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Game-Based Learning Market size surpassed USD 15 billion in 2021 and is projected to expand at 15% CAGR from 2022 to 2028.
Immersive technologies such as Augmented Reality (AR) and Virtual Reality (VR) have positively impacted the education industry by enhancing learning efficiency and improving engagement & knowledge retention levels in employees & students. The market players such as Hurix Digital and Gamelearn are integrating innovative technologies in their game-based learning modules, aiding learners in better understanding & gaining insights about the subjects with interactive experiences. These technologies are integrated into the courses that include real-world-based storylines and evaluations, allowing learners to effectively understand different topics with a high retention value.
The industry is witnessing a surge in the number of higher education universities and institutions offering virtual game-based and AR learning courses to their students. For instance, in April 2021, The Fox School of Business implemented VR in one of its NBA seminars to connect students and learners in discussion-based learning.
Report Attribute | Details |
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Base Year: | 2021 |
Game-Based Learning Market Size in 2021: | 15 billion (USD) |
Forecast Period: | 2022 to 2028 |
Forecast Period 2022 to 2028 CAGR: | 15% |
2028 Value Projection: | 50 billion (USD) |
Historical Data for: | 2018 to 2021 |
No. of Pages: | 300 |
Tables, Charts & Figures: | 414 |
Segments covered: | Provider, Deployment Model, Application, Region |
Growth Drivers: |
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Pitfalls & Challenges: |
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The COVID-19 pandemic propelled the game-based learning market in FY2020 owing to rising digitalization in the education industry. The education sector observed a surge in demand for game-based learning solutions in 2020 due to stringent lockdown measures imposed by various government administrations, resulting in the temporary shutdown of schools and universities. This encouraged students to enroll in various online game-based learning courses that allow students and instructors to visualize scalable 3D models in real-time, making learning more contextual and dynamic for the learners. The market continued to grow on account of the high acceptance of these learning solutions for employee training by corporates.