Game-based Learning Market in US 2021-2025
Technavio has been monitoring the game-based learning market in US and it is poised to grow by $ 4.98 bn during 2021-2025, progressing at a CAGR of 20.31% during the forecast period. Our report on the game-based learning market in US provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.
The report offers an up-to-date analysis regarding the current market scenario, latest trends and drivers, and the overall market environment. The market is driven by the increasing investments from venture capitalists and growing focus on early education. In addition, increasing investments from venture capitalists is anticipated to boost the growth of the market as well.
The game-based learning market in US analysis includes product and end-user segments.
Technavio's game-based learning market in US is segmented as below:
By Product
- Knowledge and skill-based games
- Cognitive ability games
- Other games
By End-user
- Academic users
- Non-academic users
This study identifies the evolving teaching methodologiesas one of the prime reasons driving the game-based learning market growth in US during the next few years.
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on game-based learning market in US covers the following areas:
- Game-based learning market sizing
- Game-based learning market forecast
- Game-based learning market industry analysis
Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading game-based learning market in US vendors that include Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Filament Games, GAMELEARN SL, iCivics Inc., John Wiley and Sons Inc., LearningWare Inc., Lumos Labs Inc., and Microsoft Corp. Also, the game-based learning market in US analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.
Companies MentionedBanzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Filament Games, GAMELEARN SL, iCivics Inc., John Wiley and Sons Inc., LearningWare Inc., Lumos Labs Inc., Microsoft Corp.