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Game Based Learning Market Latest Trends, Growth, Challenges, Future Demands And Forecast By 2031
'Game Based Learning Global Market Report 2022 -Market Size, Trends, And Global Forecast 2022-2026' by The Business Research Company is the most comprehensive report available on this market, with analysis of the market's historic and forecast growth, drivers and restraints causing it, and highlights of the opportunities that companies in the industry can take on. The Game Based Learning market research report helps gain a truly global perspective of the Game Based Learning industry as it covers 60 geographies worldwide. Regional and country breakdowns give an analysis of the market in each geography, with information on the size of the market by region and by country.The regions covered in the Game Based Learning market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa.
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The game-based learning market consists of sales of game-based learning solutions by entities (organizations, sole traders, and partnerships) that provide solutions for engaging the learners. Game-based learning refers to embedding the gaming principles within learning activities, for improving the motivation and engagement of the users. The various components involved in game-based learning include badges, points systems, leader boards, quizzes, classroom response systems, discussion boards, and others. Game-based learning is the use of active learning techniques through various games for enhancing student learning. The user gains knowledge through playing the game, which also improves problem-solving and critical thinking skills.
Key competitors in the Game Based Learning market include BreakAway games, Gamelearn, Recurrence Inc, StratBeans Consulting, Simulearn, Playgen, Fundamentor, Kuato Studios, G-Cube, Hornbill FX, MLevel, Gametize, LearningWare, Inc, Indusgeeks, Growth Engineering, MAK Technologies, Lumos Labs, Games2Train, SCVNGR, Will Interactive, LearningWare, Kahoot, Frontier Developments, Minecraft, Spin Master, Schell Games, Tangible Play, Raptivity, Banzai Labs, Cognitive Toybox, and Idnusgeeks.
The global game-based learning market size is expected to grow from $9.54 billion in 2021 to $11.73 billion in 2022 at a compound annual growth rate (CAGR) of 22.97%. The change in the game-based learning market growth trend is mainly due to the companies stabilizing their output after catering to the demand that grew exponentially during the COVID-19 pandemic. The market is expected to reach $27.52 billion in 2026 at a CAGR of 23.77%.
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TBRC's report segments the global Game Based Learning market:
1) By Component: Solution, Service
2) By Deployment Mode: Cloud, On-Premise
3) 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
4) By End-User: Consumer, Education, Government, Enterprises
Read further on the Game Based Learning market here:
https://www.thebusinessresearchcompany.com/report/game-based-learning-global-market-report
The Table of Contents includes:
1. Executive Summary
2. Game Based Learning Market Characteristics
3. Game Based Learning Market Trends And Strategies
4. Impact Of COVID-19 On Game Based Learning Market
5. Game Based Learning Market Size And Growth
.....
27. Game Based Learning Market Competitive Landscape And Company Profiles
28. Key Mergers And Acquisitions In The Game Based Learning Market
29. Game Based Learning Market Future Outlook And Potential Analysis
30. Appendix
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