Press release
Game-Based Learning Market - Detailed Analysis of Current and Future Industry Figures till 2027 | Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft and Kuato Studios, BreakAway Games
“Game-Based Learning Industry Report″ is a direct appreciation by The Insight Partners of the market potential. The report intends to provide accurate and meaningful insights, both quantitative as well as qualitative of Game-Based Learning Market.Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning. Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.
The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market. Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience.
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The reports cover key developments in the Game-Based Learning market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for expansion of business and customer base of market players. The market payers from Game-Based Learning market are anticipated to lucrative growth opportunities in the future with the rising demand for Game-Based Learning market in the global market.
Key Players Influencing the Market
• Badgeville
• Bunchball
• Classcraft Studios
• GoGo Labs
• 6waves
• Recurrence
• Fundamentor
• Gametize
• GradeCraft and Kuato Studios
• BreakAway Games
The “Global Game-Based Learning Market Analysis to 2027” is a specialized and in-depth study of the technology, media and telecommunications industry with a special focus on the global market trend analysis. The report aims to provide an overview of Game-Based Learning market with detailed market segmentation by component, deployment type, industry vertical, and geography. The global Game-Based Learning market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading Game-Based Learning market players and offers key trends and opportunities in the market.
The global game-based learning market is segmented on the basis of platform, revenue type, end user. On the basis of platform, market is segmented as online, offline. On the basis of revenue type, market is segmented as game purchase, advertising, others. On the basis of end user, market is segmented as K-12 game-based learning, higher game-based learning.
Besides this, the report analyzes factors affecting Game-Based Learning market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions considered in the Global Game-Based Learning Market report.
The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global Game-Based Learning market based on the type and application. It also provides market size and forecast till 2027 for overall Game-Based Learning market with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America (SAM). The market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.
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Answers that the report acknowledges:
• Market size and growth rate during forecast period.
• Key factors driving the Game-Based Learning Market.
• Key market trends cracking up the growth of the Game-Based Learning Market.
• Challenges to market growth.
• Key vendors of Game-Based Learning Market.
• Detailed SWOT analysis.
• Opportunities and threats faces by the existing vendors in Global Game-Based Learning Market.
• Trending factors influencing the market in the geographical regions.
• Strategic initiatives focusing the leading vendors.
• PEST analysis of the market in the five major regions.
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