Game-Based Learning Market by Game Type (AI-Based Games, AR & VR Games, Assessment & Evaluation Games), Deployment (On-Cloud, On-Premise), End-User - Global Forecast 2024-2030

Game-Based Learning Market by Game Type (AI-Based Games, AR & VR Games, Assessment & Evaluation Games), Deployment (On-Cloud, On-Premise), End-User - Global Forecast 2024-2030


The Game-Based Learning Market size was estimated at USD 9.68 billion in 2023 and expected to reach USD 11.81 billion in 2024, at a CAGR 21.70% to reach USD 38.31 billion by 2030.

Game-based learning helps to improve learners' creativity, critical thinking, and problem-solving skills. The game-based learning model allows teachers and corporate trainers to target specific activities that benefit learners in the understanding of the real-world application of concepts. The growing need for technologically advanced learning and a modern approach to high-quality education drive market growth. The rising demand for game-based learning in the corporate sector for corporate training and skill development related to new technologies is propelling market growth. In addition, immersing technologies such as artificial intelligence and virtual reality, along with enhanced and improved digital infrastructure for learning, have positively impacted market development. However, lack of action in game-based learning approaches, classroom setting issues, limited IT infrastructure availability, and failure to implement game-based learning hamper market growth. Technological advancements such as the implementation of augmented reality and the increasing need and adoption of language-based learning are expected to create a market opportunity.

Regional Insights

Americas has a highly developed infrastructure for game-based learning adoption across end users. The Americas region is technologically progressive, with high awareness of innovation processes across industries and disruptive technologies, such as AI, cloud, 5G, and edge storage. The U.S. is the most mature market in terms of game-based learning solution’ adoption as most of the higher education institutions in the country have implemented game-based learning for educational processes, and universities are expected to plan upgrades of the existing learning systems. The increasing number of 5G infrastructure development initiatives in the APAC region drives the market growth. The market in the APAC region is expected to surge in the forecast period as it includes countries such as China and India, with the largest education systems in the world in terms of the significant number of students, which is the main driving factor in the region. EMEA region is utilizing digital education through various technologies such as 5G and AI to develop innovative teaching approaches through gamification. The public and private sector is collaborating in the European region through platforms such as the ‘European Conference on Game-Based Learning’ to assist educators across Europe in sharing ideas to improve education using digital technology.

Market Insights
  • Market Dynamics

    The market dynamics represent an ever-changing landscape of the Game-Based Learning Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.
    • Market Drivers
      • Rising demand for quality education with a modern and interactive approach
      • Improved availability of digital infrastructure for learning
      • Growing usage of game-based learning in the commercial sector for training & skill development
      • Market Restraints
        • Limited availability of IT infrastructure and lack of understanding among trainers in implementing game-based learning
        • Market Opportunities
          • Growing integration of AR, VR, and AI in educational gamification
          • Adoption of game-based learning for language learning
          • Market Challenges
            • Potential barriers in creating suitable game designs that meet the learning objectives and curriculum
            • Market Segmentation Analysis
              • Game Type: Integration of AR and VR in game-based learning, offering immersive experience and maintaining learner engagement
              • Deployment: Utilization of on-cloud & on-premise learning due to their flexibility and cost-efficiency
              • Market Disruption Analysis
              • Porter’s Five Forces Analysis
              • Value Chain & Critical Path Analysis
              • Pricing Analysis
              • Technology Analysis
              • Patent Analysis
              • Trade Analysis
              • Regulatory Framework Analysis
              FPNV Positioning Matrix

              The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Game-Based Learning Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

              Market Share Analysis

              The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Game-Based Learning Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

              Recent Developments
              • Imarticus Learning Acquires Heromindmine.

                Imarticus Learning has recently acquired HeroMindmine, a game-based learning company, to expand its educational offerings. The integration of game-based learning technologies has increasingly been recognized as a critical avenue for teaching and is an important learning approach that is being leveraged with full force within the industry. Imarticus' acquisition demonstrates a growing recognition that educational stakeholders must leverage innovative methods to create an engaging and effective learning platform. By incorporating gamification into its curriculum, Imarticus can now provide an immersive, engaging learning experience that will resonate with learners of all ages. With HeroMindmine, Imarticus Learning aims to build India's next wave of technology-enabled education.

                Microsoft Plans to Create Its Own Mobile Games Store Like Apple and Google.

                Amidst a constantly-evolving gaming marketplace, Microsoft has announced plans to develop its own mobile games store, much like those offered by industry giants Apple and Google. As the gaming industry continues to grow and expand, more and more educators are incorporating game-based learning into their curriculums. By offering its games store, Microsoft can gain a larger foothold in this quickly emerging market. With a focus on a professional tone, it is clear that Microsoft sees an opportunity in game-based learning and is working diligently to develop a platform that makes it easier for educators and students alike to access and utilize gaming for educational purposes.

                Spin Master's Trendsetting 2023 Portfolio of Fun and Games Reimagines Everyday Play.

                Spin Master's trendsetting 2023 portfolio of fun and games provide a refreshing take on the everyday play. With a focus on game-based learning, the portfolio offers a range of innovative and interactive options that engage children's minds and spark their imagination. From STEM-based games to social-emotional learning tools, Spin Master's portfolio is designed to be educational and entertaining, creating a fun and engaging way for children to learn and grow. With its commitment to providing high-quality, innovative products, Spin Master is changing the face of play, creating a world where learning and fun together.
              Strategy Analysis & Recommendation

              The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Game-Based Learning Market. This critical assessment involves a thorough analysis of the organization’s resources, capabilities, and overall performance to identify its core strengths and areas for improvement.

              Key Company Profiles

              The report delves into recent significant developments in the Game-Based Learning Market, highlighting leading vendors and their innovative profiles. These include Animated Technologies Ltd., Archy Learning, Batia Infotech, Blooket LLC, BrainPOP, BreakAway Games, Breakout Inc., Centrical, Classcraft Studios Inc., Cognitive ToyBox, Inc., Discovery Kids by Discovery Communications, LLC, Duolingo, Inc., EdApp by SafetyCulture, Esus e-Learning, Flocabulary, Gamelearn S.L., Gametize, Gimkit, GoSkills Ltd., Harbinger Systems Private Limited, Hoopla, Hornbill FX Private Limited, Hurix Systems Pvt. Ltd., Kahoot! ASA, Kuato Studios, Layup by Creative eLearning Pvt. Ltd., Lumos Labs, Inc., Microsoft Corporation, Prodigy Education Inc., Quizlet, Inc., QuoDeck Technologies PLC, Schell Games, SimuLearn, Smart Lumies, Inc., Spin Master Ltd., Stratbeans Consulting Pvt. Ltd., SweetRush Inc., The Game Agency, LLC, ThreatGEN, and Tophatmonocle Corp..

              Market Segmentation & Coverage

              This research report categorizes the Game-Based Learning Market to forecast the revenues and analyze trends in each of the following sub-markets:
              • Game Type
                • AI-Based Games
                • AR & VR Games
                • Assessment & Evaluation Games
                • Language Learning Games
                • Location-Based Games
                • Training, Knowledge & Skill-Based Games
                • Deployment
                  • On-Cloud
                  • On-Premise
                  • End-User
                    • Consumer
                    • Education
                    • Enterprises
                      • BFSI
                      • Consumer Goods & Retail
                      • Healthcare & Lifesciences
                      • Manufacturing
                      • Government
                      • Region
                        • Americas
                          • Argentina
                          • Brazil
                          • Canada
                          • Mexico
                          • United States
                            • California
                            • Florida
                            • Illinois
                            • New York
                            • Ohio
                            • Pennsylvania
                            • Texas
                            • Asia-Pacific
                              • Australia
                              • China
                              • India
                              • Indonesia
                              • Japan
                              • Malaysia
                              • Philippines
                              • Singapore
                              • South Korea
                              • Taiwan
                              • Thailand
                              • Vietnam
                              • Europe, Middle East & Africa
                                • Denmark
                                • Egypt
                                • Finland
                                • France
                                • Germany
                                • Israel
                                • Italy
                                • Netherlands
                                • Nigeria
                                • Norway
                                • Poland
                                • Qatar
                                • Russia
                                • Saudi Arabia
                                • South Africa
                                • Spain
                                • Sweden
                                • Switzerland
                                • Turkey
                                • United Arab Emirates
                                • United Kingdom


                                Please Note: PDF & Excel + Online Access - 1 Year


1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Rising demand for quality education with a modern and interactive approach
5.1.1.2. Improved availability of digital infrastructure for learning
5.1.1.3. Growing usage of game-based learning in the commercial sector for training & skill development
5.1.2. Restraints
5.1.2.1. Limited availability of IT infrastructure and lack of understanding among trainers in implementing game-based learning
5.1.3. Opportunities
5.1.3.1. Growing integration of AR, VR, and AI in educational gamification
5.1.3.2. Adoption of game-based learning for language learning
5.1.4. Challenges
5.1.4.1. Potential barriers in creating suitable game designs that meet the learning objectives and curriculum
5.2. Market Segmentation Analysis
5.2.1. Game Type: Integration of AR and VR in game-based learning, offering immersive experience and maintaining learner engagement
5.2.2. Deployment: Utilization of on-cloud & on-premise learning due to their flexibility and cost-efficiency
5.3. Market Trend Analysis
5.3.1. Growing penetration of game-based learnings solutions with a high presence of well-established players in Americas
5.3.2. Availability of smart education programs and presence of cost-effective game-based learning solutions in APAC region
5.3.3. Government initiatives for digital education infrastructures with the growing use of game-based learning solutions across the corporate sector in the EMEA region
5.4. Cumulative Impact of Russia-Ukraine Conflict
5.5. Cumulative Impact of High Inflation
5.6. Porter’s Five Forces Analysis
5.6.1. Threat of New Entrants
5.6.2. Threat of Substitutes
5.6.3. Bargaining Power of Customers
5.6.4. Bargaining Power of Suppliers
5.6.5. Industry Rivalry
5.7. Value Chain & Critical Path Analysis
5.8. Regulatory Framework Analysis
5.9. Client Customization
6. Game-Based Learning Market, by Game Type
6.1. Introduction
6.2. AI-Based Games
6.3. AR & VR Games
6.4. Assessment & Evaluation Games
6.5. Language Learning Games
6.6. Location-Based Games
6.7. Training, Knowledge & Skill-Based Games
7. Game-Based Learning Market, by Deployment
7.1. Introduction
7.2. On-Cloud
7.3. On-Premise
8. Game-Based Learning Market, by End-User
8.1. Introduction
8.2. Consumer
8.3. Education
8.4. Enterprises
8.5. Government
9. Americas Game-Based Learning Market
9.1. Introduction
9.2. Argentina
9.3. Brazil
9.4. Canada
9.5. Mexico
9.6. United States
10. Asia-Pacific Game-Based Learning Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.10. South Korea
10.11. Taiwan
10.12. Thailand
10.13. Vietnam
11. Europe, Middle East & Africa Game-Based Learning Market
11.1. Introduction
11.2. Denmark
11.3. Egypt
11.4. Finland
11.5. France
11.6. Germany
11.7. Israel
11.8. Italy
11.9. Netherlands
11.10. Nigeria
11.11. Norway
11.12. Poland
11.13. Qatar
11.14. Russia
11.15. Saudi Arabia
11.16. South Africa
11.17. Spain
11.18. Sweden
11.19. Switzerland
11.20. Turkey
11.21. United Arab Emirates
11.22. United Kingdom
12. Competitive Landscape
12.1. Market Share Analysis, 2023
12.2. FPNV Positioning Matrix, 2023
12.3. Competitive Scenario Analysis
12.3.1. Imarticus Learning Acquires Heromindmine.
12.3.2. Microsoft Plans to Create Its Own Mobile Games Store Like Apple and Google.
12.3.3. Spin Master's Trendsetting 2023 Portfolio of Fun and Games Reimagines Everyday Play.
12.3.4. Duolingo Launches Its Flagship English Learning Product For Indian Kids.
12.3.5. Prodigy Education to Lead Thought Leadership Panel on Digital Game-Based Learning At SXSW EDU.
12.3.6. Edtech Start-Up Upsurge Raises Pre-Seed Funding From JCBL India.
12.3.7. Imarticus Learning Launches Startonboard to Ease Onboarding of Employees.
12.3.8. India’s Game-Based Savings App Fello Nets USD 4 Million.
12.3.9. U.S. Tech Firm Pi Square Technologies Opens Hornbill Studios For Global Animation and VFX Services in Hyderabad.
12.3.10. Spin Master Expands Digital Games Ecosystem with Acquisition of Nørdlight.
12.3.11. Duolingo Adds Branded Questions to Jackbox Games to Encourage Language Learning.
12.3.12. Spin Master Strikes Multiyear Games Licensing Deal With Sony’s PlayStation.
12.3.13. Breakout EDU Earns ESSA Certification.
12.3.14. AWS Launches Game-Based Courses to Teach Cloud Skills.
12.3.15. Imarticus Has Acquired Stratonboard, A Game-Based Learning Platform.
13. Competitive Portfolio
13.1. Key Company Profiles
13.2. Key Product Portfolio

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