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Global Game Based Learning Market Outlook 2025-2034: Growth Drivers, Share, And Trends

01-27-2025 11:37 AM CET | IT, New Media & Software

Press release from: The Business research company

Game Based Learning Market Outlook

Game Based Learning Market Outlook

The game-based learning report describes and explains the game-based learning market and covers 2019-2024, termed the historic period, and 2024-2029, 2034F termed the forecast period. The report evaluates the market across each region and for the major economies within each region.
The global game-based learning market reached a value of nearly $17.067 billion in 2024, having grown at a compound annual growth rate (CAGR) of 24.13% since 2019. The market is expected to grow from $17.067 billion in 2024 to $50.472 billion in 2029 at a rate of 24.22%. The market is then expected to grow at a CAGR of 24.03% from 2029 and reach $148.151 billion in 2034.

What strategies are being adopted by key players in the game-based learning market?
The key players in the market are adopting extensive strategies in the game-based learning market such as:
• Broadening the business portfolio with new product launches.
• Building strategic partnerships to reinforce market presence.
• Prioritizing technological advancements to drive innovation and growth.

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To take advantage of opportunities, The Business Research Company suggests that game-based learning companies enhance offerings:
• Leveraging AI-driven, game-based platforms for compliance and onboarding.
• Introducing a revolutionary approach to soft-skill training through interactive games.
• Offering personalized learning experiences with a cutting-edge vocabulary game.
• Launching an innovative learning series to improve financial literacy and understanding.
• Developing game-based training programs to enhance cloud skills and learning opportunities.

What Is Game-Based Learning: Market Overview?
Game-based learning refers to the use of interactive and immersive gaming elements to facilitate education, training and skill development. This approach integrates gaming mechanics such as challenges, rewards and storytelling into educational content, creating an engaging and interactive learning environment.
Game-based learning is employed in numerous settings, from classrooms to corporate training programs and in personal learning environments. It complements traditional educational tools like textbooks and e-learning platforms, while serving as a substitute for rote memorization techniques. Games are typically used to teach concepts, practice problem-solving, assess competencies, or provide virtual simulations of real-world scenarios.

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Who Are The Major Companies Operating In The Global Game-Based Learning Market?
The top ten competitors in the market made up to 4.62% of the total market in 2023. Spin Master Corp. was the largest competitor with a 0.99% share of the market, followed by:
• G-Cube Solutions.
• Age of Learning Inc.
• Hurix Digital Ltd.
• Quizlet Inc.
• BrainPop Educators LLC
• Duolingo Inc.
• Gamelearn SL.
• Centrical
• McGraw Hill Education Inc.
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Learn More About The Business Research Company
The Business Research Company (www.thebusinessresearchcompany.com) is a leading market intelligence firm renowned for its expertise in company, market, and consumer research. We have published over 15,000 reports across 27 industries and 60+ geographies. Our research is powered by 1,500,000 datasets, extensive secondary research, and exclusive insights from interviews with industry leaders.
We provide continuous and custom research services, offering a range of specialized packages tailored to your needs, including Market Entry Research Package, Competitor Tracking Package, Supplier & Distributor Package and much more.

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