Global Higher Education Game-based Learning Market Growth (Status and Outlook) 2023-2029
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.
LPI (LP Information)' newest research report, the “Higher Education Game-based Learning Industry Forecast” looks at past sales and reviews total world Higher Education Game-based Learning sales in 2022, providing a comprehensive analysis by region and market sector of projected Higher Education Game-based Learning sales for 2023 through 2029. With Higher Education Game-based Learning sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Higher Education Game-based Learning industry.
This Insight Report provides a comprehensive analysis of the global Higher Education Game-based Learning landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyzes the strategies of leading global companies with a focus on Higher Education Game-based Learning portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Higher Education Game-based Learning market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Higher Education Game-based Learning and breaks down the forecast by type, by application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Higher Education Game-based Learning.
The global Higher Education Game-based Learning market size is projected to grow from US$ million in 2022 to US$ million in 2029; it is expected to grow at a CAGR of % from 2023 to 2029.
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.
This report presents a comprehensive overview, market shares, and growth opportunities of Higher Education Game-based Learning market by product type, application, key players and key regions and countries.
Market Segmentation:
Segmentation by type
Rognitive Ability-Based Game-Based Learning
Language Learning-Related Game-Based Learning
Stem-Based Game-Based Learning
Segmentation by application
Educational Institutions
Universities
Training Organizations
Others
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
McGraw-Hill Education
PlayGen
Toolwire
Totem Learning
Lumos Labs
Triseum
Designing Digitally
Forio
Innovative Dutch
LearningWare
Please note: The report will take approximately 2 business days to prepare and deliver.