Press release
Higher Education Game based Learning Market worth USD 81.2 billion by 2029: Cognitive Market Research

Higher Education Game based Learning Market worth USD 81.2 billion by 2029: Cognitive Market Research
Read Full Report with Table of Contents:
@https://www.cognitivemarketresearch.com/higher-education-game-based-learning-market-report
Higher Education Game based Learning is a teaching strategy that harnesses the influence of games to specify and support learning objectives. A game-based learning atmosphere does this through educational games that include components like engagement, quick rewards, and friendly competition. Rising shifts toward online education and work-from-home conventions has led to an increase in demand for various online game-based learning courses. Additionally, increasing advancement in gaming sector such as artificial intelligence (AI), augmented reality (AR) and Virtual Reality (VR) and emergence of 5G are some the factors which are driving the growth of the market.
Regional Analysis of Higher Education Game based Learning Market Market:
• North America held the largest market share in year 2021 and expected to dominate during forecast period. Furthermore, Asia Pacific is anticipated to be fastest growing region during forecast period.
Top players involved in Higher Education Game based Learning Market are
• Cisco Systems Inc.
• Duolingo
• Hurix Digital
• Learning Pool
• StratBeans Consulting Pvt. Ltd.
• ELM Learning
• Centrical
• Cognitive Toybox Inc.
• G-cube
• Gametize
• EI Design Pvt. Ltd.
• Allen Communication Learning Services
• Learnbrite
• Schell Games
• Filament Games
• Others
Current Trends of Manufacturers:
• Microsoft and WhiteHat Jr has launched game-based learning for students
On 10th December, 2021, Microsoft India and WhiteHat Jr are collaborated to give students and teachers across India access to personalised and immersive learning experiences with the popular video game, Minecraft.
• UNICEF launched human-connected, game-based learning with Gamoteca
Gamoteca entered in partnership with UNICEF. As part of the partnership, it has integrated Gamoteca with UNICEF's e-learning platform, Agora to make game-based learning available to all their staff, partners and supporters.
Access This Premium Report Now:
@https://www.cognitivemarketresearch.com/higher-education-game-based-learning-market-report
Segment Analysis:
By Component
• Solution
• Services
Solution segment holds the largest market share in year 2021 and is anticipated to dominate during forecast period of analysis.
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
By Deployment mode
• Cloud
• On Premise
Related Report:
• Global E-Learning Market: https://www.cognitivemarketresearch.com/e-learning-market-report
• Global Online Language Learning Market: https://www.cognitivemarketresearch.com/online-language-learning-market-report
𝐂𝐨𝐧𝐭𝐚𝐜𝐭 𝐔𝐬
Nicolas Shaw
Cognitive Market Research
20 N State Street,Chicago,
Illinois, 60602
United States
USA: +1 312-376-8303
Europe and UK: (+44) 20-8144-9523
Asia Pacific: (+852) 81930785
Email: sales@cognitivemarketresearch.com
Website: https://www.cognitivemarketresearch.com/about-us
About Cognitive Market Research Company:
Cognitive Market Research has evolved as one leading market research and consulting firm and it provides services across multiple domains. Cognitive Market Research gathers and analyzes data about customers, competitors, distributors, and other market actors and forces operational across the value chain. As a market research company, we follow a complete process of gathering information about the target market and end-use industries to verify the complete journey of the product or service in the global market. It helps our readers understand the demand and viability of their product/service and how it might perform in the real world and help them to build business strategies accordingly.
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 Higher Education Game based Learning Market worth USD 81.2 billion by 2029: Cognitive Market Research here
News-ID: 2901833 • Views: …
More Releases from Cognitive Market Research

Ultra Fine Copper Powder Market is estimated to grow at a CAGR of 7.1% during th …
Market Overview:
- The term "ultra-fine copper powder" refers to a finely divided type of copper that is distinguished by its exceedingly small particle size and large surface area. It is made using a variety of processes, such as mechanical grinding, electrolysis, and chemical precipitation. Ultra-fine copper powder typically has particles between a few nanometres and a few micrometers in size.
Summary:
- As per Cognitive Market Research, Global Ultra-Fine Copper…

Premium Branding and Status Symbol boosts the Global Metal Card Market: Cognitiv …
Market Overview:
- A metal card typically refers to a credit or debit card that is made from metal materials instead of traditional plastic. These cards are often associated with premium or high-end credit card offerings and are designed to provide a more luxurious and prestigious feel. Metal cards are usually made from materials such as stainless steel, titanium, or other alloys, which gives them a solid and durable construction.…

Slot Machines Market is projected to grow at a CAGR of 12.9% within the forecast …
Market Overview:
A slot machine is operated by inserting coins into a slot and by pulling down on a long handle. It features a set of spinning reels with various symbols on them. Players or individuals insert coins or tokens into the machine and then pull a lever or press a button to activate the reels. The earliest slot machine technology was created with mechanical reels powered by random number generators.…

Mechanical Seals Market is estimated to grow at a CAGR of 4.8% within the foreca …
Market Overview:
A mechanical seal is only a way to keep fluid inside a vessel usually pumps, mixers, etc. when a rotating shaft passes through a stationary housing or, on rare occasions, when the housing rotates around the shaft. Mechanical seals are devices used to prevent leakage between two components or systems that are connected by a rotating shaft. They are commonly used in pumps, compressors, mixers, and other equipment that…
More Releases for Learning
Artificial Intelligence (AI) Accelerator Market Size to Witness Growth Accelerat …
Global "Artificial Intelligence (AI) Accelerator Market" Research report is an in-depth study of the market Analysis. Along with the most recent patterns and figures that uncovers a wide examination of the market offer. This report provides exhaustive coverage on geographical segmentation, latest demand scope, growth rate analysis with industry revenue and CAGR status. While emphasizing the key driving and restraining forces for this market, the report also offers a complete…
Understanding Transfer Learning in Machine Learning
Machine learning (ML) is a rapidly evolving field, constantly introducing new concepts and techniques that push the boundaries of what computers can achieve. One such breakthrough is "transfer learning," a method that leverages pre-existing knowledge to solve new, related problems more efficiently. In this comprehensive article, we'll decipher what transfer learning entails, its significance, methodologies, applications, challenges, and prospects.
What is Transfer Learning?
Transfer learning is a machine learning technique where a…
Learning Services Outsourcing Market Giants Spending Is Going to Boom | Caveo Le …
The latest study released on the Global Learning Services Outsourcing Market by AMA Research evaluates market size, trend, and forecast to 2028. The Learning Services Outsourcing market study covers significant research data and proofs to be a handy resource document for managers, analysts, industry experts and other key people to have ready-to-access and self-analyzed study to help understand market trends, growth drivers, opportunities and upcoming challenges and about the competitors.
Download…
Virtual training computers for e-learning, blended learning and self-organized l …
The desktop-as-a-service (DaaS) provider deskMate, which specializes in virtual training computers offers its training customers "Validity Time", a function with which practice-oriented e-learning, blended learning and self-organized learning units can be mapped in a participant-friendly manner.
In the case of self-organized learning forms, the participant determines the pace at which he or she works and also when which exercise module is worked on. For this reason, software exercises have been difficult…
Learning Services Outsourcing Market to See Huge Growth by 2027 | Judge Learning …
Advance Market Analytics published a new research publication on “Global Learning Services Outsourcing Market Insights, to 2026” with 232 pages and enriched with self-explained Tables and charts in presentable format. In the Study you will find new evolving Trends, Drivers, Restraints, Opportunities generated by targeting market associated stakeholders. The growth of the Learning Services Outsourcing market was mainly driven by the increasing R&D spending across the world.
Some of the key…
Learning Services Outsourcing Market Seeking Excellent Growth |Judge Learning So …
HTF MI Analyst have added a new research study on Title Global Learning Services Outsourcing Market Insights by Application, Product Type, Competitive Landscape & Regional Forecast 2027 with detailed information of Product Types, Applications [Certificate, Diploma and Others] & Key Players Such as Caveo Learning (United States), Judge Learning Solutions (United States), NetCom Learning (United States), NetCom Learning (United States), The Training Associates Corporation (Canada), Cognizant (United States), Cegos (France),…