市場調查報告書
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1347383
基於遊戲的學習市場:2023-2028 年全球行業趨勢、佔有率、規模、成長、機遇和預測Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028 |
2022年全球遊戲學習市場規模達到156億美元。展望未來,IMARC Group預計到2028年市場規模將達到423億美元,2023-2028年復合年成長率(CAGR)為18.3%。
基於遊戲的學習旨在通過在學習環境中使用電動遊戲設計和元素來激勵學生並吸引他們的興趣。使用這種方法有助於簡化複雜的主題,並提供有趣且有趣的學習途徑。此外,它賦予學生學習的自主權,激勵他們轉向橫向思維方法,為他們提供學習不同領域的機會,並使學習過程更加可行。因此,基於遊戲的學習是全球教育領域成長最快的趨勢之一。
對現代互動方式的優質教育的需求不斷成長,導致一些教育機構擴大採用基於遊戲的學習技術。此外,全球學校引入平板電腦和電子學習方法為全球遊戲學習市場創造了積極的前景。除此之外,擴增實境(AR)和虛擬實境(VR)在教育遊戲化中的使用增加有助於提供更加身臨其境和互動的體驗。影響市場成長的其他因素包括社交媒體的迅速興起、收入水平的提高、智慧手機的普及率不斷提高、高速網際網路的普及等。
The global game-based learning market size reached US$ 15.6 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 42.3 Billion by 2028, exhibiting a growth rate (CAGR) of 18.3% during 2023-2028.
Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning. Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.
The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market. Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience. The other factors influencing the growth of the market include the rapid emergence of social media, rising income levels, increasing penetration of smart phones, rising access to high speed internet, etc.
IMARC Group provides an analysis of the key trends in each segment of the global game-based learning market report, along with forecasts at the global and regional levels from 2023-2028. Our report has categorized the market based on platform, revenue type and end-user.
Online
Offline
Based on the platform, the market has been segmented into online and offline.
Game Purchase
Advertising
Others
Based on the revenue type, the market has been segmented into game purchase, advertising and others.
K-12 Game-Based Learning
Higher Game-Based Learning
Based on the end-user, the market has been segmented into K-12 game-based learning, higher game-based learning. The K-12 game-based learning segment currently represent the biggest segment.
North America
Europe
Asia Pacific
Middle East and Africa
Latin America
Region-wise, the market has been segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America
The competitive landscape of the market has also been examined with some of the key players being Badgeville (CallidusCloud), Bunchball (BI WORLDWIDE), Classcraft Studios Inc., Six Waves Inc., Recurrence, Inc., Fundamentor (Paratus Knowledge Ventures Pvt Ltd), Gametize Pte. Ltd., GradeCraft (The Regents of the University of Michigan), Kuato Studios, BreakAway Ltd., Inc., Filament Games, LearningWare, Inc., Osmo (Tangible Play, Inc.) and Toolwire, Inc.