Global Game-based Learning Market Analysis & Trends - Industry Forecast to 2030
Game-based Learning: Market Size
From $18.83 billion in 2024, the global Game-based Learning market is projected to reach $57.07 billion by 2030. Based on our analysis the market is expected to grow at a CAGR of 20.3% from 2024 - 2030 timeframe. Some of the prominent trends that the market is witnessing include rising demand for quality education, introduction of e-learning methodologies in schools, and rapid emergence of social media.
Global Game-based Learning Market: Market Dynamics
This learning platform is used to learn any subject, in any game, in any language, on any device for all ages. Game-based learnings, such as knowledge and skill-based games, language learning games create modules, assessments, quizzes for the subjects of math, physics, chemistry, etc. organizations are using these game-based learning techniques because of ease of learning, problem-solving, time saving, cost-effectiveness, and demand in learning for immediate feedback on performance. It gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.
On the other hand, the need for high security and cyber security from game-based learning and lack of financial support in schools are likely to obstruct the profit boundaries. In addition, increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification, rising income levels, increasing penetration of smart phones, and rising access to high speed internet will further boost for the game-based learning market.
Impact of COVID-19 on Game-based Learning
The COVID-19 pandemic challenged governments around the world and has initiated protocols such as lockdown and physical distancing that required educational institutions to venture into the virtual realms. The severe short-term disruption is felt by many families around the world: homeschooling is not only a massive shock to parents' productivity but also children's social life and learning. The closures of the educational institution due to the outbreak of COVID-19 lead to an unprecedented impact on education; teaching is moving online on an untested and unprecedented scale; student assessments are also moving online – with a lot of trial and error and uncertainty for everyone. In truth, these interruptions will not just be a short-term issue, but can also have a long-term consequence for the affected cohorts and are likely to increase inequality. Hence, different stakeholders in the education sector and government agencies should support the value of experiential and effective learning among the students through digital game-based learning during this pandemic and after COVID-19. Teachers need training on how to make their teaching strategies more learner-centered using game-based learning as an approach.
By End User
Enterprises Segment Dominate the Market in 2024
The enterprises segment made huge revenue in 2024 and growing its prominence during the forecast period. There has been an increase in the usage of innovative technologies among individuals with the widespread adoption of internet, digital technology, and cloud. Moreover, organizations are also adopting solution to enhance the productivity of employees. Businesses across all the industry verticals use several solutions so that their employees and clients can work and perform better along with improved communication and sharing, among various departments of an organization.
By Geography
North America Region is Leading in the Global Market Place
North America region is likely to have a huge demand in the forecast period owing to the rigorous government standards and regulations framed for various industries. North America has been an extremely open and competitive market in terms of the adoption of the game-based learning solution across end users. It is the topmost region in adopting based learning solution. It has been extremely responsive toward adopting the latest technological advancements, such as integration technologies with AI, cloud, and mobile technologies within traditional-based learning solution.
List of the Key Players Profiled in the Market Include: • Banzai Labs
• BreakAway games
• Bublar Group
• Cognitive Toybox
• Frontier Developments
• Gamelearn
• Kahoot
• Minecraft
• Playgen
• Raptivity
• Recurrence
• Schell Games
• Simulearn
• Spin Master
• Tangible Play
List of the Regions/Countries Profiled in the Market Include: North America
• US
• Canada
• Mexico
Europe
• Germany
• U.K
• Italy
• France
• Spain
• Rest of Europe
Asia Pacific
• China
• Japan
• India
• Australia
• New Zealand
• Rest of Asia Pacific
Middle East
• Saudi Arabia
• UAE
• Rest of Middle East
Latin America
• Argentina
• Brazil
• Rest of Latin America
Rest of the World (RoW)
• South Africa
• Others