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Game-Based Learning Market Trends, Industry Size, Share, Growth and Report 2023-2028

Game Based Learning Market . 

The latest report by IMARC Group, titled "Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028", offers a comprehensive analysis of the industry, which comprises insights on the global game-based learning market trends. The global market size reached US$ 15.6 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 42.3 Billion by 2028, exhibiting a growth rate (CAGR) of 18.3% during 2023-2028.

Game-based learning is a pedagogical method that employs gaming principles and video game elements to deliver educational content. Specifically designed to foster engagement and motivation, this form of learning leverages the intrinsic enthusiasm for gaming found in many learners today. It integrates educational content into the narrative and mechanics of games, aiming to achieve specific learning objectives while ensuring an interactive and entertaining experience. This educational approach transforms traditional learning methods, promoting cognitive skills such as problem-solving, critical thinking, and decision-making. In the realm of business, game-based learning applications range from employee training modules that tackle complex processes to customer engagement tools that elucidate product features. The concept is rooted in the belief that individuals tend to retain information more effectively when actively involved in the learning process. As a result, game-based learning has gained immense traction across the globe as it strategically utilizes gaming mechanics to improve the educational experience, making it more immersive and relevant for learners.

For an in-depth analysis, you can refer sample copy of the report: https://www.imarcgroup.com/game-based-learning-market/requestsample

Game-Based Learning Market Trends and Drivers:

The global game-based learning market is primarily driven by the large-scale integration of advanced technology and the evolving educational landscape. Moreover, the widespread acceptance and use of digital devices in both educational institutions and corporate training environments represent another major growth-inducing factor. As the digital native generation enters the workforce, there is a heightened demand for interactive and engaging learning methods, catering to their inherent affinity for technology. In addition, businesses are now realizing the efficacy of game-based learning in enhancing employee skills, fostering teamwork, and improving problem-solving capabilities, leading to higher productivity and innovation. Along with this, the rise of augmented reality (AR) and virtual reality (VR) in educational settings offers immersive experiences that take game-based learning to new dimensions, thereby catalyzing product demand. Besides this, there has been a significant shift toward personalized learning experiences, where game-based modules can be tailored to individual learning styles and paces. This adaptability ensures that learning objectives are met more efficiently, which in turn has accelerated the product adoption rate. Furthermore, with the growing environmental consciousness, there is an increase in demand for sustainable and eco-friendly digital learning solutions, positioning game-based learning as an effective and green alternative to traditional methods. In line with this, the incorporation of advanced data analytics tools to track a learner's progress in game-based modules, providing insights into areas of strength, weakness, and where they might need further training or support, is supporting the market growth. Other factors, including the emerging trend of mobile learning, the cost-effectiveness of developing game-based learning modules, diverse learner demographics, and integration with Learning Management Systems (LMS), are also anticipated to propel the market growth in the coming years

Report Segmentation:

The report has segmented the market into the following categories:

Breakup by Platform:

  • Online
  • Offline

Breakup by Revenue Type:

  • Game Purchase
  • Advertising
  • Others

Breakup by End-User:

  • K-12 Game-Based Learning
  • Higher Game-Based Learning

Breakup by Region:

  • North America (U.S. & Canada)
  • Europe (Germany, United Kingdom, France, Italy, Spain, Russia, and Others)
  • Asia Pacific (China, India, Japan, South Korea, Indonesia, Australia, and Others)
  • Latin America (Brazil, Mexico)
  • Middle East & Africa

Competitors Landscape with Key Players:

  • Badgeville (CallidusCloud)
  • Bunchball (BI WORLDWIDE)
  • Classcraft Studios Inc.
  • Six Waves Inc.
  • Recurrence, Inc.
  • Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
  • Gametize Pte. Ltd.
  • GradeCraft (The Regents of the University of Michigan)
  • Kuato Studios
  • BreakAway Ltd. Inc.
  • Filament Games
  • LearningWare, Inc.
  • Osmo (Tangible Play, Inc.)
  • Toolwire, Inc

Note: If you need specific information that is not currently within the scope of the report, we will provide it to you as a part of the customization.

About Us

IMARC Group is a leading market research company that offers management strategy and market research worldwide. We partner with clients in all sectors and regions to identify their highest-value opportunities, address their most critical challenges, and transform their businesses.

IMARC’s information products include major market, scientific, economic and technological developments for business leaders in pharmaceutical, industrial, and high technology organizations. Market forecasts and industry analysis for biotechnology, advanced materials, pharmaceuticals, food and beverage, travel and tourism, nanotechnology and novel processing methods are at the top of the company’s expertise.

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