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Game Based Learning Industry Outlook 2025-2029: Market Set to Cross $54.69 Billion Milestone

07-21-2025 08:57 AM CET | IT, New Media & Software

Press release from: The Business Research Company

Game Based Learning Market

Game Based Learning Market

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Game Based Learning Market Size Growth Forecast: What to Expect by 2025?
The market size of game-based learning has seen a significant expansion in the last few years. Its growth is projected to increase from $17.07 billion in 2024 to $20.84 billion by 2025, with a compound annual growth rate (CAGR) of 22.1%. The substantial growth observed in the past can be attributed to a shift in educational models, a rise in demand for interactive learning tools, emphasis on personalized learning, and acknowledgement of the benefits of gamification.

How Will the Game Based Learning Market Size Evolve and Grow by 2029?
Expectations are high for the game-based learning market, as it is projected to experience substantial growth in the coming years. The market is set to expand to a whopping $54.69 billion by 2029, boasting a compound annual growth rate (CAGR) of 27.3%. The anticipated growth in the forecast period can be associated with an emphasis on skill development, the emergence of mobile learning platforms, its use in corporate training, and the integration of analytics and data-derived insights. Emerging trends within this forecast period encompass the addition of storytelling components, mobile apps centered around game-based learning, and games designed around competency-based learning.

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What Drivers Are Propelling the Growth of Game Based Learning Market Forward?
The projected increase in the use of smartphones is set to significantly propel the game-based learning market throughout the forecast period. As more and more people worldwide acquire smartphones, learners will have increased access to interactive educational content at all times and in all places, thereby encouraging continuous learning outside of standard classroom settings. With engaging features like touchscreens and motion sensors, smartphones can enhance the user experience and make game-based learning more fun and effective. For example, Oberlo, a cloud-based drop-shipping solution hailing out of Lithuania serving online retailers and vendors, reported in December 2023 that the global smartphone users count is projected to hit 4.74 billion in 2024, a 2.2% annual increase. By 2028, it is forecasted that global smartphone usage will reach approximately 5.14 billion users, with an annual growth of around 100,000 people. Consequently, the growing smartphone penetration is going to fuel the game-based learning market.

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Which Emerging Trends Are Transforming the Game Based Learning Market in 2025?
Leading companies within the game-based learning industry are strategically combining media and education to augment user interaction with intricate subjects. An alliance between a prominent media outlet and a renowned game-based learning platform demonstrates the importance of game-based learning as an effective approach in boosting financial comprehension. For instance, CNBC, an American business news broadcaster, inaugurated a new channel on Kahoot!, an online game-based learning platform from Norway, in August 2024. This move is intended to amplify educational involvement around business and financial subjects. Their effort gives global users access to short video content and quiz games from the "CNBC Explains" series on subjects including Crypto, Economy, Politics, and Tech. This reaffirms CNBC's commitment to improving financial education and understanding of personal finance among users, enabling them to interact with key business news and ideas in an engaging way.

What Are the Key Segments in the Game Based Learning Market?
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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Who Are the Key Players Shaping the Game Based Learning Market's Competitive Landscape?
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 Geographic Markets Are Powering Growth 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.

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