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Game-Based Learning Market Size By Provider (Content, Services), By Deployment Model (Cloud, On-Premise), By Application (Academic [K-12, Higher Education, Vocational Training], Corporate [SMEs, Large Enterprises], Government), COVID-19 Impact Analysis, Regional Outlook, Growth Potential, Competitive Market Share & Forecast, 2022 – 2028

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

Industry Trends

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.
 

Game-Based Learning Market

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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.
 

Growing demand for content digitalization in the U.S.

The U.S. content providers market for game-based learning solutions will achieve growth rate of about 13% through 2028 led by surge in usage for digitalized & customized courses. Rising government initiatives and high usage of game-based learning solutions by educational institutes will drive the market demand.
 

Increasing adoption of cloud-based learning models in developed & developing economies

The proliferation of cloud technologies in game-based learning solutions has created a positive market outlook. Enterprises are increasingly shifting toward cloud-based models to leverage new technologies such as augmented learning, virtual reality, and microlearning. Cloud-based technology is gaining traction in the education sector as it is cost-effective and enables flexible teaching techniques for learners. The strong cloud computing industry in North America and Europe will also support the cloud-based game-based learning market growth.
 

Demand for cost-effective game-based learning solutions in India

India Game-Based Learning Market Size, By Application

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In India, demand for game-based learning from corporate sector is poised to register around 24% gains through 2028 impelled by its usage for interactive employee Learning & Development (L&D) courses. Corporate sector is incorporating modern learning technologies to help employees understand their job roles through problem-solving and strategic games. SMEs and large enterprises are migrating to digital training platforms from their existing traditional training methodologies such as workshops and conferences.
 

Developed ICT infrastructure in the Europe

Europe Game-Based Learning Market Size, By Country

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The Europe game-based learning market accounted for more than 30% of the revenue share in 2021 and will witness steady growth driven by the growing penetration of 5G networks that offer better bandwidth to stream high-quality and graphic-intensive courses. Strong internet connectivity facilitates the smooth functioning of cloud-based courses, enabling companies to offer a comprehensive range of solutions to global customers. The 5G rollout in Germany and Spain is also spurring the market expansion as it has enhanced audio-video quality and streaming speed.
 

For instance, in February 2022, Orange España unveiled its plans to roll out 5G services in the 700 MHz band throughout 2022. The company will offer this technology to its customers in approximately 1,100 municipalities. Robust telecom and cloud infrastructure in Europe will also boost the regional industry statistics as game-based learning allows participants to effectively understand concepts, deal with challenges, and solve problems.
 

Launch of game-based learning solutions with advanced functionalities

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, and Toolwire Spaces Learning.
 

This market research report on game-based learning includes in-depth coverage of the industry with estimates & forecasts s in terms of revenue in USD from 2018 to 2028 for the following segments:

Market, By Provider

  • Content
  • Services

Market, By Deployment Model

  • Cloud
  • On-Premise

Market, By Application

  • Academic
    • K-12
    • Higher education
    • Vocational training
  • Corporate
    • SMEs
    • Large enterprises
  • Government

The above information has been provided for the following regions and countries:

  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • Russia
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Singapore
    • Australia
  • Latin America
    • Brazil
    • Mexico
    • Argentina
    • Chile
    • Colombia
  • Middle East & Africa
    • UAE
    • Saudi Arabia
    • Israel
    • South Africa

 

Authors: Preeti Wadhwani, Saloni Gankar

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.

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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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