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A Deep Dive into Game Based Learning Market 2025: Key Drivers, Growth Factors, and Projections 2025-2034

03-11-2025 05:13 AM CET | IT, New Media & Software

Press release from: The Business Research Company

Game Based Learning

Game Based Learning

Which drivers are expected to have the greatest impact on the over the game based learning market's growth?
The escalating proliferation of smartphones is set to significantly catalyze the growth trajectory of the game-based learning industry throughout the forecast period. With the surge in global smartphone ownership, learners will have advanced access to interactive educational materials when and where they choose, fostering continuous learning beyond conventional classroom settings. The captivating features associated with smartphones like touch screens and motion sensors intensify the user engagement, therefore amplifying the enjoyment and efficacy of game-based learning. For example, Oberlo, a Lithuania-based provider of cloud-based drop-shipping solutions for online merchants and suppliers, estimated that in December 2023, the global smartphone user base will reach 4.74 billion in 2024, representing a 2.2% yearly growth. Global usage of smartphones is projected to hit 5.14 billion users by 2028, expanding by roughly 100,000 users each year. Consequently, the burgeoning smartphone penetration will be a major impetus for the game-based learning industry.

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What is the future CAGR of the game based learning market, and how will it impact industry expansion?
The market size for game-based learning has seen a significant increase in the past few years. The market which was valued at $17.07 billion in 2024, is expected to rise to $20.84 billion in 2025, with a compound annual growth rate (CAGR) of 22.1%. The previous growth can be credited to changes in educational approaches, the need for interactive and immersive learning methods, an emphasis on individual learning, and acknowledgment of the advantages of gamification.

There is an anticipation for the market size of game based learning to expand dramatically in the future. The projection is that it will reach $54.69 billion by 2029, growing at a compound annual growth rate (CAGR) of 27.3%. Such growth in the forecast period can be explained by the emphasis on skill development, the emergence of mobile learning platforms, its use in corporate training, and the integration of analytics and insights driven by data. Key trends during the forecast period include the introduction of storytelling elements, mobile apps for game-based learning, and competency-centric learning games.

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What are the most significant trends transforming the game based learning market today?
Major corporations active in the gaming-based learning sector are focusing on integrating media and education to improve user interaction with complex subject matters. This is evident in the partnership between a prominent media entity and a reputable game-based learning platform, which demonstrates the effectiveness of game-based learning in enhancing financial proficiency. In an example from August 2024, US business news channel, CNBC, inaugurated a new channel on Kahoot!, an online gaming-based learning platform from Norway, with the goal of boosting educational interaction about business and financial subjects. This strategy will extend global user access to concise videos and quiz games from the "CNBC Explains" series, encompassing areas such as Cryptocurrency, Economy, Politics, and Tech. This move reinforces CNBC's commitment to boosting financial literacy and comprehension of personal finance among users, achieving this by engaging them with indispensable business news and concepts through interactive means.

Which key market segments comprise the game based learning market and drive its revenue growth?
The game based learning market covered in this report is segmented -

1) By Component: Solution, Services
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, Other Game Types
4) By End User: Consumer, Education, Government, Enterprises

Subsegments:
1) By Solution: Learning Management Systems (LMS), Game Development Software, Content Creation Tools, Assessment Tools
2) By Services: Consulting Services, Implementation Services, Support And Maintenance Services, Training And Development Services

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What regions are at the forefront of game based learning market expansion?
North America was the largest region in the game-based learning market in 2024. North America is expected to be the fastest-growing region in the forecast period. The regions covered in the game based learning market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

Who are the leading players fueling growth in the game based learning market?
Major companies operating in the game based learning market include Spin Master Corp., Mojang Studios AB, Kahoot! AS, Frontier Developments plc, G-Cube, Schell Games LLC, LearningWare Inc., Banzai Labs Inc., StratBeans Consulting LLC, Raptivity Technologies Pvt. Ltd., MAK Technologies India Pvt Ltd, Tangible Play, BreakAway Games Ltd., Gamelearn S.L., Lumos Labs Inc., Classcraft Education Inc., Simulearn LLC, Growth Engineering Ltd, Playgen Limited, Kuato Studios Inc., Recurrence Inc., Fundamentor Learning Ltd., Will Interactive, Cognite ToyBox Inc., Indusgeeks Learning Solutions Pvt Ltd, MLevel GmbH, Gametize Learning Labs Inc., Games2Train, SCVNGR Inc.

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What Is Covered In The Game Based Learning Global Market Report?

•Market Size Forecast: Examine the game based learning market size across key regions, countries, product categories, and applications.
•Segmentation Insights: Identify and classify subsegments within the game based learning market for a structured understanding.
•Key Players Overview: Analyze major players in the game based learning market, including their market value, share, and competitive positioning.
•Growth Trends Exploration: Assess individual growth patterns and future opportunities in the game based learning market.
•Segment Contributions: Evaluate how different segments drive overall growth in the game based learning market.
•Growth Factors: Highlight key drivers and opportunities influencing the expansion of the game based learning market.
•Industry Challenges: Identify potential risks and obstacles affecting the game based learning market.
•Competitive Landscape: Review strategic developments in the game based learning market, including expansions, agreements, and new product launches.

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