Global Game-based Learning Market Analysis & Trends - Industry Forecast to 2030

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


1 Market Outline
1.1 Definition
1.2 Market Segmentation & Scope
1.3 Market Trends
1.4 Regulatory Factors
1.5 Application Analysis
1.6 End User Analysis
1.7 Strategic Benchmarking
1.8 Opportunity Analysis
2 Executive Summary
3 Research Methodology and Data Source
3.1 Methodology/Research Approach
3.1.1 Research Programs/Design
3.1.2 Market Size Estimation
3.2 Data Source and Assumptions
3.2.1 Purchased Database
3.2.2 Company Repository
3.2.3 Secondary Sources
3.2.4 Primary Research
3.2.5 List of Assumptions
4 Market Overview
4.1 Current Trends
4.1.1 Rising Demand for Quality Education
4.1.2 Introduction of E-learning Methodologies in Schools
4.1.3 Rapid Emergence of Social Media
4.1.4 Growth Opportunities/Investment Opportunities
4.2 Drivers
4.3 Constraints
4.4 Impact of COVID-19
5 Market Factor Analysis
5.1 Porters Five Forces
5.1.1 Bargaining power of suppliers
5.1.2 Bargaining power of buyers
5.1.3 Threat of substitutes
5.1.4 Threat of new entrants
5.1.5 Competitive rivalry
5.2 Value Chain Analysis/Supply Chain Analysis
6 Consumer behaviour analysis/Consumer Research
6.1 Consumer trends and preferences
6.2 Factors affecting buying decision
6.3 Consumer product adoption
6.4 Observation & Recommendations
7 Game-based Learning Market, By Type
7.1 E-Learning Courseware
DATA TABLE E-Learning Courseware Market Forecast to 2030 (US$ MN)
7.2 Online Audio and Video Content
DATA TABLE Online Audio and Video Content Market Forecast to 2030 (US$ MN)
7.3 Social Games
DATA TABLE Social Games Market Forecast to 2030 (US$ MN)
7.4 Mobile Games
DATA TABLE Mobile Games Market Forecast to 2030 (US$ MN)
8 Game-based Learning Market, By Component
8.1 Solution
DATA TABLE Solution Market Forecast to 2030 (US$ MN)
8.2 Services
DATA TABLE Services Market Forecast to 2030 (US$ MN)
9 Game-based Learning Market, By Revenue Type
9.1 Game Purchase
DATA TABLE Game Purchase Market Forecast to 2030 (US$ MN)
9.2 Advertising
DATA TABLE Advertising Market Forecast to 2030 (US$ MN)
9.3 Other Revenue Types
DATA TABLE Other Revenue Types Market Forecast to 2030 (US$ MN)
10 Game-based Learning Market, By Game Type
10.1 Augmented Reality (AR) Virtual Reality (VR) Games
DATA TABLE Augmented Reality (AR) Virtual Reality (VR) Games Market Forecast to 2030 (US$ MN)
10.2 Aritificial Intelligence (AI)-Based Games
DATA TABLE Aritificial Intelligence (AI)-Based Games Market Forecast to 2030 (US$ MN)
10.3 Location-Based Games
DATA TABLE Location-Based Games Market Forecast to 2030 (US$ MN)
10.4 Assessment And Evaluation Games
DATA TABLE Assessment And Evaluation Games Market Forecast to 2030 (US$ MN)
10.5 Training, Knowledge, And Skill-Based Games
DATA TABLE Training, Knowledge, And Skill-Based Games Market Forecast to 2030 (US$ MN)
10.6 Language Learning Games
DATA TABLE Language Learning Games Market Forecast to 2030 (US$ MN)
10.7 Other Game Types
DATA TABLE Other Game Types Market Forecast to 2030 (US$ MN)
11 Game-based Learning Market, By Deployment Mode
11.1 On-premises
DATA TABLE On-premises Market Forecast to 2030 (US$ MN)
11.2 Cloud
DATA TABLE Cloud Market Forecast to 2030 (US$ MN)
12 Game-based Learning Market, By Application
12.1 Education
DATA TABLE Education Market Forecast to 2030 (US$ MN)
12.2 Governments
DATA TABLE Governments Market Forecast to 2030 (US$ MN)
12.3 Consumers
DATA TABLE Consumers Market Forecast to 2030 (US$ MN)
12.4 Aerospace & Defense
DATA TABLE Aerospace & Defense Market Forecast to 2030 (US$ MN)
12.5 Enterprises
DATA TABLE Enterprises Market Forecast to 2030 (US$ MN)
12.6 Banking, Financial Services and Insurance (BFSI)
DATA TABLE Banking, Financial Services and Insurance (BFSI) Market Forecast to 2030 (US$ MN)
12.7 Manufacturing
DATA TABLE Manufacturing Market Forecast to 2030 (US$ MN)
12.8 Healthcare and Life Sciences
DATA TABLE Healthcare and Life Sciences Market Forecast to 2030 (US$ MN)
12.9 IT and Telecommunications
DATA TABLE IT and Telecommunications Market Forecast to 2030 (US$ MN)
12.10 Consumer Goods and Retails
DATA TABLE Consumer Goods and Retails Market Forecast to 2030 (US$ MN)
12.11 Oil & Gas
DATA TABLE Oil & Gas Market Forecast to 2030 (US$ MN)
13 Game-based Learning Market, By End User
13.1 K-12 Game-Based Learning
DATA TABLE K-12 Game-Based Learning Market Forecast to 2030 (US$ MN)
13.2 Higher Game-Based Learning
DATA TABLE Higher Game-Based Learning Market Forecast to 2030 (US$ MN)
14 Game-based Learning Market, By Geography
14.1 North America
DATA TABLE North America Market Forecast by Countries to 2030 (US$ MN)
14.1.1 US
14.1.2 Canada
14.1.3 Mexico
14.2 Europe
DATA TABLE Europe Market Forecast by Countries to 2030 (US$ MN)
14.2.1 Germany
14.2.2 U.K
14.2.3 Italy
14.2.4 France
14.2.5 Spain
14.2.6 Rest of Europe
14.3 Asia Pacific
DATA TABLE Asia Pacific Market Forecast by Countries to 2030 (US$ MN)
14.3.1 China
14.3.2 Japan
14.3.3 India
14.3.4 Australia
14.3.5 New Zealand
14.3.6 Rest of Asia Pacific
14.4 Middle East
DATA TABLE Middle East Market Forecast by Countries to 2030 (US$ MN)
14.4.1 Saudi Arabia
14.4.2 UAE
14.4.3 Rest of Middle East
14.5 Latin America
DATA TABLE Latin America Market Forecast by Countries to 2030 (US$ MN)
14.5.1 Argentina
14.5.2 Brazil
14.5.3 Rest of Latin America
14.6 Rest of the World (RoW)
DATA TABLE Rest of the World (RoW) Market Forecast by Countries to 2030 (US$ MN)
14.6.1 South Africa
14.6.2 Others
15 Key Player Activities
15.1 Acquisitions & Mergers
15.2 Agreements, Partnerships, Collaborations and Joint Ventures
15.3 Product Launch & Expansions
15.4 Other Activities
16 Leading Companies
16.1 Banzai Labs
16.2 BreakAway games
16.3 Bublar Group
16.4 Cognitive Toybox
16.5 Frontier Developments
16.6 Gamelearn
16.7 Kahoot
16.8 Minecraft
16.9 Playgen
16.10 Raptivity
16.11 Recurrence
16.12 Schell Games
16.13 Simulearn
16.14 Spin Master
16.15 Tangible Play
List of Tables
Table 1 Global Game-based Learning Market By Region, Market Forecast (2022-2030) (US $MN)
Table 2 Global Game-based Learning Market By Type, Market Forecast (2022-2030) (US $MN)
Table 3 Global Game-based Learning Market By E-Learning Courseware, Market Forecast (2022-2030) (US $MN)
Table 4 Global Game-based Learning Market By Online Audio and Video Content, Market Forecast (2022-2030) (US $MN)
Table 5 Global Game-based Learning Market By Social Games, Market Forecast (2022-2030) (US $MN)
Table 6 Global Game-based Learning Market By Mobile Games, Market Forecast (2022-2030) (US $MN)
Table 7 Global Game-based Learning Market By Component, Market Forecast (2022-2030) (US $MN)
Table 8 Global Game-based Learning Market By Solution, Market Forecast (2022-2030) (US $MN)
Table 9 Global Game-based Learning Market By Services, Market Forecast (2022-2030) (US $MN)
Table 10 Global Game-based Learning Market By Revenue Type, Market Forecast (2022-2030) (US $MN)
Table 11 Global Game-based Learning Market By Game Purchase, Market Forecast (2022-2030) (US $MN)
Table 12 Global Game-based Learning Market By Advertising, Market Forecast (2022-2030) (US $MN)
Table 13 Global Game-based Learning Market By Other Revenue Types, Market Forecast (2022-2030) (US $MN)
Table 14 Global Game-based Learning Market By Game Type, Market Forecast (2022-2030) (US $MN)
Table 15 Global Game-based Learning Market By Augmented Reality (AR) Virtual Reality (VR) Games, Market Forecast (2022-2030) (US $MN)
Table 16 Global Game-based Learning Market By Aritificial Intelligence (AI)-Based Games, Market Forecast (2022-2030) (US $MN)
Table 17 Global Game-based Learning Market By Location-Based Games, Market Forecast (2022-2030) (US $MN)
Table 18 Global Game-based Learning Market By Assessment And Evaluation Games, Market Forecast (2022-2030) (US $MN)
Table 19 Global Game-based Learning Market By Training, Knowledge, And Skill-Based Games, Market Forecast (2022-2030) (US $MN)
Table 20 Global Game-based Learning Market By Language Learning Games, Market Forecast (2022-2030) (US $MN)
Table 21 Global Game-based Learning Market By Other Game Types, Market Forecast (2022-2030) (US $MN)
Table 22 Global Game-based Learning Market By Deployment Mode, Market Forecast (2022-2030) (US $MN)
Table 23 Global Game-based Learning Market By On-premises, Market Forecast (2022-2030) (US $MN)
Table 24 Global Game-based Learning Market By Cloud, Market Forecast (2022-2030) (US $MN)
Table 25 Global Game-based Learning Market By Application, Market Forecast (2022-2030) (US $MN)
Table 26 Global Game-based Learning Market By Education, Market Forecast (2022-2030) (US $MN)
Table 27 Global Game-based Learning Market By Governments, Market Forecast (2022-2030) (US $MN)
Table 28 Global Game-based Learning Market By Consumers, Market Forecast (2022-2030) (US $MN)
Table 29 Global Game-based Learning Market By Aerospace & Defense, Market Forecast (2022-2030) (US $MN)
Table 30 Global Game-based Learning Market By Enterprises, Market Forecast (2022-2030) (US $MN)
Table 31 Global Game-based Learning Market By Banking, Financial Services and Insurance (BFSI), Market Forecast (2022-2030) (US $MN)
Table 32 Global Game-based Learning Market By Manufacturing, Market Forecast (2022-2030) (US $MN)
Table 33 Global Game-based Learning Market By Healthcare and Life Sciences, Market Forecast (2022-2030) (US $MN)
Table 34 Global Game-based Learning Market By IT and Telecommunications, Market Forecast (2022-2030) (US $MN)
Table 35 Global Game-based Learning Market By Consumer Goods and Retails, Market Forecast (2022-2030) (US $MN)
Table 36 Global Game-based Learning Market By Oil & Gas, Market Forecast (2022-2030) (US $MN)
Table 37 Global Game-based Learning Market By End User, Market Forecast (2022-2030) (US $MN)
Table 38 Global Game-based Learning Market By K-12 Game-Based Learning, Market Forecast (2022-2030) (US $MN)
Table 39 Global Game-based Learning Market By Higher Game-Based Learning, Market Forecast (2022-2030) (US $MN)
NOTE: Tables for North America, Europe, Asia Pacific, Middle East, Latin America and Rest of the World are represented in the same manner above.

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