • 13.1.6.2 Products/Solutions/Services offered
      • 13.1.6.3 Recent developments
        • 13.1.6.3.1 Product launches and enhancements
        • 13.1.6.3.2 Deals
    • 13.1.7 SPIN MASTER
      • 13.1.7.1 Business overview
      • 13.1.7.2 Products/Solutions/Services offered
      • 13.1.7.3 Recent developments
        • 13.1.7.3.1 Product launches and enhancements
        • 13.1.7.3.2 Deals
    • 13.1.8 ADOBE
      • 13.1.8.1 Business overview
      • 13.1.8.2 Products/Solutions/Services offered
      • 13.1.8.3 Recent developments
        • 13.1.8.3.1 Product launches and enhancements
        • 13.1.8.3.2 Deals
    • 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

  • 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

  • 15.1 DISCUSSION GUIDE
  • 15.2 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 15.3 AVAILABLE CUSTOMIZATIONS
  • 15.4 RELATED REPORTS
  • 15.5 AUTHOR DETAILS
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