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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

出版日期: | 出版商: IMARC | 英文 142 Pages | 商品交期: 2-3個工作天內

價格

市場概況:

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。

全球遊戲學習市場促進因素:

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。

本報告回答的關鍵問題:

  • 迄今為止,全球基於遊戲的學習市場表現如何?未來幾年將如何表現?
  • 全球遊戲學習市場的主要區域市場有哪些?
  • COVID-19 對全球遊戲學習市場有何影響?
  • 全球遊戲學習市場在平台基礎上的分化如何?
  • 全球遊戲學習市場按收入類型分類是怎樣的?
  • 全球基於遊戲的學習市場在最終用戶的基礎上有何細分?
  • 全球遊戲學習市場價值鏈的各個階段是什麼?
  • 全球遊戲學習市場的關鍵促進因素和挑戰是什麼?
  • 全球遊戲學習市場的結構如何?誰是主要參與者?
  • 全球遊戲學習市場的競爭程度如何?

目錄

第一章:前言

第 2 章:範圍和方法

  • 研究目的
  • 利益相關者
  • 數據源
    • 主要資源
    • 二手資料
  • 市場預測
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第 3 章:執行摘要

第 4 章:簡介

  • 概述
  • 主要行業趨勢

第 5 章:全球遊戲學習市場

  • 市場概況
  • 市場業績
  • COVID-19 的影響
  • 按平台分類的市場細分
  • 按收入類型分類的市場細分
  • 按最終用戶分類的市場細分
  • 按地區分類的市場細分
  • 市場預測

第 6 章:按平台分類的市場細分

  • 線上的
    • 市場走向
    • 市場預測
  • 離線
    • 市場走向
    • 市場預測

第 7 章:按收入類型分類的市場細分

  • 遊戲購買
    • 市場走向
    • 市場預測
  • 廣告
    • 市場走向
    • 市場預測
  • 其他
    • 市場走向
    • 市場預測

第 8 章:最終用戶的市場細分

  • K-12 基於遊戲的學習
    • 市場走向
    • 市場預測
  • 更高的基於遊戲的學習
    • 市場走向
    • 市場預測

第 9 章:按地區分類的市場細分

  • 北美
    • 市場走向
    • 市場預測
  • 歐洲
    • 市場走向
    • 市場預測
  • 亞太地區
    • 市場走向
    • 市場預測
  • 中東和非洲
    • 市場走向
    • 市場預測
  • 拉丁美洲
    • 市場走向
    • 市場預測

第 10 章:全球遊戲學習行業:SWOT 分析

  • 概述
  • 優勢
  • 弱點
  • 機會
  • 威脅

第 11 章:全球遊戲學習產業:價值鏈分析

第 12 章:全球遊戲學習行業:波特五力分析

  • 概述
  • 買家的議價能力
  • 供應商的議價能力
  • 競爭程度
  • 新進入者的威脅
  • 替代品的威脅

第 13 章:全球遊戲學習行業:價格分析

第14章:競爭格局

  • 市場結構
  • 關鍵參與者
  • 關鍵參與者簡介
    • 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.)
    • Toolwire, Inc
Product Code: SR112023A1176

Market Overview:

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.

Global Game-Based Learning Market Drivers:

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.

Key Market Segmentation:

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.

Breakup by Platform:

Online

Offline

Based on the platform, the market has been segmented into online and offline.

Breakup by Revenue Type:

Game Purchase

Advertising

Others

Based on the revenue type, the market has been segmented into game purchase, advertising and others.

Breakup by End-User:

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.

Breakup by Region:

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

Competitive Landscape:

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.

Key Questions Answered in This Report:

  • How has the global game-based learning market performed so far and how will it perform in the coming years?
  • What are the key regional markets in the global game-based learning market?
  • What has been the impact of COVID-19 on the global game-based learning market?
  • What is the breakup of the global game-based learning market on the basis of platform?
  • What is the breakup of the global game-based learning market on the basis of revenue type?
  • What is the breakup of the global game-based learning market on the basis of end-user?
  • What are the various stages in the value chain of the global game-based learning market?
  • What are the key driving factors and challenges in the global game-based learning market?
  • What is the structure of the global game-based learning market and who are the key players?
  • What is the degree of competition in the global game-based learning market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Game-Based Learning Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Breakup by Platform
  • 5.5 Market Breakup by Revenue Type
  • 5.6 Market Breakup by End-User
  • 5.7 Market Breakup by Region
  • 5.8 Market Forecast

6 Market Breakup by Platform

  • 6.1 Online
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Offline
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast

7 Market Breakup by Revenue Type

  • 7.1 Game Purchase
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Advertising
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Others
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8 Market Breakup by End-User

  • 8.1 K-12 Game-Based Learning
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Higher Game-Based Learning
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Region

  • 9.1 North America
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Europe
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Asia Pacific
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Middle East and Africa
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Latin America
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast

10 Global Game-Based Learning Industry: SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Global Game-Based Learning Industry: Value Chain Analysis

12 Global Game-Based Learning Industry: Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Global Game-Based Learning Industry: Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 Badgeville (CallidusCloud)
    • 14.3.2 Bunchball (BI WORLDWIDE)
    • 14.3.3 Classcraft Studios Inc.
    • 14.3.4 Six Waves Inc.
    • 14.3.5 Recurrence, Inc.
    • 14.3.6 Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
    • 14.3.7 Gametize Pte. Ltd.
    • 14.3.8 GradeCraft (The Regents of the University of Michigan)
    • 14.3.9 Kuato Studios
    • 14.3.10 BreakAway Ltd., Inc.
    • 14.3.11 Filament Games
    • 14.3.12 LearningWare, Inc.
    • 14.3.13 Osmo (Tangible Play, Inc.)
    • 14.3.14 Toolwire, Inc

List of Figures

  • Figure 1: Global: Game-Based Learning Market: Major Drivers and Challenges
  • Figure 2: Global: Game-Based Learning Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Game-Based Learning Market: Breakup by Platform (in %), 2022
  • Figure 4: Global: Game-Based Learning Market: Breakup by Revenue Type (in %), 2022
  • Figure 5: Global: Game-Based Learning Market: Breakup by End-User (in %), 2022
  • Figure 6: Global: Game-Based Learning Market: Breakup by Region (in %), 2022
  • Figure 7: Global: Game-Based Learning Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 8: Global: Game-Based Learning Industry: SWOT Analysis
  • Figure 9: Global: Game-Based Learning Industry: Value Chain Analysis
  • Figure 10: Global: Game-Based Learning Industry: Porter's Five Forces Analysis
  • Figure 11: Global: Game-Based Learning (Online) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 12: Global: Game-Based Learning (Online) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 13: Global: Game-Based Learning (Offline) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 14: Global: Game-Based Learning (Offline) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 15: Global: Game-Based Learning (Game Purchase) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 16: Global: Game-Based Learning (Game Purchase) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 17: Global: Game-Based Learning (Advertising) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 18: Global: Game-Based Learning (Advertising) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 19: Global: Game-Based Learning (Others) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 20: Global: Game-Based Learning (Others) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 21: Global: Game-Based Learning (K-12 Game-Based Learning) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 22: Global: Game-Based Learning (K-12 Game-Based Learning) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 23: Global: Game-Based Learning (Higher Game-Based Learning) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 24: Global: Game-Based Learning (Higher Game-Based Learning) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 25: North America: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 26: North America: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 27: Europe: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 28: Europe: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 29: Asia Pacific: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 30: Asia Pacific: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 31: Middle East and Africa: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 32: Middle East and Africa: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 33: Latin America: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 34: Latin America: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028

List of Tables

  • Table 1: Global: Game-Based Learning Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Game-Based Learning Market Forecast: Breakup by Platform (in Million US$), 2023-2028
  • Table 3: Global: Game-Based Learning Market Forecast: Breakup by Revenue Type (in Million US$), 2023-2028
  • Table 4: Global: Game-Based Learning Market Forecast: Breakup by End-User (in Million US$), 2023-2028
  • Table 5: Global: Game-Based Learning Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 6: Global: Game-Based Learning Market: Competitive Structure
  • Table 7: Global: Game-Based Learning Market: Key Players