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Game-Based Learning Market Size

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

Game-Based Learning Market Size

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.

 

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.

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

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Premium Report Details

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