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Evolving Market Trends In The Game Based Learning Industry: Integration Of Media And Education To Enhance User Engagement With Complex Subjects
The Game Based Learning Market Report by The Business Research Company delivers a detailed market assessment, covering size projections from 2025 to 2034. This report explores crucial market trends, major drivers and market segmentation by [key segment categories].What Is the Projected Growth of the Game Based Learning Market?
The market size for game-based learning has expanded remarkably in the previous years. It is projected to escalate from $17.07 billion in 2024 to $20.84 billion in 2025, showcasing a compound annual growth rate (CAGR) of 22.1%. The noticeable growth during the historic phase can be credited to changes in educational models, the increasing demand for engaging and interactive instructional materials, attention towards personalised learning, and appreciation of the advantages of gamification.
There is an anticipation for the game-based learning market to experience substantial expansion in the upcoming years. The market is projected to escalate to $54.69 billion by 2029, with a compound annual growth rate (CAGR) of 27.3%. This promising growth during the forecasted period could be due to emphasis on skills enhancement, the emergence of mobile learning platforms, their use in corporate training, and the integration of analytics and data-informed insights. Key trends anticipated during this period incorporate the inclusion of storytelling aspects, mobile game-based learning applications, and competency-centered learning games.
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What Are the Different Game Based Learning Market Segments?
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 Are the Primary Drivers Shaping the Game Based Learning Market?
The surge in smartphone usage worldwide is set to substantially stimulate the game-based learning market in the forecasted period. With the global increase in smartphone ownership, learners can access educational content that's interactive on a continuous basis, anywhere and anytime, thereby promoting learning beyond the conventional classroom setup. The interactive features provided by smartphones, such as motion sensors and touch screens, improve the learning experience, making game-based learning engaging and successful. For instance, the number of worldwide smartphone users is predicted to reach 4.74 billion in 2024, according to Oberlo, a Lithuania-based online retailer and vendor's cloud-based drop-shipping solution in December 2023, experiencing an annual growth rate of 2.2%. The projected growth of the global smartphone usage is 5.14 billion users by 2028, with an estimated annual increment of nearly 100,000 people. Consequently, the surge in smartphone usage will be a driving force for the game-based learning market.
Which Companies Are Leading 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.
What Are the Major Trends Shaping the Game Based Learning Market?
Leading organizations in the game-based learning industry are making efforts to integrate media and education, to heighten user interaction with intricate subjects. This joint effort between a prominent media organization and a well-known game-based learning platform emphasizes the significance of game-based learning as an efficient technique for improving financial literacy. For example, in August 2024, CNBC, a business news channel based in the US, introduced a new channel on Kahoot!, an online game-based learning platform from Norway, to increase educational engagement on business and financial matters. This project will provide global users with access to short videos and quiz games grouped under the "CNBC Explains" series, exploring themes such as Crypto, Economy, Politics, and Tech. This endeavor reinforces CNBC's commitment to boosting financial literacy and comprehension of personal finance amongst users, stimulating their interaction with crucial business news and concepts in a playful way.
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What Are the Top Revenue-Generating Geographies in the Game Based Learning Market?
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.
Frequently Asked Questions:
1. What Is the Market Size and Growth Rate of the Game Based Learning Market?
2. What is the CAGR expected in the Game Based Learning Market?
3. What Are the Key Innovations Transforming the Game Based Learning Industry?
4. Which Region Is Leading the Game Based Learning Market?
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