According to the latest report by IMARC Group, titled “Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028,” the global game-based learning market size reached US$ 15.6 Billion in 2022. Game-based learning is an innovative educational approach that harnesses the power of games to enhance the learning experience. By integrating elements of gameplay into the learning process, this method engages students actively, fostering deeper understanding and retention of academic concepts. Through interactive challenges, puzzles, simulations, and virtual environments, learners can apply theoretical knowledge to practical scenarios, promoting critical thinking and problem-solving skills. It offers various benefits, such as increased motivation, as students are naturally drawn to the fun and rewarding aspects of gaming. It also encourages collaboration and healthy competition among peers, creating a dynamic and interactive classroom environment. Additionally, games often provide instant feedback, enabling students to grasp their mistakes and improve their performance in real time.
Global Game-Based Learning Market Trends:
The increasing recognition of the effectiveness of immersive and interactive learning experiences is driving the global market. Games have the unique ability to engage learners and make the learning process enjoyable, enhancing retention and understanding of complex concepts. Also, the wide adoption of innovative learning methods is catalyzing the market. Moreover, continual advancements in technology, particularly in the fields of virtual reality (VR) and augmented reality (AR), have significantly improved the quality and accessibility of game-based learning. Besides, the growing adoption of mobile devices and the internet has opened up new avenues for game-based learning, making it accessible to a broader audience. Mobile games and educational apps have become popular, providing learners with the flexibility to access educational content anytime and anywhere. Furthermore, in corporate and professional training, game-based learning has gained traction due to its ability to simulate real-world scenarios and enhance practical skills. This has led to increased adoption by organizations seeking innovative and effective training methods for their employees. Looking forward, the market value is projected to reach US$ 42.3 Billion by 2028, expanding at a CAGR of 18.3% during 2023-2028.
- Based on the platform, the market has been segmented into online and offline.
- On the basis of the revenue type, the market has been divided into game purchase, advertising, and others.
- Based on the end user, the market has been bifurcated into K-12, and higher game-based learning. The K-12 game-based learning segment currently represents the biggest segment.
- Region-wise, the market has been segmented into North America, Europe, Asia Pacific, the 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 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.) and Toolwire, Inc.
|Base Year of the Analysis
||Platform, Revenue Type, End-User, Region
|| Asia Pacific, Europe, North America, Latin America, Middle East and Africa
||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.) and Toolwire, Inc.
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