Game-based Learning: Global Markets

Dec 2022| IFT251A| BCC Publishing
Sample Report

Report Highlights

The global market for GBL (game-based learning) is estimated to grow from $12.9 billion in 2022 to $35.6 billion in 2027, with a compound annual growth rate (CAGR) of 22.4% for the period of 2022-2027.

Report Includes

  • 36 data tables and 31 additional tables
  • In-depth overview of the global market for game-based learning (GBL) technology
  • Analyses of the global market trends, with historic market revenue (sales data) from 2021, estimates for 2022, and projections of compound annual growth rates (CAGRs) through 2027
  • Evaluation and forecast the game-based learning market size, projected growth trends, and corresponding market share analysis by component, game type, end user, deployment, and geographic region
  • Assessment of major driving trends, challenges, and opportunities in this innovation driven market, along with current trends, new developments, and regulatory implications within the marketplace
  • Discussion of the industry value chain analysis providing a systematic study of the key intermediaries involved, which could further assist stakeholders in formulating appropriate strategies
  • Market share analysis of the key market participants, along with their research priorities, product portfolios, and competitive landscape
  • Descriptive company profiles of the leading global players, including Minecraft, Layup, Centrical and Gametize

Report Scope

This report provides an overview of the GBL market and analyzes market trends. Using 2021 as the base year, the report provides market data for the forecast period 2022 through 2027 by estimating with values derived from manufacturers’ total revenues. Revenue forecasts for this period are segmented based on component, game type, industry and geography.

The report also includes a section on the leading players in the market. It also explains the main drivers, competitive landscape and current GBL market trends. The report concludes with a focus on the GBL vendor landscape, including detailed profiles of the major players operating in the global GBL market.

Frequently Asked Questions (FAQs)

The game-based learning market is projected to grow from $ 10.3 billion in 2021 to $ 35.6 billion through 2027, at a compound annual growth rate (CAGR) of 22.4% during the forecast period.
The key factors driving the growth of global game-based learning market includes: • Rising Adoption of Digital Learning Solutions • Supportive Government and Organization Initiatives • Growing Adoption of Online Learning in Education and Corporate Sector • Launch of 5G Network and Increasing Penetration of Mobile Learning • Increased Prominence of Social Learning • An increase in collaborations, agreements and partnerships, mergers and acquisitions, and new product launches are driving the growth of GBL market
The global game-based learning market is segmented on the basis of game type, industry, component, and region.
Training, knowledge, and skill-based games type will dominate the market by the end of 2027.
Key companies in the market includes: • Breakaway Ltd • Duolingo • Kahoot! ASA • Kuato Studios • Gamelearn

Analyst Credentials

BCC Publishing Staff comprises expert analysts who are skilled in conducting primary research, secondary research and data analysis and have decades of combined experience covering a wide range of industries, including healthcare, advanced materials and emerging technologies. Collectively, the team represents a diverse set of educational achievements with individual graduate work completed in fields such as microbiology, electrical engineering, business administration and surgery, among others.

Report Synopsis

Report Metrics Details
Base year considered 2021
Forecast period considered 2022 to 2027
Base year market size $10.3 billion
Market size forecast $35.6 billion
Growth rate CAGR of 22.4% for the forecast period of 2022-2027
Units considered $ Millions
Segments covered Game type, Industry, Component
Regions covered America, Europe, Asia Pacific, Middle East and Africa (MEA).
Key Market Drivers
  • Rising Adoption of Digital Learning Solutions
  • Supportive Government and Organization Initiatives
  • Increased Prominence of Social Learning
  • Increase in Strategic Initiatives
Companies studied
BREAKAWAY LTD.
CENTRICAL
DUOLINGO
EDAPP
FILAMENT GAMES
GAMELEARN
GAMETIZE
G-CUBE
GROWTH ENGINEERING
INDUSGEEKS SOLUTIONS PVT. LTD.
KAHOOT!
KUATO STUDIOS
LAYUP
MINECRAFT
MONKIMUN INC.

Table of Contents & Pricing

All reports provided in PDF format. For shared licensing options (5+ Users), please call a representative at (+1) 781-489-7301 or contact us at info@bccresearch.com
Title/Chapter NamePagesPrice Member Price
Full Report: Game-based Learning: Global Markets122 $5,500 Free
Chapter- 1: Introduction8Free DownloadFree
Chapter- 2: Summary and Highlights3$250Free
Chapter- 3: Market and Technology Background13$591Free
Chapter- 4: Market Dynamics10$455Free
Chapter- 5: Market Breakdown by Component6$273Free
Chapter- 6: Market Breakdown by Game Type16$727Free
Chapter- 7: Market Breakdown by Industry18$818Free
Chapter- 8: Market Breakdown by Region23$1,045Free
Chapter- 9: Competitive Landscape5$227Free
Chapter- 10: Company Profiles19$864Free
Chapter- 11: Appendix: Abbreviations1$45Free
Game-based Learning: Global Markets

Single User License: $5500

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