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The global game-based learning market reached a value of US$ 5.8 Billion in 2020. Looking forward, IMARC Group expects the market to grow at a CAGR of 21.2% during 2021-2026. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic. These insights are included in the report as a major market contributor.
Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning. Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.
Global Game-Based Learning Market Drivers:
The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market. Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience. The other factors influencing the growth of the market include the rapid emergence of social media, rising income levels, increasing penetration of smart phones, rising access to high speed internet, etc.
IMARC Group provides an analysis of the key trends in each sub-segment of the global game-based learning market, along with forecasts at the global and regional level from 2021-2026. Our report has categorized the market based on platform, revenue type and end-user.
Breakup by Platform:
Based on the platform, the market has been segmented into online and offline.
Breakup by Revenue Type:
Based on the revenue type, the market has been segmented into game purchase, advertising and others.
Breakup by End-User:
Based on the end-user, the market has been segmented into K-12 game-based learning, higher game-based learning. The K-12 game-based learning segment currently represent the biggest segment.
Breakup by Region:
Region-wise, the market has been segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America
The competitive landscape of the market has also been examined with some of the key players being Badgeville (CallidusCloud), Bunchball (BI WORLDWIDE), Classcraft Studios, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft, Kuato Studios, BreakAway Games, Filament Games, LearningWare, Tangible Play and Toolwire.
|Base Year of the Analysis||2020|
|Segment Coverage||Platform, Revenue Type, End-User, Region|
|Region Covered||Asia Pacific, Europe, North America, Latin America, Middle East and Africa|
|Companies Covered||Badgeville (CallidusCloud), Bunchball (BI WORLDWIDE), Classcraft Studios, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft, Kuato Studios, BreakAway Games, Filament Games, LearningWare, Tangible Play and Toolwire|
|Customization Scope||10% Free Customization|
|Report Price and Purchase Option||Single User License: US$ 2299
Five User License: US$ 3399
Corporate License: US$ 4499
|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:
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