Game-Based Learning Market Size By Provider (Content, Services), By Deployment Model (Cloud, On-Premise), By Application (Academic [K-12, Higher Education, Vocational Training], Corporate [SMEs, Large Enterprises], Government), COVID-19 Impact Analysis, Regional Outlook, Growth Potential, Competitive Market Share & Forecast, 2022 - 2028
The game-based learning market is slated to gain notable traction by 2028 on account of widespread adoption of digital learning solutions across key regions. In addition, the rapidly growing higher education and corporate sectors around the world are likely to foster industry expansion over the forecast period.
The ongoing COVID-19 pandemic urged educational institutions and corporations to shift to digital learning and interactions, which has augmented market development in recent years. Notably, industry participants have been implementing lucrative strategies to capitalize on emerging trends in the market, which has favorably impacted the overall business landscape.
For instance, in February 2020, HurixDigital, a leading provider of digital solutions to educational institutions, publishers, and enterprises, launched its novel cloud-based content delivery platform, dubbed the KITABOO College. KITABOO College has been developed to enable organizations to build and deliver online learning programs across a variety of devices as well as track user participation with the help of built-in analytics.
The game-based learning market has been segmented on the basis of application, provider, deployment mode, and region. In terms of provider, the market has further been divided into services and content. The content segment is estimated to expand at a considerable growth rate over the analysis period to reach a significant valuation by the end of 2028. Soaring demand for immersive content that allows students to experience scenarios that mimic real-life situations and make decisions in a virtual environment is set to boost product adoption in the coming time period.
With respect to deployment mode, the game-based learning market has been classified into on-premise and cloud. The cloud segment is anticipated to garner robust gains by 2028, progressing at a significant CAGR through the stipulated timeline. Increasing penetration of cloud-based services that offer higher scalability and flexibility is likely to fuel segmental growth over the next few years.
From the application point of view, the market has been segregated into government, academic, and corporate. Under academic, the market has been differentiated into vocational training, K-12, and higher education. The game-based learning market size from the higher education sub-segment is poised to exhibit a solid growth trajectory through the stipulated period due to burgeoning number of universities and institutions that are integrating effective gamification techniques to increase student engagement.
On the regional front, the Latin America game-based learning industry is expected to develop at a considerable growth rate between 2022 and 2028 on account of supportive government initiatives aimed at promoting digitalization in the domestic education sector. Meanwhile, the Middle East & Africa game-based learning market is speculated to attain a sizable share in the overall industry by 2028 owing to growing penetration of internet and mobile learning in the MEA region.
Learn how to effectively navigate the market research process to help guide your organization on the journey to success.
Download eBook