Game-Based Learning Market Report by Platform (Online, Offline), Revenue Type (Game Purchase, Advertising, and Others), End-User (K-12 Game-Based Learning, Higher Game-Based Learning), and Region 2024-2032

Game-Based Learning Market Report by Platform (Online, Offline), Revenue Type (Game Purchase, Advertising, and Others), End-User (K-12 Game-Based Learning, Higher Game-Based Learning), and Region 2024-2032

Report Format: PDF+Excel | Report ID: SR112024A1176
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Market Overview:

The global game-based learning market size reached US$ 18.4 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 71.7 Billion by 2032, exhibiting a growth rate (CAGR) of 15.8% during 2024-2032. The increasing demand for engaging learning experience, better learning outcomes, personalization and adaptivity, corporate training and skill development, and rising adoption of smartphones are some of the major factors propelling the market.

Report Attribute
Key Statistics
Base Year
Forecast Years
Historical Years
Market Size in 2023 US$ 18.4 Billion
Market Forecast in 2032 US$ 71.7 Billion
Market Growth Rate (2024-2032) 15.8%

Game-based learning is an educational approach that utilizes interactive games to facilitate learning and skill development. In this methodology, learners engage in game scenarios and activities designed to align with specific educational objectives. The incorporation of game elements, such as challenges, rewards, and progression, motivates participants to actively participate in the learning process. The primary goal of game-based learning is to enhance the learning experience by promoting active engagement, problem-solving, and critical thinking skills. By immersing learners in a dynamic and interactive environment, they are encouraged to explore, experiment, and apply knowledge in real-world situations. This approach is particularly beneficial in fostering a deeper understanding of complex concepts and encouraging knowledge retention. Game-based learning has gained popularity across various sectors, including formal education, corporate training, and professional development programs. Its effectiveness stems from its ability to make learning enjoyable and relevant, leading to increased knowledge retention and improved performance outcomes.

Game-Based Learning Market

Game-based learning offers an interactive and immersive experience, making the learning process enjoyable and engaging. Learners are motivated to participate actively in the educational content, leading to better knowledge retention and understanding of complex concepts. Additionally, games are designed to present challenges and rewards, encouraging learners to overcome obstacles and achieve goals. This approach fosters critical thinking, problem-solving skills, and decision-making abilities, leading to improved learning outcomes. Other than this, game-based learning platforms often use data analytics and artificial intelligence to tailor the content according to individual learners' needs and preferences. This personalized approach ensures that each learner receives relevant and targeted instruction. Besides this, as the younger generation, known as digital natives, becomes a significant part of the learning population, incorporating technology and gamification aligns with their learning preferences and habits, making education more relatable and accessible. In line with this, in the corporate world, game-based learning has gained traction as an effective training method. It allows employees to practice real-life scenarios in a risk-free environment, fostering skill development and enhancing productivity.

Game-Based Learning Market Trends/Drivers:

Engaging Learning Experience

The incorporation of game elements, such as challenges, competition, and rewards, captivates learners' attention and encourages active participation. Learners are immersed in dynamic scenarios, motivating them to explore and interact with the content in a meaningful way. As a result, they become more invested in their own learning journey, leading to higher levels of motivation and intrinsic satisfaction. The engagement factor fosters a positive learning experience, reduces boredom and disinterest, and enhances the overall learning process. Learners are more likely to retain information and develop a deeper understanding of the subject matter due to the emotional connection formed during the gaming experience.

Enhanced Learning Outcomes

Learners are presented with tasks and obstacles that require critical thinking and problem-solving skills to overcome. As they progress through the game, they receive immediate feedback, which allows them to learn from their mistakes and adapt their strategies. This iterative process of trial and error promotes a deeper understanding of the content and encourages learners to think analytically. Furthermore, the element of competition in some games can stimulate learners to strive for better performance, driving them to achieve higher learning outcomes. The sense of accomplishment derived from successfully completing a game level or mastering a difficult concept boosts learners' self-confidence and self-efficacy, positively impacting their overall academic or professional achievements.

Personalization and Adaptivity

Through data analytics and artificial intelligence, games can gather information about learners' progress, preferences, and areas of strength and weakness. Based on this data, the learning content and difficulty level can be adjusted to suit each learner's unique needs. This adaptivity ensures that learners receive targeted instruction and challenges that align with their current skill levels, optimizing the learning process. Personalization also fosters a sense of ownership over the learning journey, as learners feel that the content is tailored specifically for them, enhancing their motivation to actively engage with the material. By catering to diverse learning styles and paces, game-based learning accommodates a wide range of learners, making it an inclusive and effective educational approach.

Game-Based Learning Industry Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the global game-based learning market report, along with forecasts at the global and regional levels for 2024-2032. Our report has categorized the market based on platform, revenue type, and end-user.

Breakup by Platform:

Game-Based Learning Market

  • Online
  • Offline

The report has provided a detailed breakup and analysis of the market based on the platform. This includes online and offline.

The online game-based learning market has witnessed remarkable growth in recent years, driven by the increasing accessibility of digital technologies and internet connectivity. Online platforms offer learners the convenience of accessing educational games anytime and anywhere through various devices such as computers, tablets, and smartphones. This accessibility has expanded the reach of game-based learning to a global audience, transcending geographical barriers. Online platforms also provide opportunities for real-time collaboration and interaction among learners from diverse backgrounds, fostering a sense of community and shared learning experiences. Additionally, the integration of data analytics and tracking features on online platforms enables educators and trainers to monitor learners' progress, assess the effectiveness of their programs, and make data-driven improvements for better learning outcomes.

Offline game-based learning often involves the use of physical educational games, board games, or simulations that do not require an internet connection for operation. These offline solutions are popular in traditional classroom settings, corporate training workshops, and team-building activities. They offer a tactile and interactive learning experience, allowing participants to collaborate face-to-face and develop social and communication skills. Offline platforms are also valued for their ability to promote focused learning without digital distractions, creating an immersive environment that encourages deeper engagement with the content. Moreover, some organizations prefer offline solutions to maintain data privacy and security, especially in sensitive industries like defense and healthcare. As technology advances and internet access improves globally, a blend of online and offline approaches is becoming more common, catering to diverse learning preferences and environments.

Breakup by Revenue Type:

  • Game Purchase
  • Advertising
  • Others

A detailed breakup and analysis of the market based on the revenue type has also been provided in the report. This includes game purchase, advertising, and others. 

The game-based learning market generates revenue through game purchases, where users pay for access to educational games and learning content. This revenue model is common in online platforms and app-based solutions, where learners can buy individual games, game bundles, or subscribe to a premium membership for full access to a diverse range of educational games. The game purchase model offers a direct revenue stream for developers and content creators, incentivizing them to develop high-quality and engaging educational games. It also provides users with a sense of ownership and flexibility, allowing them to choose specific games aligned with their learning goals. Additionally, the game purchase model encourages continuous improvement, as developers strive to create compelling content that attracts a wide audience and generates positive reviews. With the growing demand for effective and interactive learning tools, game-based learning through game purchases is expected to maintain its position as a significant revenue driver in the market.

Advertising is another prominent revenue model in the game-based learning market. Many online game-based learning platforms offer free access to educational games but generate revenue by displaying targeted advertisements to users. Advertisers leverage the engaged and captive audience within these educational games to promote their products, services, or other learning-related content. The advertising revenue model benefits both users and content creators, as users can access educational games at no cost, while developers generate income through ad placements. However, the success of this revenue model relies on a delicate balance to avoid overwhelming users with excessive or intrusive ads that may hinder the learning experience. Well-executed advertising strategies that align with the educational context can provide relevant and valuable information to learners, making it a sustainable source of revenue for game-based learning platforms. As the market continues to grow and attract more users, advertising revenue is expected to remain an essential component of the game-based learning industry's financial landscape.

Breakup by End-User:

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

K-12 game-based learning dominate the market

The report has provided a detailed breakup and analysis of the market based on the end-user. This includes K-12 game-based learning and higher game-based learning. According to the report, K-12 game-based learning represented the largest segment.

The K-12 game-based learning segment focuses on educational games and interactive learning content tailored specifically for students in kindergarten through grade 12. This segment has experienced substantial growth as educators and institutions recognize the potential of game-based learning to enhance traditional teaching methods. K-12 game-based learning offers a wide range of subjects and topics, making learning enjoyable and accessible for young learners. Educational games designed for K-12 students often incorporate gamification techniques to promote active engagement, critical thinking, and problem-solving skills. These games align with curriculum standards, allowing teachers to integrate them seamlessly into their lesson plans. Furthermore, the interactive and immersive nature of K-12 game-based learning appeals to digital-native students, who are familiar with technology and expect engaging learning experiences. As educational institutions increasingly adopt digital learning tools, the K-12 game-based learning segment is poised for continuous expansion, shaping the future of primary and secondary education.

Breakup by Region:

Game-Based Learning Market

  • North America
  • Europe
  • Asia Pacific
  • Middle East and Africa
  • Latin America

North America exhibits a clear dominance in the market

The report has also provided a comprehensive analysis of all the major regional markets, which include North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. According to the report, North America accounted for the largest market share.

North America is a significant market for game-based learning due to its technologically advanced education landscape and the strong emphasis on innovation in teaching methods. The region's well-established digital infrastructure facilitates the widespread adoption of online educational platforms and educational games. Additionally, a supportive regulatory environment, government initiatives, and investments in educational technology contribute to the growth of the game-based learning market. Moreover, the demand for personalized and engaging learning experiences, coupled with a large base of tech-savvy learners and educators, drives the popularity of game-based learning solutions in North America.

Competitive Landscape:

Leading companies in the game-based learning industry invest heavily in research and development to create innovative and high-quality educational content. They collaborate with subject matter experts and educators to design games that align with curriculum standards and address specific learning objectives. Continuous efforts in content development ensure that learners have access to engaging and relevant games that promote effective learning outcomes. Additionally, key players leverage advancements in technology, such as artificial intelligence, virtual reality, and augmented reality, to enhance the immersive and interactive elements of game-based learning. Integrating cutting-edge technology into educational games creates more authentic learning experiences and fosters deeper engagement among learners. Other than this, collaboration with schools, colleges, and universities allows game-based learning companies to align their products with educational institutions' needs. Key players work closely with educators to understand the challenges in the education sector and tailor their solutions accordingly. Such partnerships help in co-creating content that complements traditional teaching methods and enriches the overall learning experience. Besides this, leading game-based learning companies actively expand their presence in diverse markets worldwide. They localize their content to suit regional preferences, languages, and cultural contexts, making the educational games more accessible and appealing to learners from different backgrounds. In line with this, key players use data analytics to gather insights into learners' progress, behavior, and preferences. Analyzing this data allows them to improve content efficacy, personalize learning experiences, and refine their educational games continuously.

The market research report has provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:

  • 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

Recent Developments:

  • Bunchball was acquired by BI WORLDWIDE, this acquisition is aimed at bolstering their next-generation gamification technology offerings.
  • Classcraft Studios Inc. was acquired by HMH, a prominent player in the market research and consulting services industry. This strategic acquisition represents HMH's commitment to staying at the forefront of educational technology and its dedication to providing innovative solutions to educators and learners alike.
  • In 2023, Filament Games created academically rigorous video games and interactive experiences. It also developed the PLEx Life Science (Play, Learn, Experience) suite, which is a promising tool for engaging and motivating students. Filament Games has assembled resources and insights to help others embark on their own game-based learning adventures.

Game-Based Learning Market Report Scope:

Report Features Details
Base Year of the Analysis 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Units US$ Billion
Scope of the Report Exploration of Historical Trends and Market Outlook, Industry Catalysts and Challenges, Segment-Wise Historical and Predictive Market Assessment:
  • Platform
  • Revenue type
  • End-user
  • Region
Platforms Covered Online, Offline
Revenue Types Covered Game Purchase, Advertising, Others
End-Users Covered K-12 Game-Based Learning, Higher Game-Based Learning
Regions Covered Asia Pacific, Europe, North America, Latin America, Middle East and Africa
Companies Covered 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., etc.
Customization Scope 10% Free Customization
Report Price and Purchase Option Single User License: US$ 3899
Five User License: US$ 4899
Corporate License: US$ 5899
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

Key Questions Answered in This Report:

  • How has the global game-based learning market performed so far, and how will it perform in the coming years?
  • What are the drivers, restraints, and opportunities in the global game-based learning market?
  • What is the impact of each driver, restraint, and opportunity on the global game-based learning market?
  • What are the key regional markets?
  • Which countries represent the most attractive game-based learning market?
  • What is the breakup of the market based on the platform?
  • Which is the most attractive platform in the game-based learning market?
  • What is the breakup of the market based on the revenue type?
  • Which is the most attractive revenue type in the game-based learning market?
  • What is the breakup of the market based on the end-user?
  • Which is the most attractive end-user in the game-based learning market?
  • What is the competitive structure of the global game-based learning market?
  • Who are the key players/companies in the global game-based learning market?

Key Benefits for Stakeholders:

  • IMARC’s industry report offers a comprehensive quantitative analysis of various market segments, historical and current market trends, market forecasts, and dynamics of the game-based learning market from 2018-2032.
  • The research report provides the latest information on the market drivers, challenges, and opportunities in the global game-based learning market.
  • The study maps the leading, as well as the fastest-growing, regional markets.
  • Porter's five forces analysis assist stakeholders in assessing the impact of new entrants, competitive rivalry, supplier power, buyer power, and the threat of substitution. It helps stakeholders to analyze the level of competition within the game-based learning industry and its attractiveness.
  • Competitive landscape allows stakeholders to understand their competitive environment and provides an insight into the current positions of key players in the market.

Need more help?

  • Speak to our experienced analysts for insights on the current market scenarios.
  • Include additional segments and countries to customize the report as per your requirement.
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Game-Based Learning Market Report by Platform (Online, Offline), Revenue Type (Game Purchase, Advertising, and Others), End-User (K-12 Game-Based Learning, Higher Game-Based Learning), and Region 2024-2032
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