Game-based learning market is anticipated to grow at a significant CAGR of 21.4% during the forecast period (2024-2031). Game-based Learning is a framework in which educational content is presented through engaging games and simulations, aiming to motivate learners and make the learning process more enjoyable and effective. Its aspects include core knowledge, interactive experiences, and motivational elements like points, badges, leaderboards, and storylines.
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Traditional learning methods can sometimes be dry and monotonous. Game-based learning injects fun and interactivity into the process, leading to higher engagement and motivation among learners. This is particularly effective for younger generations who are accustomed to interactive digital experiences.
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- Market Coverage
- Market number available for – 2024-2031
- Base year- 2024
- Forecast period- 2024-2031
- Segment Covered- By Source, By Product Type, By Applications
- Competitive Landscape- Archer Daniels Midland Co., Ingredion Inc., Kerry Group Plc, Cargill
- , and others
Market Segmentation
Global Game-based Learning Market by Type
- Location-Based Games
- AR/VR Games
- AI-Based Games
- Language Learning
- Others (Skill-Based Learning, Simulation)
Global Game-based Learning Market by End-user
- IT & Telecom
- Retail
- Consumer
- Manufacturing
- Others (Government, Education, Healthcare & Life Sciences)
Global Game-based Learning Market by Application
- Critical Thinking & Problem-Solving
- Training & Development
- Evaluation
Global Game-based Learning Market by Platform
- Online
- Offline
Regional Analysis
- North America
- United States
- Canada
- Europe
- UK
- Germany
- Italy
- Spain
- France
- Rest of Europe
- Asia-Pacific
- China
- India
- Japan
- South Korea
- Rest of Asia-Pacific
- Rest of the World
- Latin America
- Middle East & Africa
Company Profiles
- Age of Learning, Inc.
- Badgeville (CallidusCloud)
- Breakaway Games
- Bunchball (BI WORLDWIDE)
- Epic Games
- Filament Games
- Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
- Gametize Pte. Ltd.
- Kahoot! ASA
- Lumos Labs
- Mojang Studios
- Quizizz, Inc.
- Recurrence Inc.
- Six Waves Inc.
- Tangible Play, Inc.
- Toolwire Inc.
The Report Covers
- Market value data analysis of 2023 and forecast to 2031.
- Annualized market revenues ($ million) for each market segment.
- Country-wise analysis of major geographical regions.
- Key companies operating in the global game-based learning market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
- Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
- Analysis of market-entry and market expansion strategies.
- Competitive strategies by identifying ‘who-stands-where’ in the market.
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