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Global Game-Based Learning Market Report to 2031 - Featuring Centrical, Cisco Systems, Duolingo and ELM Learning Among Others - ResearchAndMarkets.com

PRESS RELEASE: Paid content from Business Wire
Press release content from Business Wire. The AP news staff was not involved in its creation.
December 22, 2022 GMT

DUBLIN--(BUSINESS WIRE)--Dec 22, 2022--

The “Game-Based Learning Market By Component, By Deployment Model, By Game Type, By Industry Vertical: Global Opportunity Analysis and Industry Forecast, 2021-2031” report has been added to ResearchAndMarkets.com’s offering.

According to this report the game-based learning market was valued at $16.2 billion in 2021, and is estimated to reach $79.9 billion by 2031, growing at a CAGR of 17.4% from 2022 to 2031.

Game-based learning refers to the borrowing of certain gaming principles and applying them to real-life settings to engage users. The motivational psychology involved in game- based learning allows students to engage with educational materials in a playful and dynamic way.

Moreover, game-based learning takes this same concept and applies it to teaching a curriculum. Students work toward a goal, choosing actions and experiencing the consequences of those actions. They actively learn and practice the right way to do things.

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The result is active learning instead of passive learning. Technological advancements in game-based learning such as inclusion of artificial intelligence (AI), augmented reality (AR), increase in smartphone & internet penetration, and surge in demand for game-based learning solutions are some factors that drive the growth of game-based learning market.

However, high cost of implementation of game-based learning is expected to hamper the growth of the market. Furthermore, the adoption of cloud for game-based learning market is expected to provide lucrative opportunities to the game-based learning market

Key Benefits

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the game-based learning market analysis from 2021 to 2031 to identify the prevailing game-based learning market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter’s five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the game-based learning market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global game-based learning market trends, key players, market segments, application areas, and market growth strategies.

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Key Market Segments

By Component

  • Solution
  • Services

By Deployment Model

  • On Premise
  • Cloud

By Game Type

  • AR VR games
  • AI based games
  • Location based games
  • Assessment and evaluation games
  • Training, knowledge and skill based games
  • Language learning games
  • Others

By Industry Vertical

  • Consumer
  • Education
  • Government
  • Enterprises

By Region

  • North America
  • U.S.
  • Canada
  • Europe
  • United Kingdom
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Rest Of Asia Pacific
  • LAMEA
  • Brazil
  • Mexico
  • UAE
  • Saudi Arabia
  • South Africa
  • Rest of LAMEA

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Key Market Players

  • Allen Communication Learning Services
  • Centrical
  • Cisco Systems Inc.
  • Cognitive Toybox Inc.
  • Duolingo
  • EI Design Pvt. Ltd.
  • ELM Learning
  • Filament Games
  • Gametize
  • G-cube
  • Hurix Digital
  • Learnbrite
  • Learning Pool
  • Schell Games
  • StratBeans Consulting Pvt. Ltd.
  • The Performance Development Group
  • Toolwire Spaces Learning

For more information about this report visit https://www.researchandmarkets.com/r/mqrp7r

View source version on businesswire.com:https://www.businesswire.com/news/home/20221222005260/en/

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KEYWORD:

INDUSTRY KEYWORD: OTHER EDUCATION TECHNOLOGY TRAINING SOFTWARE EDUCATION

SOURCE: Research and Markets

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PUB: 12/22/2022 07:06 AM/DISC: 12/22/2022 07:06 AM

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