Game-Based Learning Market 2024: Price Trends, Top Companies, Investment, Growth, Innovation and Forecast 2032
IMARC Group’s report titled “Game-Based Learning Market Report by Platform (Online, Offline), Revenue Type (Game Purchase, Advertising, and Others), End-User (K-12 Game-Based Learning, Higher Game-Based Learning), and Region 2024-2032“. The global game-based learning market size reached US$ 18.4 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 71.7 Billion by 2032, exhibiting a growth rate (CAGR) of 15.8% during 2024-2032.
Factors Affecting the Growth of the Game-Based Learning Industry:
- Emerging trends toward gamification in the educational sector:
The expanding recognition of gamification as a dynamic educational catalyst, capable of enhancing student engagement and motivation represents the main factor driving the market growth. Traditional teaching methods often struggle to captivate learners, resulting in passive learning experiences. In contrast, game-based learning injects elements of competition, achievement, and reward, motivating learners to participate and immerse themselves in the educational process, thereby aiding in market expansion. Moreover, the growing number of educational institutions and corporate training programs increasingly embracing game-based learning to leverage its proven benefits is fueling the market growth.
- Technological advancements in the educational industry:
Technological strides in gaming software and hardware are pivotal contributors to the game-based learning market. Continuous innovations in virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are revolutionizing the creation of sophisticated, immersive, and accessible educational games. Additionally, these technologies enable the simulation of intricate scenarios and processes, providing learners with hands-on, experiential learning opportunities that transcend traditional classrooms, thereby aiding in market expansion. Besides this, burgeoning advancements in mobile technology and cloud computing have democratized access to educational games, allowing learners to engage with content seamlessly, anytime and anywhere, contributing to the market growth.
- Interactive and personalized learning:
The escalating demand for interactive and personalized learning experiences fostering the widespread adoption of game-based learning is impelling the market growth. Modern learners seek educational content that captivates and aligns with their individual learning styles, needs, and pace. In line with this, the game-based learning platforms leverage data analytics and adaptive learning technologies to personalize the learning journey, tailoring difficulty levels and content based on individual performance and preferences, strengthening the market growth. Concurrently, the personalized approach of these solutions optimizes learning efficiency, ensuring each learner reaches their full potential, propelling the market forward.
Leading Companies Operating in the Global Game-Based Learning Industry:
- Badgeville (CallidusCloud)
- Bunchball (BI WORLDWIDE)
- Classcraft Studios Inc.
- Six Waves Inc.
- Recurrence, Inc.
- Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
- Gametize Pte. Ltd.
- GradeCraft (The Regents of the University of Michigan)
- Kuato Studios
- BreakAway Ltd. Inc.
- Filament Games
- LearningWare, Inc.
- Osmo (Tangible Play, Inc.)
- Toolwire, Inc
For an in-depth analysis, you can refer sample copy of the report: https://www.imarcgroup.com/game-based-learning-market/requestsample
Game-Based Learning Market Report Segmentation:
By Platform:
- Online
- Offline
Based on the platform, the market is bifurcated into online and offline.
By Revenue Type:
- Game Purchase
- Advertising
- Others
On the basis of revenue type, the market is divided into game purchase, advertising, and others.
By End-User:
- K-12 Game-Based Learning
- Higher Game-Based Learning
K-12 game-based learning dominates the market due to the growing emphasis on innovative teaching methods that enhance engagement and learning outcomes for younger students, who are receptive to interactive and gamified learning experiences.
Market Breakup by Region:
- North America (United States, Canada)
- Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, Others)
- Europe (Germany, France, United Kingdom, Italy, Spain, Russia, Others)
- Latin America (Brazil, Mexico, Others)
- Middle East and Africa
Global Game-Based Learning Market Trends:
The extensive collaborative efforts between educational institutions and game developers aimed at creating more effective and curriculum-aligned content are presenting lucrative opportunities for market expansion. In addition to this, rising parental and educator awareness about the benefits of integrating game-based learning solutions to develop cognitive skills and emotional intelligence is further bolstering the market growth. Moreover, the surge in mobile device usage among younger demographics facilitating easy access to educational games is acting as another significant growth-inducing factor. Apart from this, the growing integration of social features, allowing users to learn collaboratively and compete with peers, thereby boosting motivation and engagement, is influencing market growth.
Note: If you need specific information that is not currently within the scope of the report, we will provide it to you as a part of the customization.
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