Global Game-Based Learning Market By Component (Solution, and Services), By Game Type (AR VR Games, AI-based Games, and Training, Knowledge & Skill-based games, language learning games, and others), By Deployment Type (On-Premises, and Cloud), By End-User, By Region and Companies - Industry Segment Outlook, Market Assessment, Competition Scenario, Trends and Forecast 2023-2032
- Published date: Jan. 2024
- Report ID: 12309
- Number of Pages: 390
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Report Overview
In 2022, the Global Game-Based Learning Market was valued at USD 11.5 billion and is expected to reach USD 77.4 billion between 2023 and 2032, this market is estimated to register the highest CAGR of 21.6%.
Game-based learning refers to the use of games or game-like elements in educational settings to facilitate learning and improve educational outcomes. It involves leveraging the engaging and immersive nature of games to create interactive and experiential learning experiences.
The game-based learning market refers to the industry and market ecosystem surrounding the development, distribution, and adoption of game-based learning solutions. This includes educational game developers, educational technology (EdTech) companies, publishers, learning management systems, and other stakeholders involved in creating and delivering game-based learning products and services.
Note: Actual Numbers Might Vary In The Final Report
The game-based learning market has experienced significant growth in recent years due to various factors, as mentioned earlier. The market includes a wide range of offerings, including educational games for different subjects and age groups, gamified learning platforms, virtual reality (VR) and augmented reality (AR) educational experiences, and game-based assessment tools.
The game-based learning market is also supported by the growth of the broader EdTech market. The increasing availability of digital devices, internet connectivity, and educational software platforms has created an environment conducive to the adoption of game-based learning solutions. Furthermore, advancements in technology, such as mobile devices, virtual reality, and artificial intelligence, have expanded the possibilities for creating more sophisticated and immersive game-based learning experiences.
Key Takeaways
- Market Growth: Game-Based Learning Market is projected to reach USD 77.4 billion by 2032, with a robust CAGR of 21.6%, driven by demand for engaging learning solutions.
- By Component Analysis: Solution Segment (58% in 2022) – Dominated the market with a significant share, reflecting the high demand for quality education and modern learning approaches.
- By Game Type Analysis: Training, Knowledge & Skill-Based Games Segment (25% in 2022) – Held the largest market share, indicating the preference for games that enhance knowledge and skill acquisition in educational institutions.
- By Deployment Mode Analysis: On-Premises Segment – Led the market in 2022, driven by benefits such as security, customization, and flexibility, especially in training and development departments within organizations.
- By End-User Analysis: Enterprise Segment (32% in 2022) – Dominated the market, emphasizing the importance of game-based learning in establishing performance goals and fostering problem-solving skills among employees.
- Driving Factors: Increasing demand for affordable learning and technological advancements in AR and AI are key growth drivers.
- Restraining Factors: High implementation costs, data security concerns, and the need for high-speed networks in rural areas are hindering market growth.
- Regional Analysis: North America leads the market, while the Asia-Pacific region shows promising growth with a focus on digital solutions in educational institutions.
- Key Players: Major market players include Allen Communication, Schell Games, VR Education Holdings, and others.
Driving Factors
Growing Demand in Educational Platforms Boosting the Market Growth
The growing demand for accessible and affordable learning is driving the game-based learning market. The rising demand for presentations, training, and meetings among corporate and educational institutes is driving the market’s growth. Gamed-based learning improves problem-solving skills, increases the creativity level of learners, and stimulates imagination power due to this game-based learning techniques are more popular among enterprises and educational institutions.
Game-based learning in teaching can help increase students’ participation enhances social and emotional learning, and motivate students to take risks which helps the overall growth of students’ knowledge. Also, various educational institutions are started adopting e-learning platforms for effective teaching which is a main growth factor of the global game-based learning market.
Technological Advancements Driving the Growth of the Game-Based Learning Market
Technological advancements in game learning techniques such as the introduction to the release of 5G, and augmented reality(AR), artificial intelligence(AI) with the rise of unlimited data plans driving the development of the game-based learning market. Students worldwide started preferring AR-based games as they are more effective and interesting than other traditional games which are responsible for high demand in educational sectors. Also rapid adoption of smartphones and tablets, consumers are adopting cloud-based learning.
Restraining Factors
High Implementation Costs and Privacy Issues Restraining the Market Growth
Digital piracy and data security issues are major factors restraining the growth of the Game-Based Learning market. Game-based learning techniques are technologically advanced, and the high cost of implementation of game-based learning is expected to hamper market growth. Cyber-attacks and concerns about individual privacy restraining the market growth. Somme game-based learning requires a high-speed network for playing, thus lack of speed networks in rural areas across the world has a negative impact on market growth.
By Component Analysis
The solution Segment is Dominant
Based on the component market is classified into solutions and services. The Solution segment was dominant in 2022 with the largest market share of 58%. The increasing demand for quality education with modern approaches had led to a high demand for game-based learning techniques by various educational institutes. Also, the emergence of tablets and e-learning technologies in schools across the world has boosted the global game-based learning market.
Also, More and more apps and smart devices need to be made available through game-based learning so educational institutes are adopting game-based learning techniques for effective education. The services segment is expected to be at the fastest CAGR during the forecast period owing to high demand among consumers for game-based learning solutions. Also, the adoption of cloud platforms is anticipated to boost the market during the forecast period.
By Game Type Analysis
Training, Knowledge & Skill-Based Games Segment is Dominant
By game type market is classified into assessment & evaluation games, AI-based games, AR-VR games, location-based games, training, knowledge & skill-based games, language learning games, and others. The training, knowledge, and skilled-based games segment was dominant in the market with a largest market share of 25% in 2022 and is expected to remain dominant in the market during the forecast period owing high demand in educational institutions.
Knowledge-based games are used in education sector to access the knowledge of students or learners. Knowledge base learning games such as crossword puzzles, word searches, or others types of puzzles help learners to remember important concepts. Fantasy Cricket, bingo games, and rummy are skilled-based sports games that are popular in the market.
AR VR games are also expected to gain demand in the market owing to #D animation and real-time deep learning approaches. Companies such as Walmart, Agco, and Bosch are focusing on augmented reality for corporate training. AR games help companies or organizations to engage with clients for effective business strategies. Also, companies such as KFC has built employee training programs that include VR simulator. Games such as Lingo, Babbel, and Scrabble are some games that enhance users’ language skills.
By Deployment Mode Analysis
The on-Premises segment is Dominant
By deployment type market is segmented into cloud, and on-premises, the on-premises segment led the overall game-based learning market in 2022, and it is expected to continue to lead during the forecast period. On-premises mode offers many benefits such as security, customization, and flexibility. Training and development departments in all organizations are rapidly adopting on-premises deployment.
The majority of companies are adopting technology-enabled learning, which allows employees to create, record, and display innovative ideas in the workplace which is the main factor for the growth of this segment. Cloud-based game learning software has low capital expenditure as well as they require low maintenance.
By End-User Analysis
Enterprise Segment is Dominant
Based on end-user type the market for game-based learning is classified into consumer, education, government, enterprises, and others. The enterprise segment was dominant in the market with the largest market share of 32% in 2022 and is expected to remain dominant in the market during the forecast period.
Game-based learning in enterprises establishes performance goals for employees, to link with corporate objectives. Game-based learning in enterprises enhances organization transparency and also improves alignment with corporate goals. Enterprises need to continue solving problems and have a competitive edge in the market. Game-based learning solutions encourage employees to put on their problem-solving hats and overcome any problem-solving challenge.
Note: Actual Numbers Might Vary In The Final Report
Game-based learning plays important role in educational institutes that helps to improve the innovative skills and learning skills of students. A GBL provides educational games that have concerns such as immediate rewards, safe competition, and engagement so that students stay motivated to learn.
Key Market Segments
Based on Component
- Solution
- Services
Based On the Game Type
- AR-VR Games
- AI-based Games
- Location-Based Games
- Assessment & Evaluation the Games
- Training, Knowledge & Skill-Based Games
- Language Learning Games
- Others
Based on the Deployment Type
- On-Premises
- Cloud
Based On End-User
- Consumer
- Education
- Government
- Enterprises
- Others
Growing Opportunities
Increasing adoption of Game-Based Learning Techniques in Educational and Enterprise Sector Create lucrative opportunities in the Market
Game-based learning encourages students to take part in various tasks and learn by playing games that teach them about deep concepts of subjects. Game-based learning allows students and teams to achieve the same goal, which allows students to teamwork.
The learning management systems industry is also boosted due to growing demand in academic sectors in several emerging economies such as US, Canada, and Mexico. The key players in these economies are increasing their investments aimed at improving academic facilities & infrastructure. Acquisition and new product launches with AI technology would offer lucrative growth opportunities for market players in the forecast period.
Latest Trends
Educational institutions are started adopting game-based learning techniques to provide effective and quality teaching. Students are shifting towards game-based learning due to technological advancements in game-based learning systems. With continuously increasing penetration in mobile devices, the internet, and the availability of game-based learning infrastructure consumers are more inclined towards learning through games.
Regional Analysis
North America is estimated to be the most lucrative market in the global game-based learning market, with the largest market size of 38.5% due to the high adoption of game-based learning among teenagers, the adoption of smartphones, and the improvement in the economy. In North America, the technological advancements in R&D facilities and the technological adoption rate is greater. The United States has the maximum number of universities and colleges as it is expected to create opportunities for game-based learning providers to expand their business in the country.
Furthermore, Asia pacific region will show significant growth due to growing educational institutions and large enterprises, and the GBL markets also boost several emerging economies such as Brazil, India, South Africa, and China. Asia-Pacific educational institutions are focusing on implementing digital solutions and encouraging the use of innovative technologies to make the learning process more engaging for the young generation and students.
Note: Actual Numbers Might Vary In The Final Report
Key Regions and Countries
- North America
- The US
- Canada
- Mexico
- Western Europe
- Germany
- France
- The UK
- Spain
- Italy
- Portugal
- Ireland
- Austria
- Switzerland
- Benelux
- Nordic
- Rest of Western Europe
- Eastern Europe
- Russia
- Poland
- The Czech Republic
- Greece
- Rest of Eastern Europe
- APAC
- China
- Japan
- South Korea
- India
- Australia & New Zealand
- Indonesia
- Malaysia
- Philippines
- Singapore
- Thailand
- Vietnam
- Rest of APAC
- Latin America
- Brazil
- Colombia
- Chile
- Argentina
- Costa Rica
- Rest of Latin America
- Middle East & Africa
- Algeria
- Egypt
- Israel
- Kuwait
- Nigeria
- Saudi Arabia
- South Africa
- Turkey
- United Arab Emirates
- Rest of MEA
Key Players Analysis
Major players are focused on a variety of strategic policies to develop their respective businesses in foreign markets. Some of the primary key players in the game-based learning market include Allen Communication Learning Services The Performance Development Group, Recurrence, Schell Games, Bulbar Group, Hornbill FX, VR Education Holdings, Goodbye Kansas Group, StratBeans Consulting Pvt. Ltd., IMARC Group, Other Key Players
Key Players in Game-based Learning Market:
Listed below are some of the most prominent Game-Based learning market players.
- Allen Communication Learning Services
- The Performance Development Group
- Recurrence
- Schell Games
- Bulbar Group
- Hornbill FX
- VR Education Holdings
- Goodbye Kansas Group
- StratBeans Consulting Pvt. Ltd.
- IMARC Group
- Other Key Players
Recent Developments
- In January 2022, Microsoft made an announcement regarding Minecraft Education edition. They introduced a Chemistry update to facilitate a more effective learning experience for chemistry concepts.
- In February 2021, SplashLearn which is edtech company primarily focuses on learning through games. The company replaces books and videos with game-based learning and had available more than 4,000 games on its systems.
- In 2021, Kahoot takeover Clever, which is the widely used digital learning platform in the US K-12 schools for effective learning.
Report Scope
Report Features Description Market Value (2022) USD 11.5 Bn Forecast Revenue (2032) USD 77.4 Bn CAGR (2023-2032) 21.6% Base Year for Estimation 2022 Historic Period 2016-2022 Forecast Period 2023-2032 Report Coverage Revenue Forecast, Market Dynamics, COVID-19 Impact, Competitive Landscape, Recent Developments Segments Covered By Component Type- Solution, and Services; By Game Type- AR VR Games, AI-based Games, Location-Based Games, Assessment & Evaluation Games, Training, Knowledge & Skilled-Based Games, Language Learning Games, and Others; By Deployment Type- On-premises, and Cloud; By End-User- Consumer, Education, Government, Enterprises, and Others Regional Analysis North America – The US, Canada, & Mexico; Western Europe – Germany, France, The UK, Spain, Italy, Portugal, Ireland, Austria, Switzerland, Benelux, Nordic, & Rest of Western Europe; Eastern Europe – Russia, Poland, The Czech Republic, Greece, & Rest of Eastern Europe; APAC – China, Japan, South Korea, India, Australia & New Zealand, Indonesia, Malaysia, Philippines, Singapore, Thailand, Vietnam, & Rest of APAC; Latin America – Brazil, Colombia, Chile, Argentina, Costa Rica, & Rest of Latin America; Middle East & Africa – Algeria, Egypt, Israel, Kuwait, Nigeria, Saudi Arabia, South Africa, Turkey, United Arab Emirates, & Rest of MEA Competitive Landscape Allen Communication Learning Services The Performance Development Group, Recurrence, Schell Games, Bulbar Group, Hornbill FX, VR Education Holdings, Goodbye Kansas Group, StratBeans Consulting Pvt. Ltd., IMARC Group, Other Key Players Customization Scope Customization for segments, region/country-level will be provided. Moreover, additional customization can be done based on the requirements. Purchase Options We have three license to opt for: Single User License, Multi-User License (Up to 5 Users), Corporate Use License (Unlimited User and Printable PDF) Frequently Asked Questions (FAQ)
What will be the market size for Game-Based Learning Market Market in 2032?In 2032, the Game-Based Learning Market Market will reach USD 77.4 billion.
What CAGR is projected for the Game-Based Learning Market Market?The Game-Based Learning Market Market is expected to grow at 21.6% CAGR (2023-2032).
Name the major industry players in the Game-Based Learning Market Market.Allen Communication Learning Services, The Performance Development Group, Recurrence, Schell Games, Bulbar Group, Hornbill FX and Other Key Players are the main vendors in this market.
List the segments encompassed in this report on the Game-Based Learning Market Market?Market.US has segmented the Game-Based Learning Market Market by geographic (North America, Europe, APAC, South America, and MEA). By Component, market has been segmented into Solution and Services. By End-User, the market has been further divided into, Consumer, Education, Government, Enterprises and Others.
Game-based Learning MarketPublished date: Jan. 2024add_shopping_cartBuy Now get_appDownload Sample - Allen Communication Learning Services
- The Performance Development Group
- Recurrence
- Schell Games
- Bulbar Group
- Hornbill FX
- VR Education Holdings
- Goodbye Kansas Group
- StratBeans Consulting Pvt. Ltd.
- IMARC Group
- Other Key Players
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