Global K-12 Game-Based Learning Market 2024 by Company, Regions, Type and Application, Forecast to 2030
According to our (Global Info Research) latest study, the global K-12 Game-Based Learning market size was valued at USD million in 2023 and is forecast to a readjusted size of USD million by 2030 with a CAGR of % during review period.
Game-based Learning is games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play.
Game types include board, card, and video games. An educational game is a game designed to teach humans about a specific subject and to teach them a skill. As educators, governments, and parents realize the psychological need and benefits of gaming have on learning, this educational tool has become mainstream. Games are interactive play that teach us goals, rules, adaptation, problem solving, interaction, all represented as a story.
The Global Info Research report includes an overview of the development of the K-12 Game-Based Learning industry chain, the market status of Pre-primary School (Subject-specific Games, Language Learning Games), Primary School (Subject-specific Games, Language Learning Games), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of K-12 Game-Based Learning.
Regionally, the report analyzes the K-12 Game-Based Learning markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global K-12 Game-Based Learning market, with robust domestic demand, supportive policies, and a strong manufacturing base.
Key Features:
The report presents comprehensive understanding of the K-12 Game-Based Learning market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the K-12 Game-Based Learning industry.
The report involves analyzing the market at a macro level:
Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., Subject-specific Games, Language Learning Games).
Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the K-12 Game-Based Learning market.
Regional Analysis: The report involves examining the K-12 Game-Based Learning market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.
Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the K-12 Game-Based Learning market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.
The report also involves a more granular approach to K-12 Game-Based Learning:
Company Analysis: Report covers individual K-12 Game-Based Learning players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.
Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards K-12 Game-Based Learning This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Pre-primary School, Primary School).
Technology Analysis: Report covers specific technologies relevant to K-12 Game-Based Learning. It assesses the current state, advancements, and potential future developments in K-12 Game-Based Learning areas.
Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the K-12 Game-Based Learning market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.
Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.
Market Segmentation
K-12 Game-Based Learning market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.
Market segment by Type
Subject-specific Games
Language Learning Games
Others
Market segment by Application
Pre-primary School
Primary School
Middle School
High School
Market segment by players, this report covers
GlassLab
Microsoft
Osmo
PlayGen
Banzai Labs
BrainQuake
Filament Games
Gameloft
iCivics
Infinite Dreams
Schell Games
Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe K-12 Game-Based Learning product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of K-12 Game-Based Learning, with revenue, gross margin and global market share of K-12 Game-Based Learning from 2019 to 2024.
Chapter 3, the K-12 Game-Based Learning competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2019 to 2030.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and K-12 Game-Based Learning market forecast, by regions, type and application, with consumption value, from 2025 to 2030.
Chapter 11, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of K-12 Game-Based Learning.
Chapter 13, to describe K-12 Game-Based Learning research findings and conclusion.