Game-based Learning: Global Markets

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.

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

Companies Mentioned

Breakaway Ltd.
Centrical
Duolingo
Edapp
Filament Games
G-CUBE
Gamelearn
Gametize
Growth Engineering
Indusgeeks Solutions Pvt. Ltd.
Kahoot!
Kuato Studios
Layup
Minecraft
Monkimun Inc.


Chapter 1 Introduction
1.1 Overview
1.2 Study Goals and Objectives
1.3 Reasons for Doing this Study
1.4 Scope of Report
1.5 Information Sources
1.6 Methodology
1.7 Intended Audience
1.8 Geographic Breakdown
1.9 Analyst's Credentials
1.10 BCC Custom Research
1.11 Related BCC Research Reports
Chapter 2 Summary and Highlights
2.1 Overview
Chapter 3 Market and Technology Background
3.1 GBL History and Overview
3.2 Porter's Five Forces Analysis of GBL
3.2.1 Bargaining Power of Buyers
3.2.2 Bargaining Power of Suppliers
3.2.3 Threat from Substitutes
3.2.4 Threat from New Entrants
3.2.5 Competitive Rivalry
3.3 Patent Analysis
3.3.1 Patents by Title, Code, Status and Abstract
3.4 Impact of COVID-19 on GBL
3.5 Future of GBL
Chapter 4 Market Dynamics
4.1 Market Drivers
4.1.1 Rising Adoption of Digital Learning Solutions
4.1.2 Supportive Government and Organization Initiatives
4.1.3 Increased Prominence of Social Learning
4.1.4 Increase in Strategic Initiatives
4.2 Market Opportunities
4.2.1 Launch of 5G Network and Increasing Penetration of Mobile Learning
4.2.2 Growing Adoption of Online Learning in the Education and Corporate Sectors
4.3 Market Challenges
4.3.1 Increasing Incidence of Cyberattacks
4.3.2 Slow Internet Connection and Poor Infrastructure in Some Countries
Chapter 5 Market Breakdown by Component
5.1 Overview
5.2 Solutions
5.3 Services
Chapter 6 Market Breakdown by Game Type
6.1 Overview
6.2 Assessment and Evaluation Games
6.3 Training, Knowledge and Skill-based Games
6.4 Language Learning Games
6.5 AI-Based Games
6.6 AR and VR Games
6.7 Location- and Role-Based Games
Chapter 7 Market Breakdown by Industry
7.1 Overview
7.2 Education
7.3 Enterprises
7.4 Healthcare
7.5 Other Industries
Chapter 8 Market Breakdown by Region
8.1 Overview
8.2 Americas
8.3 Europe
8.4 Asia-Pacific
8.5 Middle East and Africa
Chapter 9 Competitive Landscape
9.1 Noteworthy Developments
Chapter 10 Company Profiles
10.1 Overview
10.2 Key Companies
BREAKAWAY LTD.
CENTRICAL
DUOLINGO
EDAPP
FILAMENT GAMES
GAMELEARN
GAMETIZE
G-CUBE
GROWTH ENGINEERING
INDUSGEEKS SOLUTIONS PVT. LTD.
KAHOOT!
KUATO STUDIOS
LAYUP
MINECRAFT
MONKIMUN INC.
Chapter 11 Appendix: Abbreviations

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