Game-Based Learning Market 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 le

Game-Based Learning Market 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): Global Opportunity Analysis and Industry Forecast, 2021-2031

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. 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

The game-based learning market is segmented on the basis of component, deployment, game type, industry vertical, and region. On the basis of component, the market is segmented into solution and services. According to the deployment, it is fragmented into on-premise and cloud. On the basis of game type, the market is segmented into AR VR games, AI based games, location-based games, assessment & evaluation games, training, knowledge & skill-based games, language learning games, and others. According to industry vertical, it is fragmented into consumer, education, government and enterprises. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

Some of the major players in the market are Cisco Systems Inc., Hurix Digital, Duolingo, StratBeans Consulting Pvt. Ltd., Learning Pool, Centrical, Cognitive Toybox Inc., ELM Learning, Gametize, G-cube, Allen Communication Learning Services, EI Design Pvt. Ltd., Filament Games, Learnbrite, Schell Games, Toolwire Spaces Learning and Performance Development Group. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.

Key Benefits For Stakeholders

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.

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

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

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CHAPTER 1:INTRODUCTION
1.1.Report description
1.2.Key market segments
1.3.Key benefits to the stakeholders
1.4.Research Methodology
1.4.1.Secondary research
1.4.2.Primary research
1.4.3.Analyst tools and models
CHAPTER 2:EXECUTIVE SUMMARY
2.1.Key findings of the study
2.2.CXO Perspective
CHAPTER 3:MARKET OVERVIEW
3.1.Market definition and scope
3.2.Key findings
3.2.1.Top investment pockets
3.3.Porter’s five forces analysis
3.4.Top player positioning
3.5.Market dynamics
3.5.1.Drivers
3.5.2.Restraints
3.5.3.Opportunities
3.6.COVID-19 Impact Analysis on the market
CHAPTER 4: GAME-BASED LEARNING MARKET, BY COMPONENT
4.1 Overview
4.1.1 Market size and forecast
4.2 Solution
4.2.1 Key market trends, growth factors and opportunities
4.2.2 Market size and forecast, by region
4.2.3 Market analysis by country
4.3 Services
4.3.1 Key market trends, growth factors and opportunities
4.3.2 Market size and forecast, by region
4.3.3 Market analysis by country
CHAPTER 5: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL
5.1 Overview
5.1.1 Market size and forecast
5.2 On Premise
5.2.1 Key market trends, growth factors and opportunities
5.2.2 Market size and forecast, by region
5.2.3 Market analysis by country
5.3 Cloud
5.3.1 Key market trends, growth factors and opportunities
5.3.2 Market size and forecast, by region
5.3.3 Market analysis by country
CHAPTER 6: GAME-BASED LEARNING MARKET, BY GAME TYPE
6.1 Overview
6.1.1 Market size and forecast
6.2 AR VR games
6.2.1 Key market trends, growth factors and opportunities
6.2.2 Market size and forecast, by region
6.2.3 Market analysis by country
6.3 AI based games
6.3.1 Key market trends, growth factors and opportunities
6.3.2 Market size and forecast, by region
6.3.3 Market analysis by country
6.4 Location based games
6.4.1 Key market trends, growth factors and opportunities
6.4.2 Market size and forecast, by region
6.4.3 Market analysis by country
6.5 Assessment and evaluation games
6.5.1 Key market trends, growth factors and opportunities
6.5.2 Market size and forecast, by region
6.5.3 Market analysis by country
6.6 Training, knowledge and skill based games
6.6.1 Key market trends, growth factors and opportunities
6.6.2 Market size and forecast, by region
6.6.3 Market analysis by country
6.7 Language learning games
6.7.1 Key market trends, growth factors and opportunities
6.7.2 Market size and forecast, by region
6.7.3 Market analysis by country
6.8 Others
6.8.1 Key market trends, growth factors and opportunities
6.8.2 Market size and forecast, by region
6.8.3 Market analysis by country
CHAPTER 7: GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL
7.1 Overview
7.1.1 Market size and forecast
7.2 Consumer
7.2.1 Key market trends, growth factors and opportunities
7.2.2 Market size and forecast, by region
7.2.3 Market analysis by country
7.3 Education
7.3.1 Key market trends, growth factors and opportunities
7.3.2 Market size and forecast, by region
7.3.3 Market analysis by country
7.4 Government
7.4.1 Key market trends, growth factors and opportunities
7.4.2 Market size and forecast, by region
7.4.3 Market analysis by country
7.5 Enterprises
7.5.1 Key market trends, growth factors and opportunities
7.5.2 Market size and forecast, by region
7.5.3 Market analysis by country
CHAPTER 8: GAME-BASED LEARNING MARKET, BY REGION
8.1 Overview
8.1.1 Market size and forecast
8.2 North America
8.2.1 Key trends and opportunities
8.2.2 North America Market size and forecast, by Component
8.2.3 North America Market size and forecast, by Deployment Model
8.2.4 North America Market size and forecast, by Game Type
8.2.5 North America Market size and forecast, by Industry Vertical
8.2.6 North America Market size and forecast, by country
8.2.6.1 U.S.
8.2.6.1.1 Market size and forecast, by Component
8.2.6.1.2 Market size and forecast, by Deployment Model
8.2.6.1.3 Market size and forecast, by Game Type
8.2.6.1.4 Market size and forecast, by Industry Vertical
8.2.6.2 Canada
8.2.6.2.1 Market size and forecast, by Component
8.2.6.2.2 Market size and forecast, by Deployment Model
8.2.6.2.3 Market size and forecast, by Game Type
8.2.6.2.4 Market size and forecast, by Industry Vertical
8.3 Europe
8.3.1 Key trends and opportunities
8.3.2 Europe Market size and forecast, by Component
8.3.3 Europe Market size and forecast, by Deployment Model
8.3.4 Europe Market size and forecast, by Game Type
8.3.5 Europe Market size and forecast, by Industry Vertical
8.3.6 Europe Market size and forecast, by country
8.3.6.1 United Kingdom
8.3.6.1.1 Market size and forecast, by Component
8.3.6.1.2 Market size and forecast, by Deployment Model
8.3.6.1.3 Market size and forecast, by Game Type
8.3.6.1.4 Market size and forecast, by Industry Vertical
8.3.6.2 Germany
8.3.6.2.1 Market size and forecast, by Component
8.3.6.2.2 Market size and forecast, by Deployment Model
8.3.6.2.3 Market size and forecast, by Game Type
8.3.6.2.4 Market size and forecast, by Industry Vertical
8.3.6.3 France
8.3.6.3.1 Market size and forecast, by Component
8.3.6.3.2 Market size and forecast, by Deployment Model
8.3.6.3.3 Market size and forecast, by Game Type
8.3.6.3.4 Market size and forecast, by Industry Vertical
8.3.6.4 Spain
8.3.6.4.1 Market size and forecast, by Component
8.3.6.4.2 Market size and forecast, by Deployment Model
8.3.6.4.3 Market size and forecast, by Game Type
8.3.6.4.4 Market size and forecast, by Industry Vertical
8.3.6.5 Italy
8.3.6.5.1 Market size and forecast, by Component
8.3.6.5.2 Market size and forecast, by Deployment Model
8.3.6.5.3 Market size and forecast, by Game Type
8.3.6.5.4 Market size and forecast, by Industry Vertical
8.3.6.6 Rest of Europe
8.3.6.6.1 Market size and forecast, by Component
8.3.6.6.2 Market size and forecast, by Deployment Model
8.3.6.6.3 Market size and forecast, by Game Type
8.3.6.6.4 Market size and forecast, by Industry Vertical
8.4 Asia-Pacific
8.4.1 Key trends and opportunities
8.4.2 Asia-Pacific Market size and forecast, by Component
8.4.3 Asia-Pacific Market size and forecast, by Deployment Model
8.4.4 Asia-Pacific Market size and forecast, by Game Type
8.4.5 Asia-Pacific Market size and forecast, by Industry Vertical
8.4.6 Asia-Pacific Market size and forecast, by country
8.4.6.1 China
8.4.6.1.1 Market size and forecast, by Component
8.4.6.1.2 Market size and forecast, by Deployment Model
8.4.6.1.3 Market size and forecast, by Game Type
8.4.6.1.4 Market size and forecast, by Industry Vertical
8.4.6.2 Japan
8.4.6.2.1 Market size and forecast, by Component
8.4.6.2.2 Market size and forecast, by Deployment Model
8.4.6.2.3 Market size and forecast, by Game Type
8.4.6.2.4 Market size and forecast, by Industry Vertical
8.4.6.3 India
8.4.6.3.1 Market size and forecast, by Component
8.4.6.3.2 Market size and forecast, by Deployment Model
8.4.6.3.3 Market size and forecast, by Game Type
8.4.6.3.4 Market size and forecast, by Industry Vertical
8.4.6.4 South Korea
8.4.6.4.1 Market size and forecast, by Component
8.4.6.4.2 Market size and forecast, by Deployment Model
8.4.6.4.3 Market size and forecast, by Game Type
8.4.6.4.4 Market size and forecast, by Industry Vertical
8.4.6.5 Australia
8.4.6.5.1 Market size and forecast, by Component
8.4.6.5.2 Market size and forecast, by Deployment Model
8.4.6.5.3 Market size and forecast, by Game Type
8.4.6.5.4 Market size and forecast, by Industry Vertical
8.4.6.6 Rest Of Asia Pacific
8.4.6.6.1 Market size and forecast, by Component
8.4.6.6.2 Market size and forecast, by Deployment Model
8.4.6.6.3 Market size and forecast, by Game Type
8.4.6.6.4 Market size and forecast, by Industry Vertical
8.5 LAMEA
8.5.1 Key trends and opportunities
8.5.2 LAMEA Market size and forecast, by Component
8.5.3 LAMEA Market size and forecast, by Deployment Model
8.5.4 LAMEA Market size and forecast, by Game Type
8.5.5 LAMEA Market size and forecast, by Industry Vertical
8.5.6 LAMEA Market size and forecast, by country
8.5.6.1 Brazil
8.5.6.1.1 Market size and forecast, by Component
8.5.6.1.2 Market size and forecast, by Deployment Model
8.5.6.1.3 Market size and forecast, by Game Type
8.5.6.1.4 Market size and forecast, by Industry Vertical
8.5.6.2 Mexico
8.5.6.2.1 Market size and forecast, by Component
8.5.6.2.2 Market size and forecast, by Deployment Model
8.5.6.2.3 Market size and forecast, by Game Type
8.5.6.2.4 Market size and forecast, by Industry Vertical
8.5.6.3 UAE
8.5.6.3.1 Market size and forecast, by Component
8.5.6.3.2 Market size and forecast, by Deployment Model
8.5.6.3.3 Market size and forecast, by Game Type
8.5.6.3.4 Market size and forecast, by Industry Vertical
8.5.6.4 Saudi Arabia
8.5.6.4.1 Market size and forecast, by Component
8.5.6.4.2 Market size and forecast, by Deployment Model
8.5.6.4.3 Market size and forecast, by Game Type
8.5.6.4.4 Market size and forecast, by Industry Vertical
8.5.6.5 South Africa
8.5.6.5.1 Market size and forecast, by Component
8.5.6.5.2 Market size and forecast, by Deployment Model
8.5.6.5.3 Market size and forecast, by Game Type
8.5.6.5.4 Market size and forecast, by Industry Vertical
8.5.6.6 Rest of LAMEA
8.5.6.6.1 Market size and forecast, by Component
8.5.6.6.2 Market size and forecast, by Deployment Model
8.5.6.6.3 Market size and forecast, by Game Type
8.5.6.6.4 Market size and forecast, by Industry Vertical
CHAPTER 9: COMPANY LANDSCAPE
9.1. Introduction
9.2. Top winning strategies
9.3. Product Mapping of Top 10 Player
9.4. Competitive Dashboard
9.5. Competitive Heatmap
9.6. Key developments
CHAPTER 10: COMPANY PROFILES
10.1 Allen Communication Learning Services
10.1.1 Company overview
10.1.2 Company snapshot
10.1.3 Operating business segments
10.1.4 Product portfolio
10.1.5 Business performance
10.1.6 Key strategic moves and developments
10.2 Centrical
10.2.1 Company overview
10.2.2 Company snapshot
10.2.3 Operating business segments
10.2.4 Product portfolio
10.2.5 Business performance
10.2.6 Key strategic moves and developments
10.3 Cisco Systems Inc.
10.3.1 Company overview
10.3.2 Company snapshot
10.3.3 Operating business segments
10.3.4 Product portfolio
10.3.5 Business performance
10.3.6 Key strategic moves and developments
10.4 Cognitive Toybox Inc.
10.4.1 Company overview
10.4.2 Company snapshot
10.4.3 Operating business segments
10.4.4 Product portfolio
10.4.5 Business performance
10.4.6 Key strategic moves and developments
10.5 Duolingo
10.5.1 Company overview
10.5.2 Company snapshot
10.5.3 Operating business segments
10.5.4 Product portfolio
10.5.5 Business performance
10.5.6 Key strategic moves and developments
10.6 EI Design Pvt. Ltd.
10.6.1 Company overview
10.6.2 Company snapshot
10.6.3 Operating business segments
10.6.4 Product portfolio
10.6.5 Business performance
10.6.6 Key strategic moves and developments
10.7 ELM Learning
10.7.1 Company overview
10.7.2 Company snapshot
10.7.3 Operating business segments
10.7.4 Product portfolio
10.7.5 Business performance
10.7.6 Key strategic moves and developments
10.8 Filament Games
10.8.1 Company overview
10.8.2 Company snapshot
10.8.3 Operating business segments
10.8.4 Product portfolio
10.8.5 Business performance
10.8.6 Key strategic moves and developments
10.9 Gametize
10.9.1 Company overview
10.9.2 Company snapshot
10.9.3 Operating business segments
10.9.4 Product portfolio
10.9.5 Business performance
10.9.6 Key strategic moves and developments
10.10 G-cube
10.10.1 Company overview
10.10.2 Company snapshot
10.10.3 Operating business segments
10.10.4 Product portfolio
10.10.5 Business performance
10.10.6 Key strategic moves and developments
10.11 Hurix Digital
10.11.1 Company overview
10.11.2 Company snapshot
10.11.3 Operating business segments
10.11.4 Product portfolio
10.11.5 Business performance
10.11.6 Key strategic moves and developments
10.12 Learnbrite
10.12.1 Company overview
10.12.2 Company snapshot
10.12.3 Operating business segments
10.12.4 Product portfolio
10.12.5 Business performance
10.12.6 Key strategic moves and developments
10.13 Learning Pool
10.13.1 Company overview
10.13.2 Company snapshot
10.13.3 Operating business segments
10.13.4 Product portfolio
10.13.5 Business performance
10.13.6 Key strategic moves and developments
10.14 Schell Games
10.14.1 Company overview
10.14.2 Company snapshot
10.14.3 Operating business segments
10.14.4 Product portfolio
10.14.5 Business performance
10.14.6 Key strategic moves and developments
10.15 StratBeans Consulting Pvt. Ltd.
10.15.1 Company overview
10.15.2 Company snapshot
10.15.3 Operating business segments
10.15.4 Product portfolio
10.15.5 Business performance
10.15.6 Key strategic moves and developments
10.16 The Performance Development Group
10.16.1 Company overview
10.16.2 Company snapshot
10.16.3 Operating business segments
10.16.4 Product portfolio
10.16.5 Business performance
10.16.6 Key strategic moves and developments
10.17 Toolwire Spaces Learning
10.17.1 Company overview
10.17.2 Company snapshot
10.17.3 Operating business segments
10.17.4 Product portfolio
10.17.5 Business performance
10.17.6 Key strategic moves and developments
LIST OF TABLES
TABLE 1. GLOBAL GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 2. GAME-BASED LEARNING MARKET SIZE, FOR SOLUTION, BY REGION, 2021-2031 ($MILLION)
TABLE 3. GAME-BASED LEARNING MARKET FOR SOLUTION, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 4. GAME-BASED LEARNING MARKET SIZE, FOR SERVICES, BY REGION, 2021-2031 ($MILLION)
TABLE 5. GAME-BASED LEARNING MARKET FOR SERVICES, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 6. GLOBAL GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 7. GAME-BASED LEARNING MARKET SIZE, FOR ON PREMISE, BY REGION, 2021-2031 ($MILLION)
TABLE 8. GAME-BASED LEARNING MARKET FOR ON PREMISE, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 9. GAME-BASED LEARNING MARKET SIZE, FOR CLOUD, BY REGION, 2021-2031 ($MILLION)
TABLE 10. GAME-BASED LEARNING MARKET FOR CLOUD, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 11. GLOBAL GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 12. GAME-BASED LEARNING MARKET SIZE, FOR AR VR GAMES, BY REGION, 2021-2031 ($MILLION)
TABLE 13. GAME-BASED LEARNING MARKET FOR AR VR GAMES, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 14. GAME-BASED LEARNING MARKET SIZE, FOR AI BASED GAMES, BY REGION, 2021-2031 ($MILLION)
TABLE 15. GAME-BASED LEARNING MARKET FOR AI BASED GAMES, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 16. GAME-BASED LEARNING MARKET SIZE, FOR LOCATION BASED GAMES, BY REGION, 2021-2031 ($MILLION)
TABLE 17. GAME-BASED LEARNING MARKET FOR LOCATION BASED GAMES, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 18. GAME-BASED LEARNING MARKET SIZE, FOR ASSESSMENT AND EVALUATION GAMES, BY REGION, 2021-2031 ($MILLION)
TABLE 19. GAME-BASED LEARNING MARKET FOR ASSESSMENT AND EVALUATION GAMES, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 20. GAME-BASED LEARNING MARKET SIZE, FOR TRAINING, KNOWLEDGE AND SKILL BASED GAMES, BY REGION, 2021-2031 ($MILLION)
TABLE 21. GAME-BASED LEARNING MARKET FOR TRAINING, KNOWLEDGE AND SKILL BASED GAMES, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 22. GAME-BASED LEARNING MARKET SIZE, FOR LANGUAGE LEARNING GAMES, BY REGION, 2021-2031 ($MILLION)
TABLE 23. GAME-BASED LEARNING MARKET FOR LANGUAGE LEARNING GAMES, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 24. GAME-BASED LEARNING MARKET SIZE, FOR OTHERS, BY REGION, 2021-2031 ($MILLION)
TABLE 25. GAME-BASED LEARNING MARKET FOR OTHERS, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 26. GLOBAL GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 27. GAME-BASED LEARNING MARKET SIZE, FOR CONSUMER, BY REGION, 2021-2031 ($MILLION)
TABLE 28. GAME-BASED LEARNING MARKET FOR CONSUMER, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 29. GAME-BASED LEARNING MARKET SIZE, FOR EDUCATION, BY REGION, 2021-2031 ($MILLION)
TABLE 30. GAME-BASED LEARNING MARKET FOR EDUCATION, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 31. GAME-BASED LEARNING MARKET SIZE, FOR GOVERNMENT, BY REGION, 2021-2031 ($MILLION)
TABLE 32. GAME-BASED LEARNING MARKET FOR GOVERNMENT, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 33. GAME-BASED LEARNING MARKET SIZE, FOR ENTERPRISES, BY REGION, 2021-2031 ($MILLION)
TABLE 34. GAME-BASED LEARNING MARKET FOR ENTERPRISES, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 35. GAME-BASED LEARNING MARKET, BY REGION, 2021-2031 ($MILLION)
TABLE 36. NORTH AMERICA GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 37. NORTH AMERICA GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 38. NORTH AMERICA GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 39. NORTH AMERICA GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 40. NORTH AMERICA GAME-BASED LEARNING MARKET, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 41. U.S. GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 42. U.S. GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 43. U.S. GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 44. U.S. GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 45. CANADA GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 46. CANADA GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 47. CANADA GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 48. CANADA GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 49. EUROPE GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 50. EUROPE GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 51. EUROPE GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 52. EUROPE GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 53. EUROPE GAME-BASED LEARNING MARKET, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 54. UNITED KINGDOM GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 55. UNITED KINGDOM GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 56. UNITED KINGDOM GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 57. UNITED KINGDOM GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 58. GERMANY GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 59. GERMANY GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 60. GERMANY GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 61. GERMANY GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 62. FRANCE GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 63. FRANCE GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 64. FRANCE GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 65. FRANCE GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 66. SPAIN GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 67. SPAIN GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 68. SPAIN GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 69. SPAIN GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 70. ITALY GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 71. ITALY GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 72. ITALY GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 73. ITALY GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 74. REST OF EUROPE GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 75. REST OF EUROPE GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 76. REST OF EUROPE GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 77. REST OF EUROPE GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 78. ASIA-PACIFIC GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 79. ASIA-PACIFIC GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 80. ASIA-PACIFIC GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 81. ASIA-PACIFIC GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 82. ASIA-PACIFIC GAME-BASED LEARNING MARKET, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 83. CHINA GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 84. CHINA GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 85. CHINA GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 86. CHINA GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 87. JAPAN GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 88. JAPAN GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 89. JAPAN GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 90. JAPAN GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 91. INDIA GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 92. INDIA GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 93. INDIA GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 94. INDIA GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 95. SOUTH KOREA GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 96. SOUTH KOREA GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 97. SOUTH KOREA GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 98. SOUTH KOREA GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 99. AUSTRALIA GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 100. AUSTRALIA GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 101. AUSTRALIA GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 102. AUSTRALIA GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 103. REST OF ASIA PACIFIC GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 104. REST OF ASIA PACIFIC GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 105. REST OF ASIA PACIFIC GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 106. REST OF ASIA PACIFIC GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 107. LAMEA GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 108. LAMEA GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 109. LAMEA GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 110. LAMEA GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 111. LAMEA GAME-BASED LEARNING MARKET, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 112. BRAZIL GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 113. BRAZIL GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 114. BRAZIL GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 115. BRAZIL GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 116. MEXICO GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 117. MEXICO GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 118. MEXICO GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 119. MEXICO GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 120. UAE GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 121. UAE GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 122. UAE GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 123. UAE GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 124. SAUDI ARABIA GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 125. SAUDI ARABIA GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 126. SAUDI ARABIA GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 127. SAUDI ARABIA GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 128. SOUTH AFRICA GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 129. SOUTH AFRICA GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 130. SOUTH AFRICA GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 131. SOUTH AFRICA GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 132. REST OF LAMEA GAME-BASED LEARNING MARKET, BY COMPONENT, 2021-2031 ($MILLION)
TABLE 133. REST OF LAMEA GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL, 2021-2031 ($MILLION)
TABLE 134. REST OF LAMEA GAME-BASED LEARNING MARKET, BY GAME TYPE, 2021-2031 ($MILLION)
TABLE 135. REST OF LAMEA GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
TABLE 136.ALLEN COMMUNICATION LEARNING SERVICES: COMPANY SNAPSHOT
TABLE 137.ALLEN COMMUNICATION LEARNING SERVICES: OPERATING SEGMENTS
TABLE 138.ALLEN COMMUNICATION LEARNING SERVICES: PRODUCT PORTFOLIO
TABLE 139.ALLEN COMMUNICATION LEARNING SERVICES: NET SALES,
TABLE 140.ALLEN COMMUNICATION LEARNING SERVICES: KEY STRATERGIES
TABLE 141.CENTRICAL: COMPANY SNAPSHOT
TABLE 142.CENTRICAL: OPERATING SEGMENTS
TABLE 143.CENTRICAL: PRODUCT PORTFOLIO
TABLE 144.CENTRICAL: NET SALES,
TABLE 145.CENTRICAL: KEY STRATERGIES
TABLE 146.CISCO SYSTEMS INC.: COMPANY SNAPSHOT
TABLE 147.CISCO SYSTEMS INC.: OPERATING SEGMENTS
TABLE 148.CISCO SYSTEMS INC.: PRODUCT PORTFOLIO
TABLE 149.CISCO SYSTEMS INC.: NET SALES,
TABLE 150.CISCO SYSTEMS INC.: KEY STRATERGIES
TABLE 151.COGNITIVE TOYBOX INC.: COMPANY SNAPSHOT
TABLE 152.COGNITIVE TOYBOX INC.: OPERATING SEGMENTS
TABLE 153.COGNITIVE TOYBOX INC.: PRODUCT PORTFOLIO
TABLE 154.COGNITIVE TOYBOX INC.: NET SALES,
TABLE 155.COGNITIVE TOYBOX INC.: KEY STRATERGIES
TABLE 156.DUOLINGO: COMPANY SNAPSHOT
TABLE 157.DUOLINGO: OPERATING SEGMENTS
TABLE 158.DUOLINGO: PRODUCT PORTFOLIO
TABLE 159.DUOLINGO: NET SALES,
TABLE 160.DUOLINGO: KEY STRATERGIES
TABLE 161.EI DESIGN PVT. LTD.: COMPANY SNAPSHOT
TABLE 162.EI DESIGN PVT. LTD.: OPERATING SEGMENTS
TABLE 163.EI DESIGN PVT. LTD.: PRODUCT PORTFOLIO
TABLE 164.EI DESIGN PVT. LTD.: NET SALES,
TABLE 165.EI DESIGN PVT. LTD.: KEY STRATERGIES
TABLE 166.ELM LEARNING: COMPANY SNAPSHOT
TABLE 167.ELM LEARNING: OPERATING SEGMENTS
TABLE 168.ELM LEARNING: PRODUCT PORTFOLIO
TABLE 169.ELM LEARNING: NET SALES,
TABLE 170.ELM LEARNING: KEY STRATERGIES
TABLE 171.FILAMENT GAMES: COMPANY SNAPSHOT
TABLE 172.FILAMENT GAMES: OPERATING SEGMENTS
TABLE 173.FILAMENT GAMES: PRODUCT PORTFOLIO
TABLE 174.FILAMENT GAMES: NET SALES,
TABLE 175.FILAMENT GAMES: KEY STRATERGIES
TABLE 176.GAMETIZE: COMPANY SNAPSHOT
TABLE 177.GAMETIZE: OPERATING SEGMENTS
TABLE 178.GAMETIZE: PRODUCT PORTFOLIO
TABLE 179.GAMETIZE: NET SALES,
TABLE 180.GAMETIZE: KEY STRATERGIES
TABLE 181.G-CUBE: COMPANY SNAPSHOT
TABLE 182.G-CUBE: OPERATING SEGMENTS
TABLE 183.G-CUBE: PRODUCT PORTFOLIO
TABLE 184.G-CUBE: NET SALES,
TABLE 185.G-CUBE: KEY STRATERGIES
TABLE 186.HURIX DIGITAL: COMPANY SNAPSHOT
TABLE 187.HURIX DIGITAL: OPERATING SEGMENTS
TABLE 188.HURIX DIGITAL: PRODUCT PORTFOLIO
TABLE 189.HURIX DIGITAL: NET SALES,
TABLE 190.HURIX DIGITAL: KEY STRATERGIES
TABLE 191.LEARNBRITE: COMPANY SNAPSHOT
TABLE 192.LEARNBRITE: OPERATING SEGMENTS
TABLE 193.LEARNBRITE: PRODUCT PORTFOLIO
TABLE 194.LEARNBRITE: NET SALES,
TABLE 195.LEARNBRITE: KEY STRATERGIES
TABLE 196.LEARNING POOL: COMPANY SNAPSHOT
TABLE 197.LEARNING POOL: OPERATING SEGMENTS
TABLE 198.LEARNING POOL: PRODUCT PORTFOLIO
TABLE 199.LEARNING POOL: NET SALES,
LIST OF FIGURES
FIGURE 1.GAME-BASED LEARNING MARKET SEGMENTATION
FIGURE 2.GAME-BASED LEARNING MARKET,2021-2031
FIGURE 3.GAME-BASED LEARNING MARKET,2021-2031
FIGURE 4. TOP INVESTMENT POCKETS, BY REGION
FIGURE 5.PORTER FIVE-1
FIGURE 6.PORTER FIVE-2
FIGURE 7.PORTER FIVE-3
FIGURE 8.PORTER FIVE-4
FIGURE 9.PORTER FIVE-5
FIGURE 10.TOP PLAYER POSITIONING
FIGURE 11.GAME-BASED LEARNING MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
FIGURE 12.GAME-BASED LEARNING MARKET,BY COMPONENT,2021(%)
FIGURE 13.COMPARATIVE SHARE ANALYSIS OF SOLUTION GAME-BASED LEARNING MARKET,2021-2031(%)
FIGURE 14.COMPARATIVE SHA

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