시장보고서
상품코드
2019333

게임 기반 학습 시장 규모, 점유율, 동향 및 성장 분석 보고서(2026-2034년)

Global Game-based Learning Market Size, Share, Trends & Growth Analysis Report 2026-2034

발행일: | 리서치사: 구분자 Value Market Research | 페이지 정보: 영문 174 Pages | 배송안내 : 1-2일 (영업일 기준)

    
    
    




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한글목차
영문목차
※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

게임 기반 학습 시장 규모는 2025년 330억 8,000만 달러에서 2034년에는 2,052억 달러에 이를 것으로 예측되며, 2026-2034년 CAGR 22.48%를 보일 전망입니다.

교육 기관과 조직이 점점 더 인터랙티브하고 매력적인 학습 방식을 채택함에 따라 세계 게임 기반 학습 시장은 빠르게 성장하고 있습니다. 게임 기반 학습은 디지털 또는 물리적 게임을 활용하여 지식의 정착과 기술 향상을 도모합니다. 체험형 학습과 학생 참여에 대한 관심이 높아지면서 학교, 대학 및 기업 교육 프로그램 시장 확대에 크게 기여하고 있습니다.

주요 성장 요인으로는 디지털 교육 플랫폼의 부상과 교실에서의 기술 통합이 진행되고 있다는 점을 꼽을 수 있습니다. 게임화는 학습 동기를 부여하고 학습 성과를 향상시키기 위해 현대 교육에서 선호되는 접근 방식입니다. e러닝과 모바일 러닝 솔루션의 확대는 그 도입을 더욱 가속화시키고 있습니다. 또한, 기업 부문에서는 직원 교육 및 역량 개발을 위해 게임 기반 학습을 활용하고 있으며, 이는 시장 수요를 증가시키고 있습니다.

향후 가상현실(VR), 증강현실(AR), 인공지능(AI) 등의 기술 발전에 따라 시장이 성장할 것으로 예측됩니다. 이러한 혁신은 몰입형 학습 경험을 창출하고 학습 효과를 향상시킬 것입니다. 신흥 시장에서는 디지털화와 인터넷 보급률 증가로 새로운 기회가 창출될 것으로 예측됩니다. 교육이 계속 진화하는 가운데, 게임 기반 학습은 미래의 조사 방법을 형성하는 데 있어 매우 중요한 역할을 하게 될 것입니다.

목차

제1장 서론

제2장 주요 요약

제3장 시장 변수, 동향, 프레임워크

제4장 세계의 게임 기반 학습 시장 : 컴포넌트별

제5장 세계의 게임 기반 학습 시장 : 게임 유형별

제6장 세계의 게임 기반 학습 시장 : 도입 모드별

제7장 세계의 게임 기반 학습 시장 : 최종사용자별

제8장 세계의 게임 기반 학습 시장 : 지역별

제9장 경쟁 구도

제10장 기업 개요

LSH

The Game-based Learning Market size is expected to reach USD 205.20 Billion in 2034 from USD 33.08 Billion (2025) growing at a CAGR of 22.48% during 2026-2034.

The global game-based learning market has experienced rapid growth as educational institutions and organizations increasingly adopt interactive and engaging learning methods. Game-based learning uses digital or physical games to enhance knowledge retention and skill development. The growing emphasis on experiential learning and student engagement has significantly contributed to market expansion across schools, universities, and corporate training programs.

Key growth drivers include the rise of digital education platforms and increasing integration of technology in classrooms. Gamification enhances motivation and improves learning outcomes, making it a preferred approach for modern education. The expansion of e-learning and mobile learning solutions has further accelerated adoption. Additionally, corporate sectors are leveraging game-based learning for employee training and development, boosting market demand.

Looking ahead, the market is expected to grow with advancements in technologies such as virtual reality (VR), augmented reality (AR), and artificial intelligence. These innovations will create immersive learning experiences and improve effectiveness. Emerging markets will offer new opportunities due to increasing digitalization and internet penetration. As education continues to evolve, game-based learning will play a vital role in shaping the future of learning methodologies.

Our reports are meticulously crafted to provide clients with comprehensive and actionable insights into various industries and markets. Each report encompasses several critical components to ensure a thorough understanding of the market landscape:

Market Overview: A detailed introduction to the market, including definitions, classifications, and an overview of the industry's current state.

Market Dynamics: In-depth analysis of key drivers, restraints, opportunities, and challenges influencing market growth. This section examines factors such as technological advancements, regulatory changes, and emerging trends.

Segmentation Analysis: Breakdown of the market into distinct segments based on criteria like product type, application, end-user, and geography. This analysis highlights the performance and potential of each segment.

Competitive Landscape: Comprehensive assessment of major market players, including their market share, product portfolio, strategic initiatives, and financial performance. This section provides insights into the competitive dynamics and key strategies adopted by leading companies.

Market Forecast: Projections of market size and growth trends over a specified period, based on historical data and current market conditions. This includes quantitative analyses and graphical representations to illustrate future market trajectories.

Regional Analysis: Evaluation of market performance across different geographical regions, identifying key markets and regional trends. This helps in understanding regional market dynamics and opportunities.

Emerging Trends and Opportunities: Identification of current and emerging market trends, technological innovations, and potential areas for investment. This section offers insights into future market developments and growth prospects.

MARKET SEGMENTATION

By Component

  • Solution
  • Services

By Game Type

  • AR VR Games
  • AI-Based games
  • Location-Based Games
  • Assessment And Evaluation Games
  • Training, Knowledge And Skill-Based Games
  • Language Learning Games
  • Others (Role-Based Games And Childhood Learning Games)

By Deployment Mode

  • Cloud
  • On-Premise

By End User

  • Consumer
  • Education
  • Government
  • Enterprises

COMPANIES PROFILED

  • Kahoot, Frontier Developments, Minecraft, Spin Master, Bublar Group, BreakAway Games, Gamelearn, Recurrence, Schell Games, Stratbeans, Tangible Play, Simulearn, Playgen, Raptivity, Banzai Labs
  • We can customise the report as per your requirements.

TABLE OF CONTENTS

Chapter 1. PREFACE

  • 1.1. Market Segmentation & Scope
  • 1.2. Market Definition
  • 1.3. Information Procurement
    • 1.3.1 Information Analysis
    • 1.3.2 Market Formulation & Data Visualization
    • 1.3.3 Data Validation & Publishing
  • 1.4. Research Scope and Assumptions
    • 1.4.1 List of Data Sources

Chapter 2. EXECUTIVE SUMMARY

  • 2.1. Market Snapshot
  • 2.2. Segmental Outlook
  • 2.3. Competitive Outlook

Chapter 3. MARKET VARIABLES, TRENDS, FRAMEWORK

  • 3.1. Market Lineage Outlook
  • 3.2. Penetration & Growth Prospect Mapping
  • 3.3. Value Chain Analysis
  • 3.4. Regulatory Framework
    • 3.4.1 Standards & Compliance
    • 3.4.2 Regulatory Impact Analysis
  • 3.5. Market Dynamics
    • 3.5.1 Market Drivers
    • 3.5.2 Market Restraints
    • 3.5.3 Market Opportunities
    • 3.5.4 Market Challenges
  • 3.6. Porter's Five Forces Analysis
  • 3.7. PESTLE Analysis

Chapter 4. GLOBAL GAME-BASED LEARNING MARKET: BY COMPONENT 2022-2034 (USD MN)

  • 4.1. Market Analysis, Insights and Forecast Component
  • 4.2. Solution Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 4.3. Services Estimates and Forecasts By Regions 2022-2034 (USD MN)

Chapter 5. GLOBAL GAME-BASED LEARNING MARKET: BY GAME TYPE 2022-2034 (USD MN)

  • 5.1. Market Analysis, Insights and Forecast Game Type
  • 5.2. AR VR Games Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 5.3. AI-Based games Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 5.4. Location-Based Games Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 5.5. Assessment And Evaluation Games Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 5.6. Training, Knowledge And Skill-Based Games Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 5.7. Language Learning Games Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 5.8. Others (Role-Based Games And Childhood Learning Games) Estimates and Forecasts By Regions 2022-2034 (USD MN)

Chapter 6. GLOBAL GAME-BASED LEARNING MARKET: BY DEPLOYMENT MODE 2022-2034 (USD MN)

  • 6.1. Market Analysis, Insights and Forecast Deployment Mode
  • 6.2. Cloud Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 6.3. On-Premise Estimates and Forecasts By Regions 2022-2034 (USD MN)

Chapter 7. GLOBAL GAME-BASED LEARNING MARKET: BY END USER 2022-2034 (USD MN)

  • 7.1. Market Analysis, Insights and Forecast End User
  • 7.2. Consumer Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 7.3. Education Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 7.4. Government Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 7.5. Enterprises Estimates and Forecasts By Regions 2022-2034 (USD MN)

Chapter 8. GLOBAL GAME-BASED LEARNING MARKET: BY REGION 2022-2034 (USD MN)

  • 8.1. Regional Outlook
  • 8.2. North America Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 8.2.1 By Component
    • 8.2.2 By Game Type
    • 8.2.3 By Deployment Mode
    • 8.2.4 By End User
    • 8.2.5 United States
    • 8.2.6 Canada
    • 8.2.7 Mexico
  • 8.3. Europe Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 8.3.1 By Component
    • 8.3.2 By Game Type
    • 8.3.3 By Deployment Mode
    • 8.3.4 By End User
    • 8.3.5 United Kingdom
    • 8.3.6 France
    • 8.3.7 Germany
    • 8.3.8 Italy
    • 8.3.9 Russia
    • 8.3.10 Rest Of Europe
  • 8.4. Asia-Pacific Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 8.4.1 By Component
    • 8.4.2 By Game Type
    • 8.4.3 By Deployment Mode
    • 8.4.4 By End User
    • 8.4.5 India
    • 8.4.6 Japan
    • 8.4.7 South Korea
    • 8.4.8 Australia
    • 8.4.9 South East Asia
    • 8.4.10 Rest Of Asia Pacific
  • 8.5. Latin America Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 8.5.1 By Component
    • 8.5.2 By Game Type
    • 8.5.3 By Deployment Mode
    • 8.5.4 By End User
    • 8.5.5 Brazil
    • 8.5.6 Argentina
    • 8.5.7 Peru
    • 8.5.8 Chile
    • 8.5.9 Rest of Latin America
  • 8.6. Middle East & Africa Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 8.6.1 By Component
    • 8.6.2 By Game Type
    • 8.6.3 By Deployment Mode
    • 8.6.4 By End User
    • 8.6.5 Saudi Arabia
    • 8.6.6 UAE
    • 8.6.7 Israel
    • 8.6.8 South Africa
    • 8.6.9 Rest of the Middle East And Africa

Chapter 9. COMPETITIVE LANDSCAPE

  • 9.1. Recent Developments
  • 9.2. Company Categorization
  • 9.3. Supply Chain & Channel Partners (based on availability)
  • 9.4. Market Share & Positioning Analysis (based on availability)
  • 9.5. Vendor Landscape (based on availability)
  • 9.6. Strategy Mapping

Chapter 10. COMPANY PROFILES OF GLOBAL GAME-BASED LEARNING INDUSTRY

  • 10.1. Top Companies Market Share Analysis
  • 10.2. Company Profiles
    • 10.2.1 Kahoot
    • 10.2.2 Frontier Developments
    • 10.2.3 Minecraft
    • 10.2.4 Spin Master
    • 10.2.5 Bublar Group
    • 10.2.6 BreakAway Games
    • 10.2.7 Gamelearn
    • 10.2.8 Recurrence
    • 10.2.9 Schell Games
    • 10.2.10 Stratbeans
    • 10.2.11 Tangible Play
    • 10.2.12 Simulearn
    • 10.2.13 Playgen
    • 10.2.14 Raptivity
    • 10.2.15 Banzai Labs
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