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Game-Based Learning Market Report by Platform (Online, Offline), Revenue Type (Game Purchase, Advertising, and Others), End-User (K-12 Game-Based Learning, Higher Game-Based Learning), and Region 2024-2032

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Classcraft Studios Inc.

Six Waves Inc.

Recurrence, Inc.

Fundamentor(Paratus Knowledge Ventures Pvt Ltd)

Gametize Pte.Ltd.

GradeCraft(The Regents of the University of Michigan)

Kuato Studios

BreakAway Ltd. Inc.

Filament Games

LearningWare, Inc.

Osmo(Tangible Play, Inc)

Toolwire, Inc

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    • Badgeville(CallidusCloud)
    • Bunchball(BI WORLDWIDE)
    • Classcraft Studios Inc.
    • Six Waves Inc.
    • Recurrence, Inc.
    • Fundamentor(Paratus Knowledge Ventures Pvt Ltd)
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    • LearningWare, Inc.
    • Osmo(Tangible Play, Inc.)
    • Toolwire, Inc
JHS 24.07.31

The global game-based learning market size reached US$ 18.4 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 71.7 Billion by 2032, exhibiting a growth rate (CAGR) of 15.8% during 2024-2032. The game-based learning market growth is primarily driven by the escalating demand for engaging learning experiences, corporate training and skill development, better personalization, learning outcomes, and adaptability, and the proliferation of smartphones.

Game-Based Learning Market Analysis:

Major Market Drivers: Research has indicated that game-based learning can improve retention rates and knowledge acquisition compared to traditional methods, which is mainly stimulating the market growth. Besides this, the development of immersive games to target specific skills or competencies, such as critical thinking, problem-solving, collaboration, and decision-making, especially for corporate and educational settings, is augmenting the market expansion further.

Key Market Trends: The rising popularity of gamification techniques, including rewards, points, badges, and leaderboards to enhance learner engagement and motivation is catalyzing the global market. Besides this, the extensive research and development efforts by key players in the field of game-based learning, such as augmented and virtual reality (AR/VR), are also bolstering the growth of the market.

Competitive Landscape: Some of the major game-based learning market companies comprise Badgeville (CallidusCloud), Bunchball (BI WORLDWIDE), Classcraft Studios Inc., Six Waves Inc., Recurrence, Inc., Fundamentor (Paratus Knowledge Ventures Pvt Ltd), Gametize Pte. Ltd., GradeCraft (The Regents of the University of Michigan), Kuato Studios, BreakAway Ltd. Inc., Filament Games, LearningWare, Inc., Osmo (Tangible Play, Inc.), and Toolwire, Inc among others.

Geographical Trends: North America accounted for the largest region in the game-based learning market, owing to its technologically advanced education infrastructure and the growing emphasis on continuous innovation in teaching methods. In addition to this, the established innovative digital landscape in the region facilitates the widespread adoption of online learning platforms and educational games, which is also catalyzing the market growth. Moreover, the increasing number of tech-savvy educators and learners, favorable regulatory environment, and the inflating number of investments by government bodies in educational technology are augmenting the growth of the game-based learning market substantially.

Challenges and Opportunities: Creating high-quality and immersive games, designing engaging gameplay, developing advanced animations and graphics, and integration of educational content can be expensive and time-consuming, which are among the major challenges hampering the game-based learning market statistics. However, games have the possibility to captivate the attention of learners and foster intrinsic motivation, leading to high engagement and participation in educational activities, which is acting as a significant growth-inducing factor for market growth over the forecasted period

Game-Based Learning Market Trends:

Engaging Learning Experience

The incorporation of game elements, such as challenges, competition, and rewards, captivates learners' attention, and encourages active participation, which is positively influencing the game-based learning market demand globally. Besides this, learners are immersed in dynamic scenarios, motivating them to explore and interact with the content in a meaningful way. As a result, they become more invested in their own educational journey, leading to higher levels of motivation and intrinsic satisfaction. The engagement factor forwards a positive learning experience, reduces boredom and disinterest, and enhances the overall knowledge process. Moreover, learners are more likely to retain information and develop a deeper understanding of the subject matter, owing to the emotional connection formed during the gaming experience. For instance, Grandel Games built a serious game that achieves behavioral change. One of the games, 'Garfield's Count Me In,' is specifically designed for students in primary education and thus assists them in doing repetitive math exercises. It is mainly based on the learning methodology 'Het Rekenmuurtje' ('Math Wall') and is specially developed by educational advisers. Additionally, the National Cyber Security Centre (NCSC) introduced a new educational game, CyberSprinters, for teaching cyber security at primary schools, youth organizations, and clubs. The CyberSprinters is an interactive game primarily aimed at 7 to 11-year-old learners.

Enhanced Learning Outcomes

Learners are presented with various tasks and obstacles that require critical thinking and problem-solving skills to overcome. As they progress through the game, they receive immediate feedback, which allows them to learn from their mistakes and adapt their strategies. This iterative process of trial and error promotes a deeper understanding of the content and encourages users to think analytically, which is stimulating the game-based learning market outlook forward. Furthermore, the element of competition in some games can persuade learners to strive for better performance, driving them to achieve higher learning outcomes. Moreover, the sense of accomplishment derived from successfully completing a game level or mastering a difficult concept boosts the self-confidence and self-efficacy of individuals, positively impacting their overall academic or professional achievements, thereby propelling the game-based learning market overview. For instance, computing students at the University of Kent developed a serious game for cybersecurity education. The serious game, SherLOCKED was created in a 2D top-down puzzle adventure and is primarily built to consolidate students' foundational security-related ideas and concepts.

Personalization and Adaptivity

Through data analytics and artificial intelligence, games can efficiently collect information about learners' progress, preferences, and areas of strength and weakness. Based on this data, the learning content and difficulty level can be adjusted to suit each user's unique needs. This adaptivity ensures that learners receive targeted instruction and challenges that align with their current skill levels, optimizing the understanding process, which is catalyzing the game-based learning market revenue. Moreover, personalization also incorporates a sense of ownership over the learning journey, as learners feel that the content is tailored specifically for them, enhancing their motivation to actively engage with the material. By catering to diverse learning styles and paces, game-based learning accommodates various consumers, making it an inclusive and effective educational approach. For instance, Enthusiast Gaming Holdings Inc. partnered with Netflix, the global leader in subscription streaming service and production company, to launch and support the Geeked: Toon-in live stream weekly on Netflix's Twitch account. Furthermore, Fnatic and ASOS signed a three-year deal to bridge the worlds of fashion with gaming. Both brands developed and deployed multiple offline and online activations as part of the deal, bringing the gaming and fashion worlds together.

Game-Based Learning Market Segmentation

IMARC Group provides an analysis of the key trends in each segment of the global game-based learning market report, along with game-based learning market forecast at the global and regional levels from 2024-2032. Our report has categorized the market based on platform, revenue type, and end-user.

Breakup by Platform:

Online

Offline

The report has provided a detailed breakup and analysis of the market based on the platform. This includes online and offline.

The increasing accessibility of digital technologies and internet connectivity is typically driving the online segment. Online platforms offer learners the convenience of accessing educational games anytime and anywhere through various devices, such as computers, tablets, and smartphones. This availability has expanded the reach of game-based learning to a global audience. Besides this, online platforms also provide opportunities for real-time collaboration and interaction among learners from diverse backgrounds, fostering a sense of community and shared learning experiences. On the other hand, offline game-based learning generally involves the use of physical educational games, board games, or simulations that do not require an internet connection for operation. These solutions are popular in traditional classroom settings, corporate training workshops, and team-building activities. They offer a tactile and interactive learning experience, enabling participants to collaborate face-to-face and develop social and communication skills. Offline platforms are also valued for their ability to promote focused education without digital distractions, creating an immersive environment that encourages deeper engagement with the content. Moreover, some organizations prefer offline solutions to maintain data privacy and security, especially in sensitive industries, including defense and healthcare, which is augmenting the game-based learning market share. For instance, Microsoft, a global technology provider, has a substantial presence in the market, offering a range of products and solutions tailored to enhance learning experiences. The company provides a comprehensive suite of education-focused tools and applications, such as Microsoft 365, Teams, and OneNote Class Notebook. These tools facilitate collaborative learning, content creation, and communication among students and educators.

Breakup by Revenue Type:

Game Purchase

Advertising

Others

The report has provided a detailed breakup and analysis of the market based on the revenue type. This includes game purchase, advertising, and others.

The game-based learning market statistics are based on game purchases, where users pay for access to educational games and learning content. This revenue model is common in online platforms and app-based solutions, where learners can buy individual games, bundles, or subscribe to a premium membership for full access to several educational games. Besides this, the game purchase model offers a direct revenue stream for developers and content creators, incentivizing them to design high-quality and engaging educational games. It also provides consumers with a sense of ownership and flexibility, allowing them to choose particular games aligned with their learning goals. On the other hand, advertising represents another prominent income model in the game-based learning market. Various online educational platforms offer free access to learning games but generate revenue by displaying targeted advertisements to users. Advertisers leverage the engaged and captive audience within these educational games to promote their products, services, or other learning-related content. Moreover, the advertising revenue model benefits users and content creators, as individuals can access educational games at no cost, while developers generate income through ad placements. For example, Frameplay, an enabler of in-gaming advertising, and Gamestack, a gaming marketing company, announced a partnership to offer intrinsic in-game advertising solutions in the Indian gaming market, which continues to grow rapidly. This collaboration will enable brands to reach a vast audience of engaged Indian gaming communities through immersive in-game advertisement experiences.

Breakup by End-User:

K-12 Game-Based Learning

Higher Game-Based Learning

K-12 game-based learning dominates the market

The report has provided a detailed breakup and analysis of the market based on the end-user. This includes K-12 game-based learning and higher game-based learning. According to the report, K-12 game-based learning represented the largest segment.

The K-12 game-based learning segment focuses on educational games and interactive learning content tailored particularly for students in kindergarten through grade 12. It has experienced substantial growth as educators and institutions recognize the potential of game-based learning to enhance traditional teaching methods. Moreover, K-12 game-based learning offers diverse subjects and topics, making learning enjoyable and accessible for young learners. Educational games designed for K-12 students generally comprise gamification techniques to promote active engagement, critical thinking, and problem-solving skills. These games align with curriculum standards, allowing teachers to integrate them seamlessly into their lesson plans. For instance, in September 2023, Adobe Inc., partnered with the Union Education Ministry of India to provide free access to Adobe Express Premium for all K-12 schools. The platform allows creativity and essential digital skills in students, preparing them for various careers. It also enhances teaching by enabling educators to create dynamic learning materials and offers professional development opportunities for upskilling.

Breakup by Region:

North America

Europe

Asia Pacific

Middle East and Africa

Latin America

North America leads the market, accounting for the largest game-based learning market share

The report has also provided a comprehensive analysis of all the major regional markets, which include North America; Europe; Asia Pacific; Latin America; and the Middle East and Africa. According to the report, North America represents the largest market share.

As per the game-based learning market report, North America accounted for the largest segment of the market, owing to its technologically advanced education infrastructure and the growing emphasis on continuous innovation in teaching methods. In addition to this, the well-established digital landscape in the region facilitates the widespread adoption of online learning platforms and educational games, which is also catalyzing the market growth. Moreover, the increasing number of tech-savvy educators and learners, supportive regulatory environment, and the inflating number of investments by government bodies in educational technology are augmenting the game-based learning market recent price substantially. For instance, according to the GSMA, the number of smartphone subscribers in North America is expected to reach 328 million by 2025. Moreover, by 2025, the region may witness an increase in the penetration rates of mobile subscribers (86%) and the internet (80%), the second-highest across the globe.

Leading Key Players in the Game-based Learning Industry

Leading companies in the game-based learning industry invest heavily in research and development to create innovative and high-quality educational content. They collaborate with subject matter experts and educators to design games that align with curriculum standards and address specific learning objectives. Continuous efforts in content development ensure that learners have access to engaging and relevant games that promote effective learning outcomes. Additionally, key players leverage advancements in technology, such as artificial intelligence, virtual reality, and augmented reality, to enhance the immersive and interactive elements of game-based learning. Integrating cutting-edge technology into educational games creates more authentic learning experiences and fosters deeper engagement among learners. Other than this, collaboration with schools, colleges, and universities allows game-based learning companies to align their products with educational institutions' needs. Key players work closely with educators to understand the challenges in the education sector and tailor their solutions accordingly. Such partnerships help in co-creating content that complements traditional teaching methods and enriches the overall learning experience. Besides this, leading game-based learning companies actively expand their presence in diverse markets worldwide. They localize their content to suit regional preferences, languages, and cultural contexts, making the educational games more accessible and appealing to learners from different backgrounds. In line with this, key players use data analytics to gather insights into learners' progress, behavior, and preferences. Analyzing this data allows them to improve content efficacy, personalize learning experiences, and refine their educational games continuously.

The market research report has also provided a comprehensive analysis of the competitive landscape in the market. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the major market players in Game-Based Learning industry includes:

Badgeville (CallidusCloud)

Bunchball (BI WORLDWIDE)

Classcraft Studios Inc.

Six Waves Inc.

Recurrence, Inc.

Fundamentor (Paratus Knowledge Ventures Pvt Ltd)

Gametize Pte. Ltd.

GradeCraft (The Regents of the University of Michigan)

Kuato Studios

BreakAway Ltd. Inc.

Filament Games

LearningWare, Inc.

Osmo (Tangible Play, Inc.)

Toolwire, Inc

(Please note that this is only a partial list of the key players, and the complete list is provided in the report.)

Game-Based Learning Market Recent Developments:

April 2024: A Bengaluru-based learning technology company, Kairos, debuts game-based learning platform to drive soft skills. For the first time in India, Kairos' innovative suite of digital games, physical games & tools, combined with comprehensive resources, will help L&D professionals to make soft-skill training impactful and engaging for learners.

April 2024: The U.S. Department of Education selects Legends of Learning platform for US $8 Million grant to study effectiveness of game-based learning in Florida as part of the Education Innovation and Research (EIR) grant program.

July 2023: An investor consortium led by Goldman Sachs, General Atlantic, Kirkbi Invest, and Glitrafjord AS, among others, agreed to acquire Kahoot, an Oslo-based game-based learning platform. The consortium's offer values Kahoot at US $1.72 Billion.

Key Questions Answered in This Report:

  • How big is the global game-based learning market and how will it perform in the coming years?
  • What are the drivers, restraints, and opportunities in the global game-based learning market?
  • What is the impact of each driver, restraint, and opportunity on the global game-based learning market?
  • What are the key regional markets?
  • Which countries represent the most attractive game-based learning market?
  • What is the breakup of the market based on the platform?
  • Which is the most attractive platform in the game-based learning market?
  • What is the breakup of the market based on the revenue type?
  • Which is the most attractive revenue type in the game-based learning market?
  • What is the breakup of the market based on the end-user?
  • Which is the most attractive end-user in the game-based learning market?
  • What is the competitive structure of the global game-based learning market?
  • Who are the key players/companies in the global game-based learning market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Game-Based Learning Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Breakup by Platform
  • 5.5 Market Breakup by Revenue Type
  • 5.6 Market Breakup by End-User
  • 5.7 Market Breakup by Region
  • 5.8 Market Forecast

6 Market Breakup by Platform

  • 6.1 Online
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Offline
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast

7 Market Breakup by Revenue Type

  • 7.1 Game Purchase
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Advertising
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Others
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8 Market Breakup by End-User

  • 8.1 K-12 Game-Based Learning
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Higher Game-Based Learning
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Region

  • 9.1 North America
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Europe
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Asia Pacific
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Middle East and Africa
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Latin America
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast

10 Global Game-Based Learning Industry: SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Global Game-Based Learning Industry: Value Chain Analysis

12 Global Game-Based Learning Industry: Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Global Game-Based Learning Industry: Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 Badgeville (CallidusCloud)
    • 14.3.2 Bunchball (BI WORLDWIDE)
    • 14.3.3 Classcraft Studios Inc.
    • 14.3.4 Six Waves Inc.
    • 14.3.5 Recurrence, Inc.
    • 14.3.6 Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
    • 14.3.7 Gametize Pte. Ltd.
    • 14.3.8 GradeCraft (The Regents of the University of Michigan)
    • 14.3.9 Kuato Studios
    • 14.3.10 BreakAway Ltd., Inc.
    • 14.3.11 Filament Games
    • 14.3.12 LearningWare, Inc.
    • 14.3.13 Osmo (Tangible Play, Inc.)
    • 14.3.14 Toolwire, Inc
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