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K 12 Game-based Learning Market Size to Spectator Remarkable Gains Through 2030 with Leading Key Players: GlassLab, Microsoft, Osmo, PlayGen, Banzai Labs, BrainQuake

09-07-2023 01:58 PM CET | Science & Education

Press release from: Global Market Vision

K 12 Game-based Learning Market

K 12 Game-based Learning Market

Game-based learning in K-12 education refers to the use of digital or non-digital games to facilitate learning among students. Game-based learning can be used to teach a variety of subjects, from math and science to social studies and language arts. In game-based learning, the game itself is used as a teaching tool. Students play the game while learning, and the game's mechanics, story, and challenges are designed to help them master specific learning objectives. This approach to education can be engaging, interactive, and fun for students, making it an effective way to keep them motivated and interested in their studies.

The K 12 Game-based Learning Market is set to grow by USD 10.32 billion from 2022 to 2030, progressing at a CAGR of +22% according to Global Market Vision. 40% of the market's growth will originate from North America. The US and Canada are the key markets for K-12 game-based learning in the region. The increasing focus on early education will facilitate the K-12 game-based learning market growth in North America.

The report gives a comprehensive outlook of the market including the current market status, historic, and expected way forward for the global K 12 Game based Learning market. The report inspects market size, key trends, technologies, challenges, product scope, industry revenue, and growth opportunities. The report delivers data on the drivers and restraints positively and adversely impacting the market's growth. It covers sales volumes, figures together with growth estimation in returning years.

Get a Free Sample PDF Copy of K 12-based Learning Market at:
https://globalmarketvision.com/sample_request/129324

The list of Companies operating in this report are:
• GlassLab
• Microsoft
• Osmo
• PlayGen
• Banzai Labs
• BrainQuake
• Filament Games
• Gameloft
• iCivics
• Infinite Dreams
• Schell Games.

K 12 Game-based Learning Market by Type:
• Subject-Specific Games
• Language Learning Games
• Others

K 12 Game-based Learning Market by Application:
• Pre-primary School
• Primary School
• Middle School
• High School

The Global K 12 Game-based Learning Market report focuses on major six regions namely North America, Latin America, Europe, Asia Pacific, Middle East, and Africa. The report offers detailed insight into new product launches, new technology evolutions, innovative services, and ongoing R&D. The report discusses a qualitative and quantitative analysis of the market including PEST analysis, SWOT analysis, and Porter's five force analysis. The report also provides fundamental details such as raw material sources, distribution networks, methodologies, production capacities, industry supply chain, and product specifications.

Key Benefits For Stakeholders:
○ This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the K 12 Game-based Learning market analysis from 2020 to 2031 to identify the prevailing K 12 Game-based Learning market opportunities.
○ The market research is offered along with information related to key drivers, restraints, and opportunities.
○ Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
○ Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
○ In-depth analysis of the K 12 Game-based Learning market segmentation assists in determining the prevailing market opportunities.
○ Major countries in each region are mapped according to their revenue contribution to the global market.
○ The report includes an analysis of the regional as well as global K 12 Game-based Learning market trends, key players, market segments, application areas, and market growth strategies.

Check it Out the Complete Details of the Report @
https://globalmarketvision.com/checkout/?currency=USD&type=single_user_license&report_id=129324

Table of Content:
Global K 12 Game based Learning Market Research Report
Chapter 1: Industry Overview
Chapter 2: K 12 Game based Learning Market Analysis
Chapter 3: Environment Analysis
Chapter 4: Analysis of Revenue by Classifications
Chapter 5: Analysis of Revenue by Regions and Applications
Chapter 6: Analysis of K 12 Game based Learning Market Status.
Chapter 7: Analysis of Industry Key Manufacturers
Chapter 8: Sales Price and Gross Margin Analysis
Chapter 9: K 12 Game based Learning Market Trader or Distributor Analysis
Chapter 10: Development Trend of Industry 2023-2030
Chapter 11: Industry Chain Suppliers of Sector with Contact Information
Chapter 12: New Project Investment Feasibility Analysis
Chapter 13: Conclusion of the Global K 12 Game based Learning Market Research

Get in Touch with Us
Sarah Ivans | Business Development
Phone: +1 617 297 8902
Email: sales@globalmarketvision.com
Global Market Vision
Website: www.globalmarketvision.com

About Global Market Vision
Global Market Vision consists of an ambitious team of young, experienced people who focus on the details and provide the information as per customer's needs. Information is vital in the business world, and we specialize in disseminating it. Our experts not only have in-depth expertise, but can also create a comprehensive report to help you develop your own business.
With our reports, you can make important tactical business decisions with the certainty that they are based on accurate and well-founded information. Our experts can dispel any concerns or doubts about our accuracy and help you differentiate between reliable and less reliable reports, reducing the risk of making decisions. We can make your decision-making process more precise and increase the probability of success of your goals.

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