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Key Trends Reshaping the Game Based Learning Market: Integration Of Media And Education To Enhance User Engagement With Complex Subjects Industry Transformation

10-17-2025 08:40 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 remarkable surge in the recent past. The projections indicate an increase from $17.07 billion in 2024 to $20.71 billion in 2025, marking a compound annual growth rate (CAGR) of 21.4%. Factors contributing to this growth in the historical period include a shift in education paradigms, a high demand for interactive and immersive learning tools, emphasis on customized learning, and an acknowledgement of the advantages of gamification.

How Will the Game Based Learning Market Size Evolve and Grow by 2029?
Anticipated to witness significant expansion in the upcoming years, the market size of game-based learning is projected to escalate to $53.7 billion in 2029, with a Compound Annual Growth Rate (CAGR) of 26.9%. Factors stimulating this anticipated growth during the forecast period are the emphasis on honing skills, the burgeoning popularity of mobile learning platforms, their utilization in corporate training programs, and the integration of analytical and data-driven insights. Upcoming trends for the forecast period comprise the integration of narrative components, mobile applications for game-based learning, and games that foster competency-based learning.

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https://www.thebusinessresearchcompany.com/report/game-based-learning-global-market-report

What Drivers Are Propelling the Growth of Game Based Learning Market Forward?
The growing access to smartphones is set to greatly impact the game-based learning market in the coming years. With the global increase in smartphone ownership, individuals can readily engage with interactive educational content on their mobile devices anytime, anywhere. This allows for a learning experience that extends beyond the typical classroom setting. The user-friendly features of smartphones like touch screens and motion sensors, make for a more effective and fun game-based learning experience. According to Oberlo, a Lithuanian cloud-based drop-shipping solution for e-commerce businesses, it was projected in December 2023 that the worldwide smartphone users will reach 4.74 billion by 2024, climbing at an annual rate of 2.2%. By 2028, global smartphone usage is predicted to extend to 5.14 billion, adding approximately 100,000 new users each year. Consequently, as smartphone usage increases, it will fuel the growth of the game-based learning market.

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Which Emerging Trends Are Transforming the Game Based Learning Market in 2025?
Key players in the game-based learning market are striving to combine media and education to boost user interaction with complicated topics. This is evident in the partnership between a prominent media organization and a well-known game-based learning platform, highlighting the growing acceptance of game-based learning as a potent means to improve financial literacy. In August 2024, CNBC - a business news channel from the United States, initiated a new channel on Kahoot! - a game-based learning platform from Norway, to amplify educational involvement in business and financial subjects. This move provides global users with access to bite-sized videos and quiz games as a part of the "CNBC Explains" series, which includes subjects like Crypto, Economy, Politics, and Tech. This move underscores CNBC's commitment to boosting financial literacy and comprehension of personal finance among its audience, enabling them to engage with vital business news and concepts in an engaging way.

What Are the Key Segments in the Game Based Learning Market?
The game based learningmarket 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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4.Consultants & Analysts - To support market entry, expansion strategies, and client advisory work.

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