Press release
Game-Based Learning Market may reach to $29.7 billion by 2026
According to a new market research report "Game-Based Learning Market with COVID-19 Impact, by Component (Solution and Services), Game Type, Deployment Mode (On-premises and Cloud), End User (Education, Governments, Consumers, and Enterprises) and Region - Global Forecast to 2026" published by MarketsandMarkets™, the Game-Based Learning Market size expected to grow from USD 11.0 billion in 2021 to USD 29.7 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 21.9% during the forecast period.Game-based learnings, such as AR VR games, AI-based games, Location-based games, Assessment and Evaluation games, Training, Knowledge and Skill-based games, Language learning games create modules, assessments, quizzes for the subjects of math, physics, chemistry, etc. organizations are using these game-based learning techniques because of ease of learning, problem-solving, time saving, cost-effectiveness, and demand in learning for immediate feedback on performance. This learning platform is used to learn any subject, in any game, in any language, on any device for all ages.
Browse in-depth TOC on "Game-Based Learning Market with COVID-19 Impact"
175- Tables
53- Figures
202- Pages
Ask for Report Brochure @ https://www.marketsandmarkets.com/pdfdownloadNew.asp?id=146337112
Training, knowledge, and skill-based games segment is estimated to have the largest market size during the forecast period
The education sector is using knowledge-based quizzes on computers to analyze the ability of knowledge of each student. Some skill-based games include Ludo, Call Break, Fantasy Cricket, Rummy, Bingo Game; these games have expanded their users in the market. Skill-based real money gaming are two different ball games. Online skill games can make anyone win real money. Platforms, such as AIO Games, is a trustworthy platform where one gets a chance to play multiple gaming to win cash under one umbrella.
The enterprises segment is adopting game-based learning at the highest rate
There has been an increase in the usage of innovative technologies among individuals with the widespread adoption of internet, digital technology, and cloud. Moreover, organizations are also adopting solution to enhance the productivity of employees. Businesses across all the industry verticals use several solution so that their employees and clients can work and perform better along with improved communication and sharing, among various departments of an organization. Based on enterprises, the Game-Based Learning Market has been segmented into BFSI, manufacturing, healthcare and life sciences, IT and telecommunications, consumer goods and retails and others.
Browse Full Report @ https://www.marketsandmarkets.com/Market-Reports/game-based-learning-market-146337112.html
The education segment is expected to hold the largest market share
Game-based learning is an innovative approach that uses computer games which offers educational value using different kinds of software applications to succeed teaching enhancement, assessment, and evaluation of learners. In education, game-based learning is used in the flashcard type games such as duel, simulation game (plantville), interactives (Funbrain), quiz games (kahoot), puzzles (crossword), strategy games (Europa universals), and reality testing games (chemistry VR). The GBL platform is used by educational intuitions, companies, and parents, as a method to turn learning into entertainment.
North America to dominate the Game-Based Learning Market in 2021
North America has been an extremely open and competitive market in terms of the adoption of the game-based learning solution across end users. It is the topmost region in adopting based learning solution. It has been extremely responsive toward adopting the latest technological advancements, such as integration technologies with AI, cloud, and mobile technologies within traditional-based learning solution. The major growth driver for this region is the rigorous government standards and regulations framed for various industries.
Speak to Research Expert @ https://www.marketsandmarkets.com/speaktoanalystNew.asp?id=146337112
The Game-Based Learning Market is dominated by companies such as Kahoot (Norway) Frontier Developments (UK), Minecraft (Sweden), Spin Master (Canada), Bublar Group (Sweden), BreakAway games (US), Gamelearn (Spain), Recurrence (US), Schell Games (US), Stratbeans (India), Tangible Play (US), Simulearn (US), Playgen (UK), Raptivity (US), Banzai Labs (US), Cognitive Toybox (US), Fundamentor (India), Idnusgeeks (India), Kuato Studios (UK), Monkimun (US), Smart Lumies (US), G-Cube (India), Hornbill FX (India), Infinite Dreams (Poland), Layup (Sri Lanka), MLevel (US), Quodeck (India), Threatgen (US), Gametize (Singapore), Sweetrush (US), Kidoz, (US) and VR Education Holdings (Ireland).
Contact:
Mr. Aashish Mehra
MarketsandMarkets™ INC
630 Dundee Road
Suite 430
Northbrook, IL 60062
USA: +1-888-600-6441
Email: sales@marketsandmarkets.com
Visit Our Website: https://www.marketsandmarkets.com
Research Insight: https://www.marketsandmarkets.com/ResearchInsight/game-based-learning-market.asp
Content Source: https://www.marketsandmarkets.com/PressReleases/game-based-learning.asp
About MarketsandMarkets™
MarketsandMarkets™ provides quantified B2B research on 30,000 high growth niche opportunities/threats which will impact 70% to 80% of worldwide companies' revenues. Currently servicing 7500 customers worldwide including 80% of global Fortune 1000 companies as clients. Almost 75,000 top officers across eight industries worldwide approach MarketsandMarkets™ for their painpoints around revenues decisions.
Our 850 fulltime analyst and SMEs at MarketsandMarkets™ are tracking global high growth markets following the "Growth Engagement Model - GEM". The GEM aims at proactive collaboration with the clients to identify new opportunities, identify most important customers, write "Attack, avoid and defend" strategies, identify sources of incremental revenues for both the company and its competitors. MarketsandMarkets™ now coming up with 1,500 MicroQuadrants (Positioning top players across leaders, emerging companies, innovators, strategic players) annually in high growth emerging segments. MarketsandMarkets™ is determined to benefit more than 10,000 companies this year for their revenue planning and help them take their innovations/disruptions early to the market by providing them research ahead of the curve.
MarketsandMarkets's flagship competitive intelligence and market research platform, "Knowledge Store" connects over 200,000 markets and entire value chains for deeper understanding of the unmet insights along with market sizing and forecasts of niche markets.
This release was published on openPR.
Permanent link to this press release:
Copy
Please set a link in the press area of your homepage to this press release on openPR. openPR disclaims liability for any content contained in this release.
You can edit or delete your press release Game-Based Learning Market may reach to $29.7 billion by 2026 here
News-ID: 2554642 • Views: …
More Releases from MarketsandMarkets™
Feed Premix Market, Global Industry Size Forecast
The global feed premix market size is estimated to be valued at USD 24.3 billion in 2021 and is projected to reach a value of USD 32.9 billion by 2026, growing at a CAGR of 6.2% during the forecast period. The growth of this market is attributed to increasing awareness about feed quality, and the implementation of innovative animal husbandry practices to improve meat quality are the important drivers for…
Water-soluble Fertilizers Market is Expected to Grow $23.9 billion in 2028
According to a research report "Water-soluble Fertilizers Market by Type (Nitrogenous, Phosphatic, and Potassic), Mode of Application (Foliar and Fertigation), Form (Dry and Liquid), Crop Type (Field Crop, Horticulture Crops, Turf & ornaments) and Region - Global Forecast to 2028" published by MarketsandMarkets, the water-soluble fertilizers market is estimated at USD 18.3 billion in 2023 and is projected to reach USD 23.9 billion in 2028, at a CAGR of 5.5%.…

Population Health Management (PHM) Market worth $53.3 billion by 2027 - Leading …
Population Health Management (PHM) Market is projected to grow from USD 27.8 billion in 2022 to USD 53.3 billion by 2027, at a CAGR of 13.9% from 2022 to 2027, according to a new report by MarketsandMarkets™. The Growth in this market is driven by the opportunities offered by the emerging markets in healthcare. However, lack of data management, and interoperability issues are expected to challenge the growth of this…

Veterinary Pain Management Market worth $2.5 billion - Leading Key Players are B …
Veterinary Pain Management Market is projected to grow from USD 1.8 billion in 2022 to USD 2.5 billion by 2027, at a CAGR of 6.7% from 2022 to 2027, according to a new report by MarketsandMarkets™. The Pain is the physiological term to describe the chemical processes that are at work in the body that receive a stimulus, modify it, and transfer it to the brain for interpretation and reaction.…
More Releases for Game
Jollity: Redefining game nights, one mini-game at a time
Image: https://www.getnews.info/wp-content/uploads/2024/09/1726733843.png
Jollity: Redefining game nights, one mini-game at a time
Jollity Games proudly introduces its latest innovation in the world of game nights - Jollity, the ultimate hybrid party game that fuses the tactile fun of a board game with the dynamic possibilities of a mobile app.
Featuring 150 mini-games, Jollity is designed to bring excitement, laughter, and a fresh twist to every gathering. Whether you're looking to light up a party,…
Video Game Subscription Services Market: Game On for Explosive Growth
According to the report published by Virtue Market Research in 2022, the Global Video Game Subscription Services Market was valued at $9.98 billion and is projected to reach a market size of $21.24 billion by 2030. Over the forecast period of 2023-2030, market is projected to grow at a CAGR of 9.9%.
Request Sample Copy of this Report @ https://virtuemarketresearch.com/report/video-game-subscription-services-market/request-sample
The global video game subscription services market has experienced significant growth and…
THE WORLD GAME Launches Board Game Version of Educational Geography Game
THE WORLD GAME Launches Board Game Version of Educational Geography Game
The World Game team is excited to announce the launch of their new Geography Board Game - The World Game. TWG is a highly interactive educational tabletop game for 2 - 5 players that is easy to learn and fun to play. It is a fast-playing adventure for kids and adults alike. Learning about world countries and becoming a full-on…
APA Game Announces Ocean King 3 plus Fire Unicorn plus Fishing Game Machine for …
Players can enjoy a selection of arcade shooting and fishing games presented by APA Game, which comprises Ocean Ruler 3 plus fire Unicorn plus, Fire unicorn Fishing Game machine.
GUANGZHOU, China– For game enthusiasts who are looking for exciting fire unicorn fishing arcade games, then APA Game is a one centre shop for all computer lovers globally. These games are made to provide unmatched fun and energy to each player. The…
APA Game Announces New Game Fishing Machine For Arcade Fishing Game Lovers
APA Game has done it again! They have released a new arcade fishing game, trump fishing 2 game machine, creating a new category of arcade fishing games. These Video games come in a playful click clack tin that has game lovers incredibly hooked!
Guangzhou, China– If you are a fan of these exciting fishing arcade games, APA Game has all the video games that you will love and much glued up…
Video Game Music Market Report 2018: Segmentation by Type (Stand-Alone Game, On- …
Global Video Game Music market research report provides company profile for Nintendo, Ubisoft, Microsoft, EA, Tencent, NetEase, Activision Blizzard, Sony, Dynamedion, Audio Network Limited, Spotify, Moonwalk Audio and Others.
This market study includes data about consumer perspective, comprehensive analysis, statistics, market share, company performances (Stocks), historical analysis 2012 to 2017, market forecast 2018 to 2025 in terms of volume, revenue, YOY growth rate, and CAGR for the year 2018 to…