Game-Based Learning Market

Game-Based Learning Market Size by Game Type (AI-Based Games, AR VR Games, Location-Based Games, Training, Knowledge and Skill-Based Games, Assessment and Evaluation Games, Language Learning Games, and Others), Deployment Mode (On-Premise and Cloud), Component (Services and Solution), End-User (Healthcare, Education, Manufacturing, Retail & e-commerce, Consumer, IT & Telecom, Government & Defense, and Others), Regions, Global Industry Analysis, Share, Growth, Trends, and Forecast 2022 to 2030

Base Year: 2021 Historical Data: 2019-20
  • Report ID: TBI-12833
  • Published Date: Jul, 2022
  • Pages: 234
  • Category: Information Technology & Semiconductors
  • Format: PDF
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The global game-based learning market is expected to reach USD 73.31 billion by 2030, at a CAGR of 20.15% from 2022 to 2030. The increase in the number of smartphone and internet users drives the expansion of the game-based learning market.

Market Overview:

Game-based learning uses games to teach students a particular set of skills or assist them in achieving specific learning outcomes. Also, the motivational psychology included in game-based education permits students to engage with academic materials dynamically & playfully. Game-based learning is not just making games for students to play but designing education activities that can incrementally introduce concepts & guide users against an end objective. In addition, game-based learning permits librarians to integrate active learning into their instruction sessions, encourage students’ engagement and interest, and deliver immediate feedback on performance.

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Market Dynamics

Drivers
  • Growing adoption of cloud-based learning models in developing & developed economies: The increasing adoption of cloud-based learning models in developed & developing economies also helps drive market growth. Further, corporations are shifting to cloud-based models to leverage new technologies like micro learning, augmented learning, and virtual reality. Moreover, cloud-based technology is attaining traction in the education sector as it is cost-effective and allows flexible teaching techniques for students. Additionally, the robust cloud computing enterprise also supports the cloud-based game-based learning market growth.
Restraints
  • Lack of IT infrastructure at schools & colleges and low internet accessibility:

It is challenging to set up IT infrastructure in businesses & schools. They must set up hardware that contains servers such as a shared server, a cloud server, and a dedicated server. Each server has its own set of advantages and drawbacks. Holding a cloud server is expensive. Corporates must also set up software that contains a learning management system (LMS). 100s of learning management systems are available in the market; some are commercial, while others are open-source applications like MOODLE. Further, it is challenging to study the attributes of each LMS and liken them against their training needs and budget and select the right learning management system. Administration training, team selection, managing LMS activities and reports, and operating with LMS vendors are challenging for corporates & schools.  

Opportunities
  • The raised demand for AI, AR, and VR for learning:

The increase in the use of Virtual Reality (VR), Artificial Intelligence (AI), and Augmented Reality (AR) in educational gamification has assisted in providing a more interactive experience. The Virtual Reality environment can affect real working experiences to train employees without the fear of making any mistakes. In addition, the rising application of AR appliances in healthcare, continuous innovation in VR/AR technologies, rise in demand for AR in architecture, and the rising demand for VR in education & training are the driving factor of the market growth during the forecast period Also, the Artificial Intelligence-powered gaming analytics deliver exceptional insights, allowing developers to review faults & mistakes quickly. These factors are boosting the market growth during the forecast period.

Segmentation Analysis

The global game-based learning market has been segmented based on game type, deployment mode, component, end-user, and regions.

  • The game type segment is divided into AI-based games, AR VR games, location-based games, training, knowledge, and skill-based games, assessment and evaluation games, language learning games, and others. The training, knowledge, and skill-based games segment led the market with a market share of 21.05% in 2021 due to the high-speed 4G internet penetration.
  • The deployment mode segment is divided into on-premise and cloud. The cloud segment led the market with a market share of 57.21% in 2021 due to the rising demand for video games & affordable gaming solutions.
  • The component segment is divided into services and solutions. The solution segment led the market with a market share of 56.34% in 2021 due to the increasing consumer engagement. 
  • The end-user segment is divided into healthcare, education, manufacturing, retail & e-commerce, consumer, IT & telecom, government & defense, and others. The education segment led the market with a market share of 22.28% in 2021 due to the increasing digitalization in the education industry.
Regional Segmentation Analysis

The regions analyzed for the market include North America, Europe, South America, Asia Pacific, the Middle East, and Africa. The North American region emerged as the largest market for the global game-based learning market, with a 46.36% share of the market revenue in 2021.

  • The adoption of the game-based learning solution across end-users and the increasing need for high-quality education with a modern & interactive strategy is expected to contribute to the market for game-based learning. Moreover, the growing smartphone adoption and the rapid rise of social media are also helping drive market growth during the forecast period.
  • During the forecast period, the Asia Pacific region will record the highest growth due to the rising demand for game-based learning from the corporate sector, which is helping to boost the market growth in this region. Additionally, the increase in the digital ecosystem and the increasing number of significant participants' platform launches are also driving the market growth in this region.

North America Region Game-Based Learning Market Share in 2021 - 46.36%

 

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Competitive Analysis

The key players are now concentrating on implementing strategies such as adopting new technology, product innovations, mergers & acquisitions, joint venture, alliances, and partnerships to improve their market position in the global game-based learning industry.

List of Key Market Players:

  • Frontier Developments
  • Bublar Group
  • Minecraft
  • Spin Master
  • Kahoot
  • Minecraft
  • Tangible Play
  • BreakAway games
  • Recurrence
  • Gamelearn
  • Stratbeans
  • Raptivity
  • Simulearn
  • Schell Games
  • Layup
  • Monkimun
  • Banzai Labs
  • Playgen
  • Fundamentor
  • Cognitive Toybox
  • Idnusgeeks
  • Quodeck
  • G-Cube
  • Smart Lumies
  • Kuato Studios
  • Infinite Dreams
  • Hornbill FX
  • Gametize
  • Threatgen
  • Kidoz
  • Sweetrush
  • VR Education Holdings
  • MLevel

Key Target Audience:

  • Market Players
  • Investors
  • End-users
  • Government Authorities
  • Consulting And Research Firm

Report Description:

  • Global Game-Based Learning Market, Industry Analysis, Trends, Analysis and Forecast, 2022 to 2030 is a forthcoming/imminent research report which is to be published by The Brainy Insights.
  • 2021 is considered as the base year of the report. 2019 and 2020 are considered as the historic years and 2022 to 2030 are the forecast years. The global game-based learning market is based on revenue (USD Billion). The report incorporates the market study based on revenue. The study covers the market share revenue/market share/volume for each of the segments, regions and countries catering to global game-based learning market. The regions analyzed for the market are Europe, Asia Pacific, North America, South America, and Middle East & Africa. Furthermore, the regions are further analyzed at the country level.
  • The report encompasses with the relative data & information, which have been validated by the leading industry professionals and experts across the globe. The research report also delivers an outline of the attractiveness of game-based learning based on game type, deployment mode, component, end-user, and regions which are deduced and formulated based on their growth rate (CAGR), market size, and attractiveness by analyzing the present and prospects to fathom market growth and development in future.
  • The report illustrates the detailed (both quantitative and qualitative) analysis of historical data, revenues, key developments, along with the crucial strategies adopted by key organizations catering to global game-based learning market. This offers vital and in-depth insights to depict the overall market scenario.
  • The report offers the detailed study for the company profiles of key organizations operating in the global game-based learning market and a comparative assessment based on their product offering, business overviews, geographic presence, business strategies, segment market share, product development & innovations, recent developments, joint venture, partnerships, mergers & acquisitions, strategic alliances, SWOT analysis, and key financial information. This helps in evaluating the overall competition present in the market scenario.
  • The report provides an elaborative assessment of the porter’s five forces analysis coupled with SWOT analysis to provide business related data and information’s. Porter’s five forces model is analyzed to understand the overall competitive scenario that is prevailing in the market. Additionally, the SWOT analysis identifies both the positive and negative attributes of the market development which influences the company growth and development to sustain and survive in the long run.
  • Along with that, the report also focuses on the market related driving factors, growth limitations (restraints), potential industry opportunities, significant trends and development which act as a key potential for the investors.
  • Potential growth prospects along with the penetration rate analysis of the product (market related i.e., global game-based learning market) is covered to comprehend the adoption rate and evaluate the market size.

Frequesntly Asked Questions

As per The Brainy Insights, the size of the game-based learning market was valued at USD 14.05 billion in 2021 to USD 73.31 billion by 2030.

Global game-based learning market is growing at a CAGR of 20.15% during the forecast period 2022-2030.

The global game-based learning market has been segmented based on game type, deployment mode, component, end-user, and regions. The training, knowledge, and skill-based games segment led game type segment in 2021.

North America region emerged as the largest market for the game-based learning.

The market's growth will be influenced by the rising adoption of digital learning solutions.

The slow internet connection & poor network could hamper the market growth.

The raised demand for AI, AR, and VR for learning will provide considerable opportunities to the market.

Key players are Frontier Developments, Bublar Group, Minecraft, Spin Master, Kahoot, Minecraft, Tangible Play, BreakAway games, Recurrence, Gamelearn, Stratbeans, Raptivity, Simulearn, Schell Games, Layup, Monkimun, Banzai Labs

1. Introduction
    1.1. Objectives of the Study
    1.2. Market Definition
    1.3. Research Scope
    1.4. Currency
    1.5. Key Target Audience

2. Research Methodology and Assumptions

3. Executive Summary

4. Premium Insights
    4.1. Porter’s Five Forces Analysis
    4.2. Value Chain Analysis
    4.3. Top Investment Pockets
          4.3.1. Market Attractiveness Analysis By Game Type
          4.3.2. Market Attractiveness Analysis By Deployment Mode
          4.3.3. Market Attractiveness Analysis By Component
          4.3.4. Market Attractiveness Analysis By End-User
          4.3.5. Market Attractiveness Analysis By Region
    4.4. Industry Trends

5. Market Dynamics
    5.1. Market Evaluation
    5.2. Drivers
          5.2.1. The rising disposable income
          5.2.2. The growing smartphone users' adoption of e-learning
          5.2.3. The easy availability of games on the internet
          5.2.4. The rising adoption of digital learning solutions
    5.3. Restraints
          5.3.1. The slow internet connection & poor network
          5.3.2. The limited awareness in underdeveloped nations
          5.3.3. The lack of IT infrastructure in colleges & schools
          5.3.4. The lack of financial support
    5.4. Opportunities
          5.4.1. The raised demand for AI, AR, and VR for learning

6. Global Game-Based Learning Market Analysis and Forecast, By Game Type
    6.1. Segment Overview
    6.2. AI-Based Games
    6.3. AR VR Games
    6.4. Location-Based Games
    6.5. Training, Knowledge and Skill-Based Games
    6.6. Assessment and Evaluation Games
    6.7. Language Learning Games
    6.8. Others

7. Global Game-Based Learning Market Analysis and Forecast, By Deployment Mode
    7.1. Segment Overview
    7.2. On-Premise
    7.3. Cloud

8. Global Game-Based Learning Market Analysis and Forecast, By Component
    8.1. Segment Overview
    8.2. Services
    8.3. Solution

9. Global Game-Based Learning Market Analysis and Forecast, By End-User
    9.1. Segment Overview
    9.2. Healthcare
    9.3. Education
    9.4. Manufacturing
    9.5. Retail & e-commerce
    9.6. Consumer
    9.7. IT & Telecom,
    9.8. Government & Defense
    9.9. Others

10. Global Game-Based Learning Market Analysis and Forecast, By Regional Analysis
    10.1. Segment Overview
    10.2. North America
          10.2.1. U.S.
          10.2.2. Canada
          10.2.3. Mexico
    10.3. Europe
          10.3.1. Germany
          10.3.2. France
          10.3.3. U.K.
          10.3.4. Italy
          10.3.5. Spain
    10.4. Asia-Pacific
          10.4.1. Japan
          10.4.2. China
          10.4.3. India
    10.5. South America
          10.5.1. Brazil
    10.6. Middle East and Africa
          10.6.1. UAE
          10.6.2. South Africa

11. Global Game-Based Learning Market-Competitive Landscape
    11.1. Overview
    11.2. Market Share of Key Players in Global Game-Based Learning Market
          11.2.1. Global Company Market Share
          11.2.2. North America Company Market Share
          11.2.3. Europe Company Market Share
          11.2.4. APAC Company Market Share
    11.3. Competitive Situations and Trends
          11.3.1. Product Launches and Developments
          11.3.2. Partnerships, Collaborations, and Agreements
          11.3.3. Mergers & Acquisitions
          11.3.4. Expansions

12. Company Profiles
    12.1. Frontier Developments
          12.1.1. Business Overview
          12.1.2. Company Snapshot
          12.1.3. Company Market Share Analysis
          12.1.4. Company Product Portfolio
          12.1.5. Recent Developments
          12.1.6. SWOT Analysis
    12.2. Bublar Group
          12.2.1. Business Overview
          12.2.2. Company Snapshot
          12.2.3. Company Market Share Analysis
          12.2.4. Company Product Portfolio
          12.2.5. Recent Developments
          12.2.6. SWOT Analysis
    12.3. Minecraft
          12.3.1. Business Overview
          12.3.2. Company Snapshot
          12.3.3. Company Market Share Analysis
          12.3.4. Company Product Portfolio
          12.3.5. Recent Developments
          12.3.6. SWOT Analysis
    12.4. Spin Master
          12.4.1. Business Overview
          12.4.2. Company Snapshot
          12.4.3. Company Market Share Analysis
          12.4.4. Company Product Portfolio
          12.4.5. Recent Developments
          12.4.6. SWOT Analysis
    12.5. Kahoot
          12.5.1. Business Overview
          12.5.2. Company Snapshot
          12.5.3. Company Market Share Analysis
          12.5.4. Company Product Portfolio
          12.5.5. Recent Developments
          12.5.6. SWOT Analysis
    12.6. Minecraft
          12.6.1. Business Overview
          12.6.2. Company Snapshot
          12.6.3. Company Market Share Analysis
          12.6.4. Company Product Portfolio
          12.6.5. Recent Developments
          12.6.6. SWOT Analysis
    12.7. Tangible Play
          12.7.1. Business Overview
          12.7.2. Company Snapshot
          12.7.3. Company Market Share Analysis
          12.7.4. Company Product Portfolio
          12.7.5. Recent Developments
          12.7.6. SWOT Analysis
    12.8. BreakAway games
          12.8.1. Business Overview
          12.8.2. Company Snapshot
          12.8.3. Company Market Share Analysis
          12.8.4. Company Product Portfolio
          12.8.5. Recent Developments
          12.8.6. SWOT Analysis
    12.9. Recurrence
          12.9.1. Business Overview
          12.9.2. Company Snapshot
          12.9.3. Company Market Share Analysis
          12.9.4. Company Product Portfolio
          12.9.5. Recent Developments
          12.9.6. SWOT Analysis
    12.10. Gamelearn
          12.10.1. Business Overview
          12.10.2. Company Snapshot
          12.10.3. Company Market Share Analysis
          12.10.4. Company Product Portfolio
          12.10.5. Recent Developments
          12.10.6. SWOT Analysis
    12.11. Stratbeans
          12.11.1. Business Overview
          12.11.2. Company Snapshot
          12.11.3. Company Market Share Analysis
          12.11.4. Company Product Portfolio
          12.11.5. Recent Developments
          12.11.6. SWOT Analysis
    12.12. Raptivity
          12.12.1. Business Overview
          12.12.2. Company Snapshot
          12.12.3. Company Market Share Analysis
          12.12.4. Company Product Portfolio
          12.12.5. Recent Developments
          12.12.6. SWOT Analysis
    12.13. Simulearn
          12.13.1. Business Overview
          12.13.2. Company Snapshot
          12.13.3. Company Market Share Analysis
          12.13.4. Company Product Portfolio
          12.13.5. Recent Developments
          12.13.6. SWOT Analysis
    12.14. Schell Games
          12.14.1. Business Overview
          12.14.2. Company Snapshot
          12.14.3. Company Market Share Analysis
          12.14.4. Company Product Portfolio
          12.14.5. Recent Developments
          12.14.6. SWOT Analysis
    12.15. Layup
          12.15.1. Business Overview
          12.15.2. Company Snapshot
          12.15.3. Company Market Share Analysis
          12.15.4. Company Product Portfolio
          12.15.5. Recent Developments
          12.15.6. SWOT Analysis
    12.16. Monkimun
          12.16.1. Business Overview
          12.16.2. Company Snapshot
          12.16.3. Company Market Share Analysis
          12.16.4. Company Product Portfolio
          12.16.5. Recent Developments
          12.16.6. SWOT Analysis
    12.17. Banzai Labs
          12.17.1. Business Overview
          12.17.2. Company Snapshot
          12.17.3. Company Market Share Analysis
          12.17.4. Company Product Portfolio
          12.17.5. Recent Developments
          12.17.6. SWOT Analysis
    12.18. Playgen
          12.18.1. Business Overview
          12.18.2. Company Snapshot
          12.18.3. Company Market Share Analysis
          12.18.4. Company Product Portfolio
          12.18.5. Recent Developments
          12.18.6. SWOT Analysis
    12.19. Fundamentor
          12.19.1. Business Overview
          12.19.2. Company Snapshot
          12.19.3. Company Market Share Analysis
          12.19.4. Company Product Portfolio
          12.19.5. Recent Developments
          12.19.6. SWOT Analysis
    12.20. Cognitive Toybox
          12.20.1. Business Overview
          12.20.2. Company Snapshot
          12.20.3. Company Market Share Analysis
          12.20.4. Company Product Portfolio
          12.20.5. Recent Developments
          12.20.6. SWOT Analysis
    12.21. Idnusgeeks
          12.21.1. Business Overview
          12.21.2. Company Snapshot
          12.21.3. Company Market Share Analysis
          12.21.4. Company Product Portfolio
          12.21.5. Recent Developments
          12.21.6. SWOT Analysis
    12.22. Quodeck
          12.22.1. Business Overview
          12.22.2. Company Snapshot
          12.22.3. Company Market Share Analysis
          12.22.4. Company Product Portfolio
          12.22.5. Recent Developments
          12.22.6. SWOT Analysis
    12.23. G-Cube
          12.23.1. Business Overview
          12.23.2. Company Snapshot
          12.23.3. Company Market Share Analysis
          12.23.4. Company Product Portfolio
          12.23.5. Recent Developments
          12.23.6. SWOT Analysis
    12.24. Smart Lumies
          12.24.1. Business Overview
          12.24.2. Company Snapshot
          12.24.3. Company Market Share Analysis
          12.24.4. Company Product Portfolio
          12.24.5. Recent Developments
          12.24.6. SWOT Analysis
    12.25. Kuato Studios
          12.25.1. Business Overview
          12.25.2. Company Snapshot
          12.25.3. Company Market Share Analysis
          12.25.4. Company Product Portfolio
          12.25.5. Recent Developments
          12.25.6. SWOT Analysis
    12.26. Infinite Dreams
          12.26.1. Business Overview
          12.26.2. Company Snapshot
          12.26.3. Company Market Share Analysis
          12.26.4. Company Product Portfolio
          12.26.5. Recent Developments
          12.26.6. SWOT Analysis
    12.27. Hornbill FX
          12.27.1. Business Overview
          12.27.2. Company Snapshot
          12.27.3. Company Market Share Analysis
          12.27.4. Company Product Portfolio
          12.27.5. Recent Developments
          12.27.6. SWOT Analysis
    12.28. Gametize
          12.28.1. Business Overview
          12.28.2. Company Snapshot
          12.28.3. Company Market Share Analysis
          12.28.4. Company Product Portfolio
          12.28.5. Recent Developments
          12.28.6. SWOT Analysis
    12.29. Threatgen
          12.29.1. Business Overview
          12.29.2. Company Snapshot
          12.29.3. Company Market Share Analysis
          12.29.4. Company Product Portfolio
          12.29.5. Recent Developments
          12.29.6. SWOT Analysis
    12.30. Kidoz
          12.30.1. Business Overview
          12.30.2. Company Snapshot
          12.30.3. Company Market Share Analysis
          12.30.4. Company Product Portfolio
          12.30.5. Recent Developments
          12.30.6. SWOT Analysis
    12.31. Sweetrush
          12.31.1. Business Overview
          12.31.2. Company Snapshot
          12.31.3. Company Market Share Analysis
          12.31.4. Company Product Portfolio
          12.31.5. Recent Developments
          12.31.6. SWOT Analysis
    12.32. VR Education Holdings
          12.32.1. Business Overview
          12.32.2. Company Snapshot
          12.32.3. Company Market Share Analysis
          12.32.4. Company Product Portfolio
          12.32.5. Recent Developments
          12.32.6. SWOT Analysis
    12.33. MLevel
          12.33.1. Business Overview
          12.33.2. Company Snapshot
          12.33.3. Company Market Share Analysis
          12.33.4. Company Product Portfolio
          12.33.5. Recent Developments
          12.33.6. SWOT Analysis
 

List of Table

1. Global Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

2. Global AI-Based Games, Game-Based Learning Market, By Region, 2019-2030 (USD Billion) 

3. Global AR VR Games , Game-Based Learning Market, By Region, 2019-2030 (USD Billion) 

4. Global Location-Based Games, Game-Based Learning Market, By Region, 2019-2030 (USD Billion) 

5. Global Training, Knowledge and Skill-Based Games, Game-Based Learning Market, By Region, 2019-2030 (USD Billion) 

6. Global Assessment and Evaluation Games, Game-Based Learning Market, By Region, 2019-2030 (USD Billion) 

7. Global Language Learning Games, Game-Based Learning Market, By Region, 2019-2030 (USD Billion) 

8. Global Others, Game-Based Learning Market, By Region, 2019-2030 (USD Billion) 

9. Global Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

10. Global On-Premise, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)

11. Global Cloud, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)

12. Global Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

13. Global Services, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)

14. Global Solution, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)

15. Global Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

16. Global Healthcare, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)

17. Global Education, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)

18. Global  Manufacturing,  Game-Based Learning Market, By Region, 2019-2030 (USD Billion)

19. Global  Retail & e-commerce, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)

20. Global Consumer, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)

21. Global  IT & Telecom, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)

22. Global Government & Defense, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)

23. Global Others, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)

24. North America Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

25. North America Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

26. North America Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

27. North America Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

28. U.S. Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

29. U.S. Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

30. U.S. Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

31. U.S. Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

32. Canada Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

33. Canada Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

34. Canada Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

35. Canada Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

36. Mexico Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

37. Mexico Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

38. Mexico Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

39. Mexico Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

40. Europe Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

41. Europe Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

42. Europe Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

43. Europe Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

44. Germany Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

45. Germany Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

46. Germany Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

47. Germany Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

48. France Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

49. France Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

50. France Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

51. France Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

52. U.K. Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

53. U.K. Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

54. U.K. Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

55. U.K. Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

56. Italy Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

57. Italy Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

58. Italy Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

59. Italy Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

60. Spain Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

61. Spain Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

62. Spain Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

63. Spain Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

64. Asia Pacific Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

65. Asia Pacific Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

66. Asia Pacific Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

67. Asia Pacific Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

68. Japan Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

69. Japan Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

70. Japan Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

71. Japan Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

72. China Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

73. China Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

74. China Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

75. China Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

76. India Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

77. India Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

78. India Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

79. India Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

80. South America Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

81. South America Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

82. South America Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

83. South America Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

84. Brazil Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

85. Brazil Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

86. Brazil Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

87. Brazil Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

88. Middle East and Africa Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

89. Middle East and Africa Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

90. Middle East and Africa Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

91. Middle East and Africa Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

92. UAE Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

93. UAE Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

94. UAE Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

95. UAE Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

96. South Africa Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)

97. South Africa Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)

98. South Africa Game-Based Learning Market, By Component, 2019-2030 (USD Billion)

99. South Africa Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)

List of Figures 

1. Global Game-Based Learning Market Segmentation

2. Global Game-Based Learning Market: Research Methodology

3. Market Size Estimation Methodology: Bottom-Up Approach

4. Market Size Estimation Methodology: Top-Down Approach

5. Data Triangulation

6. Porter’s Five Forces Analysis 

7. Value Chain Analysis 

8. Global Game-Based Learning Market Attractiveness Analysis By Game Type  

9. Global Game-Based Learning Market Attractiveness Analysis By Deployment Mode 

10. Global Game-Based Learning Market Attractiveness Analysis By Component

11. Global Game-Based Learning Market Attractiveness Analysis By End-User

12. Global Game-Based Learning Market Attractiveness Analysis By Region

13. Global Game-Based Learning Market: Dynamics

14. Global Game-Based Learning Market Share By Game Type (2022 & 2030)

15. Global Game-Based Learning Market Share By Deployment Mode (2022 & 2030)

16. Global Game-Based Learning Market Share By Component (2022 & 2030)

17. Global Game-Based Learning Market Share By End-User (2022 & 2030)

18. Global Game-Based Learning Market Share By Regions (2022 & 2030)

19. Global Game-Based Learning Market Share By Company (2021)

This study forecasts revenue at global, regional, and country levels from 2019 to 2030. The Brainy Insights has segmented the global game-based learning based on below mentioned segments:

Global Game-Based Learning Market by Game Type:

  •  AI-Based Games
  • AR VR Games
  • Location-Based Games
  • Training
  • Knowledge and Skill-Based Games
  • Assessment and Evaluation Games
  • Language Learning Games
  • Others

Global Game-Based Learning Market by Deployment Mode:

  • On-Premise
  • Cloud

Global Game-Based Learning Market by Component:

  • Services
  • Solution

Global Game-Based Learning Market by End-User:

  • Healthcare
  • Education
  • Manufacturing
  • Retail & eCommerce
  • Consumer
  • IT & Telecom
  • Government & Defense
  • Others

Global Game-Based Learning by Region:

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Spain
  • Asia-Pacific
    • Japan
    • China
    • India
  • South America
    • Brazil
  • Middle East and Africa  
    • UAE
    • South Africa

Methodology

Research has its special purpose to undertake marketing efficiently. In this competitive scenario, businesses need information across all industry verticals; the information about customer wants, market demand, competition, industry trends, distribution channels etc. This information needs to be updated regularly because businesses operate in a dynamic environment. Our organization, The Brainy Insights incorporates scientific and systematic research procedures in order to get proper market insights and industry analysis for overall business success. The analysis consists of studying the market from a miniscule level wherein we implement statistical tools which helps us in examining the data with accuracy and precision. 

Our research reports feature both; quantitative and qualitative aspects for any market. Qualitative information for any market research process are fundamental because they reveal the customer needs and wants, usage and consumption for any product/service related to a specific industry. This in turn aids the marketers/investors in knowing certain perceptions of the customers. Qualitative research can enlighten about the different product concepts and designs along with unique service offering that in turn, helps define marketing problems and generate opportunities. On the other hand, quantitative research engages with the data collection process through interviews, e-mail interactions, surveys and pilot studies. Quantitative aspects for the market research are useful to validate the hypotheses generated during qualitative research method, explore empirical patterns in the data with the help of statistical tools, and finally make the market estimations.

The Brainy Insights offers comprehensive research and analysis, based on a wide assortment of factual insights gained through interviews with CXOs and global experts and secondary data from reliable sources. Our analysts and industry specialist assume vital roles in building up statistical tools and analysis models, which are used to analyse the data and arrive at accurate insights with exceedingly informative research discoveries. The data provided by our organization have proven precious to a diverse range of companies, facilitating them to address issues such as determining which products/services are the most appealing, whether or not customers use the product in the manner anticipated, the purchasing intentions of the market and many others.

Our research methodology encompasses an idyllic combination of primary and secondary initiatives. Key phases involved in this process are listed below:

MARKET RESEARCH PROCESS

Data Procurement:

The phase involves the gathering and collecting of market data and its related information with the help of different sources & research procedures.

The data procurement stage involves in data gathering and collecting through various data sources.

This stage involves in extensive research. These data sources includes:

Purchased Database: Purchased databases play a crucial role in estimating the market sizes irrespective of the domain. Our purchased database includes:

  • The organizational databases such as D&B Hoovers, and Bloomberg that helps us to identify the competitive scenario of the key market players/organizations along with the financial information.
  • Industry/Market databases such as Statista, and Factiva provides market/industry insights and deduce certain formulations. 
  • We also have contractual agreements with various reputed data providers and third party vendors who provide information which are not limited to:
    • Import & Export Data
    • Business Trade Information
    • Usage rates of a particular product/service on certain demographics mainly focusing on the unmet prerequisites

Primary Research: The Brainy Insights interacts with leading companies and experts of the concerned domain to develop the analyst team’s market understanding and expertise. It improves and substantiates every single data presented in the market reports. Primary research mainly involves in telephonic interviews, E-mail interactions and face-to-face interviews with the raw material providers, manufacturers/producers, distributors, & independent consultants. The interviews that we conduct provides valuable data on market size and industry growth trends prevailing in the market. Our organization also conducts surveys with the various industry experts in order to gain overall insights of the industry/market. For instance, in healthcare industry we conduct surveys with the pharmacists, doctors, surgeons and nurses in order to gain insights and key information of a medical product/device/equipment which the customers are going to usage. Surveys are conducted in the form of questionnaire designed by our own analyst team. Surveys plays an important role in primary research because surveys helps us to identify the key target audiences of the market. Additionally, surveys helps to identify the key target audience engaged with the market. Our survey team conducts the survey by targeting the key audience, thus gaining insights from them. Based on the perspectives of the customers, this information is utilized to formulate market strategies. Moreover, market surveys helps us to understand the current competitive situation of the industry. To be precise, our survey process typically involve with the 360 analysis of the market. This analytical process begins by identifying the prospective customers for a product or service related to the market/industry to obtain data on how a product/service could fit into customers’ lives.

Secondary Research: The secondary data sources includes information published by the on-profit organizations such as World bank, WHO, company fillings, investor presentations, annual reports, national government documents, statistical databases, blogs, articles, white papers and others. From the annual report, we analyse a company’s revenue to understand the key segment and market share of that organization in a particular region. We analyse the company websites and adopt the product mapping technique which is important for deriving the segment revenue. In the product mapping method, we select and categorize the products offered by the companies catering to domain specific market, deduce the product revenue for each of the companies so as to get overall estimation of the market size. We also source data and analyses trends based on information received from supply side and demand side intermediaries in the value chain. The supply side denotes the data gathered from supplier, distributor, wholesaler and the demand side illustrates the data gathered from the end customers for respective market domain.

The supply side for a domain specific market is analysed by:

  • Estimating and projecting penetration rates through analysing product attributes, availability of internal and external substitutes, followed by pricing analysis of the product.
  • Experiential assessment of year-on-year sales of the product by conducting interviews.

The demand side for the market is estimated through:

  • Evaluating the penetration level and usage rates of the product.
  • Referring to the historical data to determine the growth rate and evaluate the industry trends

In-house Library: Apart from these third-party sources, we have our in-house library of qualitative and quantitative information. Our in-house database includes market data for various industry and domains. These data are updated on regular basis as per the changing market scenario. Our library includes, historic databases, internal audit reports and archives.

Sometimes there are instances where there is no metadata or raw data available for any domain specific market. For those cases, we use our expertise to forecast and estimate the market size in order to generate comprehensive data sets. Our analyst team adopt a robust research technique in order to produce the estimates:

  • Applying demographic along with psychographic segmentation for market evaluation
  • Determining the Micro and Macro-economic indicators for each region 
  • Examining the industry indicators prevailing in the market. 

Data Synthesis: This stage involves the analysis & mapping of all the information obtained from the previous step. It also involves in scrutinizing the data for any discrepancy observed while data gathering related to the market. The data is collected with consideration to the heterogeneity of sources. Robust scientific techniques are in place for synthesizing disparate data sets and provide the essential contextual information that can orient market strategies. The Brainy Insights has extensive experience in data synthesis where the data passes through various stages:

  • Data Screening: Data screening is the process of scrutinising data/information collected from primary research for errors and amending those collected data before data integration method. The screening involves in examining raw data, identifying errors and dealing with missing data. The purpose of the data screening is to ensure data is correctly entered or not. The Brainy Insights employs objective and systematic data screening grades involving repeated cycles of quality checks, screening and suspect analysis.
  • Data Integration: Integrating multiple data streams is necessary to produce research studies that provide in-depth picture to the clients. These data streams come from multiple research studies and our in house database. After screening of the data, our analysts conduct creative integration of data sets, optimizing connections between integrated surveys and syndicated data sources. There are mainly 2 research approaches that we follow in order to integrate our data; top down approach and bottom up approach.

Market Deduction & Formulation: The final stage comprises of assigning data points at appropriate market spaces so as to deduce feasible conclusions. Analyst perspective & subject matter expert based holistic form of market sizing coupled with industry analysis also plays a crucial role in this stage.

This stage involves in finalization of the market size and numbers that we have collected from data integration step. With data interpolation, it is made sure that there is no gap in the market data. Successful trend analysis is done by our analysts using extrapolation techniques, which provide the best possible forecasts for the market.

Data Validation & Market Feedback: Validation is the most important step in the process. Validation & re-validation via an intricately designed process helps us finalize data-points to be used for final calculations.

The Brainy Insights interacts with leading companies and experts of the concerned domain to develop the analyst team’s market understanding and expertise. It improves and substantiates every single data presented in the market reports. The data validation interview and discussion panels are typically composed of the most experienced industry members. The participants include, however, are not limited to:

  • CXOs and VPs of leading companies’ specific to sector
  • Purchasing managers, technical personnel, end-users
  • Key opinion leaders such as investment bankers, and industry consultants

Moreover, we always validate our data and findings through primary respondents from all the major regions we are working on.

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