Global Higher Education Game-based Learning Market 2024 by Company, Regions, Type and Application, Forecast to 2030

Global Higher Education Game-based Learning Market 2024 by Company, Regions, Type and Application, Forecast to 2030


According to our (Global Info Research) latest study, the global Higher Education 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.

Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.

Motion-sensing technology can be used to study the motion of the learner while the learning process is in progress and can record inferences accordingly. For instance, the eye-tracking feature can be used to deduce the focus level of the student, while the facial expressions and head positions can be studied to understand the learner’s engagement and also the focus level. This helps the instructor to modify the learning environment and content according to the preference of the students. Motion-sensing technology also helps learners practice physical skills or nuances, which can be implemented into the learning activity. For instance, the incorporation of physical movements or activities trains the learner about the optimum force or pressure required for a particular task. This will people the demand for the implementation of gamification in education, especially in the higher education sector.

The Global Info Research report includes an overview of the development of the Higher Education Game-based Learning industry chain, the market status of Educational Institutions (Rognitive Ability-Based Game-Based Learning, Language Learning-Related Game-Based Learning), Universities (Rognitive Ability-Based Game-Based Learning, Language Learning-Related Game-Based Learning), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of Higher Education Game-based Learning.

Regionally, the report analyzes the Higher Education 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 Higher Education Game-based Learning market, with robust domestic demand, supportive policies, and a strong manufacturing base.

Key Features:

The report presents comprehensive understanding of the Higher Education 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 Higher Education 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., Rognitive Ability-Based Game-Based Learning, Language Learning-Related Game-Based Learning).

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 Higher Education Game-based Learning market.

Regional Analysis: The report involves examining the Higher Education 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 Higher Education 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 Higher Education Game-based Learning:

Company Analysis: Report covers individual Higher Education 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 Higher Education Game-based Learning This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Educational Institutions, Universities).

Technology Analysis: Report covers specific technologies relevant to Higher Education Game-based Learning. It assesses the current state, advancements, and potential future developments in Higher Education Game-based Learning areas.

Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the Higher Education 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

Higher Education 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
Rognitive Ability-Based Game-Based Learning
Language Learning-Related Game-Based Learning
Stem-Based Game-Based Learning

Market segment by Application
Educational Institutions
Universities
Training Organizations
Others

Market segment by players, this report covers
McGraw-Hill Education
PlayGen
Toolwire
Totem Learning
Lumos Labs
Triseum
Designing Digitally
Forio
Innovative Dutch
LearningWare

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 Higher Education Game-based Learning product scope, market overview, market estimation caveats and base year.

Chapter 2, to profile the top players of Higher Education Game-based Learning, with revenue, gross margin and global market share of Higher Education Game-based Learning from 2019 to 2024.

Chapter 3, the Higher Education 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 Higher Education 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 Higher Education Game-based Learning.

Chapter 13, to describe Higher Education Game-based Learning research findings and conclusion.


1 Market Overview
2 Company Profiles
3 Market Competition, by Players
4 Market Size Segment by Type
5 Market Size Segment by Application
6 North America
7 Europe
8 Asia-Pacific
9 South America
10 Middle East & Africa
11 Market Dynamics
12 Industry Chain Analysis
13 Research Findings and Conclusion
14 Appendix

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