Game-based Learning Market in US 2021-2025

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 Mentioned

Banzai 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.


  • Executive Summary
  • Market Landscape
    • Market ecosystem
      • Table Parent market
      • Table Market characteristics
    • Value chain analysis
      • Table Value chain analysis: Education services
      • Inputs
      • Operations
      • Marketing and sales
  • Market Sizing
    • Market definition
      • Table Offerings of vendors included in the market definition
    • Market segment analysis
      • Table Market segments
    • Market size 2020
    • Market outlook: Forecast for 2020 - 2025
      • Table US - Market size and forecast 2020 - 2025 ($ million)
      • Table US market: Year-over-year growth 2020 - 2025 (%)
  • Five Forces Analysis
    • Five forces summary
      • Table Five forces analysis 2020 & 2025
    • Bargaining power of buyers
      • Table Bargaining power of buyers
    • Bargaining power of suppliers
      • Table Bargaining power of suppliers
    • Threat of new entrants
      • Table Threat of new entrants
    • Threat of substitutes
      • Table Threat of substitutes
    • Threat of rivalry
      • Table Threat of rivalry
    • Market condition
      • Table Market condition - Five forces 2020
  • Market Segmentation by Product
    • Market segments
      • Table Product - Market share 2020-2025 (%)
    • Comparison by Product
      • Table Comparison by Product
    • Knowledge and skill-based games - Market size and forecast 2020-2025
      • Table Knowledge and skill-based games - Market size and forecast 2020-2025 ($ million)
      • Table Knowledge and skill-based games - Year-over-year growth 2020-2025 (%)
    • Cognitive ability games - Market size and forecast 2020- 2025
      • Table Cognitive ability games - Market size and forecast 2020-2025 ($ million)
      • Table Cognitive ability games - Year-over-year growth 2020-2025 (%)
    • Other games - Market size and forecast 2020-2025
      • Table Other games - Market size and forecast 2020-2025 ($ million)
      • Table Other games - Year-over-year growth 2020-2025 (%)
    • Market opportunity by Product
      • Table Market opportunity by Product
  • Market Segmentation by End-user
    • Market segments
      • Table End-user - Market share 2020-2025 (%)
    • Comparison by End-user
      • Table Comparison by End-user
    • Academic users - Market size and forecast 2020-2025
      • Table Academic users - Market size and forecast 2020-2025 ($ million)
      • Table Academic users - Year-over-year growth 2020-2025 (%)
    • Non-academic users - Market size and forecast 2020- 2025
      • Table Non-academic users - Market size and forecast 2020-2025 ($ million)
      • Table Non-academic users - Year-over-year growth 2020-2025 (%)
    • Market opportunity by End-user
      • Table Market opportunity by End-user
  • Customer landscape
    • Table Customer landscape
  • Drivers, Challenges, and Trends
    • Market drivers
      • Increasing investments from venture capitalists
      • Growing focus on early education
      • Evolving teaching methodologies
      • Growing importance of STEM learning
    • Market challenges
      • High development costs
      • Limited content-curriculum integration
      • Ineffective matrices for assessments
        • Table Impact of drivers and challenges
    • Market trends
      • Increasing popularity of mobile technologies
      • Rise of Industry 4.0
      • Growing integration of visual technologies such as AR and VR
      • Rising focus on personalized learning
      • Surging demand for IoT and wearable devices
      • Increasing adoption in US military and healthcare sectors
  • Vendor Landscape
    • Table Vendor landscape
    • Landscape disruption
      • Table Landscape disruption
      • Table Industry risks
    • Competitive scenario
  • Vendor Analysis
    • Vendors covered
      • Table Vendors covered
    • Market positioning of vendors
      • Table Market positioning of vendors
    • Banzai Labs Inc.
      • Table Banzai Labs Inc. - Overview
      • Table Banzai Labs Inc. - Product and service
      • Table Banzai Labs Inc. - Key offerings
    • BrainQuake Inc.
      • Table BrainQuake Inc. - Overview
      • Table BrainQuake Inc. - Product and service
      • Table BrainQuake Inc. - Key offerings
    • BreakAway Ltd. Inc.
      • Table BreakAway Ltd. Inc. - Overview
      • Table BreakAway Ltd. Inc. - Product and service
      • Table BreakAway Ltd. Inc. - Key offerings
    • Filament Games
      • Table Filament Games - Overview
      • Table Filament Games - Product and service
      • Table Filament Games - Key offerings
    • GAMELEARN SL
      • Table GAMELEARN SL - Overview
      • Table GAMELEARN SL - Product and service
      • Table GAMELEARN SL - Key offerings
    • iCivics Inc.
      • Table iCivics Inc. - Overview
      • Table iCivics Inc. - Product and service
      • Table iCivics Inc. - Key offerings
    • John Wiley and Sons Inc.
      • Table John Wiley and Sons Inc. - Overview
      • Table John Wiley and Sons Inc. - Product and service
      • Table John Wiley and Sons Inc. - Key offerings
    • LearningWare Inc.
      • Table LearningWare Inc. - Overview
      • Table LearningWare Inc. - Product and service
      • Table LearningWare Inc. - Key offerings
    • Lumos Labs Inc.
      • Table Lumos Labs Inc. - Overview
      • Table Lumos Labs Inc. - Product and service
      • Table Lumos Labs Inc. - Key offerings
    • Microsoft Corp.
      • Table Microsoft Corp. - Overview
      • Table Microsoft Corp. - Business segments
      • Table Microsoft Corp. - Key offerings
      • Table Microsoft Corp. - Segment focus
  • Appendix
    • Scope of the report
      • Market definition
      • Objectives
      • Notes and caveats
    • Currency conversion rates for US$
      • Table Currency conversion rates for US$
    • Research methodology
      • Table Research Methodology
      • Table Validation techniques employed for market sizing
      • Table Information sources
    • List of abbreviations
      • Table List of abbreviations

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