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Game-Based Learning Market size worth $50 Bn by 2028

  • Published Date: March 22, 2022

Game-Based Learning Market size is set to cross USD 50 billion by 2028, according to a new research report by Global Market Insights Inc.

The rising demand among global government organizations to improve their employee technical skills is propelling the use of game-based learning in the public sector. The rising emphasis on using digital technology to improve the delivery of public administration services through various platforms designed to offer services, such as e-ID and driving license, is fueling the market growth. The industry players are designing game-based learning modules that help government organizations to train their employees on various software solutions. They are offering courses that enhance the productivity of employees by aiding in the understanding of functions and features of the software through gamified training modules.

The ongoing COVID-19 pandemic had a positive impact on the game-based learning market demand owing to the closure of schools, universities, and corporate organizations globally. According to the UNESCO, in March 2020, over 1.2 billion students in 186 countries were affected by school closures due to the pandemic. Consumers rapidly embraced digital learning solutions to maintain social distance and minimize disruptions in education. The market will witness rise in 2022 on account of various government initiatives supporting the implementation of digital technologies in the education industry.

U.S. Game-Based Learning Market Share By Provider

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Game-based learning service industry to augment the demand

The game-based learning market players are offering various services including consulting, implementation, and support & maintenance. Service providers help customers in developing tailored solutions to allow educational institutions and companies to create innovative learning modules that can be distributed to students across the world in real-time. The implementation services enable organizations to deploy unique solutions that are tailored to the customers’ training process, thereby enhancing the delivery and efficacy. Implementation services also include website creation, layout & template selection, and network management.

Browse key industry insights spread across 300 pages with 377 market data tables and 37 figures & charts from the report, “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”, in detail along with the table of contents:


Growing popularity of customizable game-based learning solutions

The market share of on-premise deployment is increasing as it offers greater customization control on software enhancements in game-based learning solutions. It also enables the development of a custom user interface and reports according to customer requirements. The increasing demand for tailored solutions that can be implemented alongside other software programs for optimum utilization of the existing storage space will drive the industry statistics. The game-based learning market is observing a surge for on-premise deployment models from underdeveloped countries with poor internet connectivity.

Rising adoption of advanced learning solutions for K-12 students

The industry participants are focusing on offering game-based learning solutions to K-12 students with comprehensive digital libraries that act as a learning repository. K-12 courses are aligned with a global curriculum and are available in multiple languages, allowing students from all around the world to learn different subjects. Companies, such as Hurix Digital, Gamelearn, and Minecraft, also provide a K-12 content library with a variety of educational courses designed for elementary, middle, and high school students. Schools can supplement their existing online content with a new digital repository to enrich the learning experience of the students. They also offer game-based learning solutions that have a range of comprehensive videos to help students understand complex & abstract concepts of different subjects including mathematics and science in a simple way.

Government support and initiatives for the adoption of digital education

Asia Pacific game-based learning market is poised to grow at a CAGR of 20% through 2028. The government authorities in the region are enhancing the development of digital learning technologies to strengthen their education industry. The rising participation by companies, such as G-cube and StratBeans Consulting Pvt. Ltd., to offer game-based learning courses with advanced analytics capability combined with the government's effort to boost the region's digital education landscape will aid the market development.

Introduction of advanced training video development tools to form a key strategy

Prominent participants 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, Gametize, G-cube, Goodbye Kansas Group (Bublar Group), Hurix Digital, Kahoot! ASA, Kineo, Learnbrite, Learning Pool, Raptivity, Schell Games, The Performance Development Group, and Toolwire Spaces Learning.

The industry leaders are introducing new solutions that optimize the entire process of video game development as training modules in schools and corporate organizations.

Authors: Preeti Wadhwani, Saloni Gankar

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