Game-Based Learning Market Analysis By Top Key Players - Badgeville (CallidusCloud), Bunchball (BI WORLDWIDE), Classcraft Studios Inc., Six Waves Inc., Recurrence, Inc., Fundamentor (Paratus Knowledge Ventures Pvt Ltd), Gametize Pte. Ltd.
Game-Based Learning Market: Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027
Industry Definition and Application:
Game-based learning is learning that is aided by the use of a game. This type of education can begin at any academic level and last throughout one's life. These intrinsic or supplement games can be played online, face-to-face and on devices like smartphones and computers. Game-based learning enables the learners to improve lateral thinking, develop soft skills, retain information, understand core concepts, and simplify complex topics. The games offer a risk-free environment, which creates an opportunity to make mistakes. Due to these features, game-based learning is emerging as a popular model in the education sector.
Covid-19 Impact:
We are regularly tracking the direct effect of COVID-19 on the market, along with the indirect influence of associated industries. These observations will be integrated into the report.
Download free sample of the report: https://www.imarcgroup.com/game-based-learning-market/requestsample
Global Game-Based Learning Market Trends:
Some of the key reasons driving the growth of the market include the increased acceptance of cutting-edge technologies in the education sector, the rising popularity of modern classrooms, and the incorporation of cutting-edge techniques. As game-based technologies help in enhancing hand-eye coordination and rational thinking of the user, several universities and schools are incorporating these technologies in classroom learning. Moreover, continuous innovation and the introduction of new software in this field are also providing a thrust to the market growth. Furthermore, the technology is now also being used in the corporate sector for the training and skill development of the employees. Other factors, such as inflating income levels and the increasing access to high speed internet, are also contributing to the market growth.
Browse full report with detailed TOC and list of figures and tables: https://www.imarcgroup.com/game-based-learning-market
Competitive Scenario with Key Players:
The competitive landscape of the market has also been analyzed, with some of the key players being
Badgeville (CallidusCloud), Bunchball (BI WORLDWIDE), Classcraft Studios Inc., Six Waves Inc., Recurrence, Inc., Fundamentor (Paratus Knowledge Ventures Pvt Ltd), Gametize Pte. Ltd., GradeCraft (The Regents of the University of Michigan), Kuato Studios, BreakAway Ltd., Inc., Filament Games, LearningWare, Inc., Osmo (Tangible Play, Inc.) and Toolwire, Inc.
Breakup by Platform:
Online
Offline
Breakup by Revenue Type:
Game Purchase
Advertising
Others
Breakup by End-User:
K-12 Game-Based Learning
Higher Game-Based Learning
Breakup by Region:
North America
Europe
Asia Pacific
Middle East and Africa
Latin America
Browse related reports:
Mobile Education Market: https://www.imarcgroup.com/mobile-education-market
Education Apps Market: https://www.imarcgroup.com/education-apps-market
Soft Skills Training Market: https://www.imarcgroup.com/soft-skills-training-market
Saudi Arabia E-Learning Market: https://www.imarcgroup.com/saudi-arabia-e-learning-market
GCC E-Learning Market: https://www.imarcgroup.com/gcc-e-learning-market
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IMARC Group is a leading market research company that offers management strategy and market research worldwide. We partner with clients in all sectors and regions to identify their highest-value opportunities, address their most critical challenges, and transform their businesses.
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