Home > Media & Technology > Information Technology > IT Applications > Game-Based Learning Market

Game-Based Learning Market Share

  • Report ID: GMI5229
  • Published Date: Mar 2022
  • Report Format: PDF

Game-Based Learning Market Share

The industry participants are focusing on introducing solutions with subscription-based services to build a digital marketplace. For instance, in December 2021, Kahoot! ASA launched Kahoot!+ AccessPass, a new user subscription that allows users to access premium content. The launch aims to give consumers access to a larger collection of ready-to-use premium course content. The material on the platform and mobile applications with Kahoot!+ AccessPass is generated by well-known producers & publishers and provides learners of all ages access to unique content on various themes. It is updated weekly with unique content to make learning more affordable, engaging, and enjoyable for students.
 

Key players operating in the game-based learning market include

  • Allen Communication Learning Services
  • Breakaway Ltd.
  • Centrical
  • Cisco Systems Inc.
  • Cognitive Toybox Inc.
  • Duolingo
  • EI Design Pvt. Ltd.
  • ELM Learning
  • Elucidat
  • Gamelearn
  • Filament Games
  • Gametize
  • G-cube
  • Goodbye Kansas Group (Bublar Group)
  • Hurix Digital
  • Kahoot! ASA
  • Kineo
  • Learnbrite
  • Learning Pool
  • Raptivity
  • Schell Games
  • StratBeans Consulting Pvt. Ltd.
  • The Performance Development Group
  • Toolwire Spaces Learning
Authors: Suraj Gujar

Frequently Asked Questions (FAQ) :

The market size of game-based learning crossed USD 15 billion in 2021 and is anticipated to grow at a CAGR of 15% through 2028 with increasing adoption of digital learning technologies by schools and universities.

The market revenue from content providers segment in the U.S. could grow at a CAGR of 13% over 2022-2028 owing to increasing demand for digitalized & customized courses.

The market demand from corporate sector in India is poised to grow at a CAGR of 24% during 2022-2028.

Europe captured more than 30% of the overall market share in 2021 and could proliferate with increasing penetration of 5G networks that provide better bandwidth to stream graphic-intensive and high-quality courses.

Game-Based Learning Market Scope

Buy Now


Premium Report Details

  • Base Year: 2021
  • Companies covered: 24
  • Tables & Figures: 414
  • Countries covered: 23
  • Pages: 300
 Download Free Sample