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市場調查報告書
商品編碼
1729539
日本基於遊戲的學習市場報告,按平台(線上、線下)、收入類型(遊戲購買、廣告及其他)、最終用戶(K-12基於遊戲的學習、高級基於遊戲的學習)和地區分類,2025-2033 年Japan Game Based Learning Market Report by Platform (Online, Offline), Revenue Type (Game Purchase, Advertising, and Others), End User (K-12 Game-Based Learning, Higher Game-Based Learning), and Region 2025-2033 |
2024 年,日本基於遊戲的學習市場規模達到 8.733 億美元。展望未來, IMARC Group預計到 2033 年該市場規模將達到 50.391 億美元,2025-2033 年期間的成長率 (CAGR) 為 19.7%。市場受到多種重要因素的推動,包括對更沉浸式學習體驗的需求不斷成長、教育成果的改善、個性化和自適應學習方法、企業培訓和技能提升計劃,以及智慧型手機使用的日益普及。
基於遊戲的學習是一種利用互動遊戲來促進學習和技能習得過程的教育策略。在這個框架內,學習者參與專門設計的遊戲場景和活動,以符合既定的教育目標。透過結合挑戰、獎勵和進步等遊戲元素,這種方法可以激勵參與者積極參與學習之旅。以遊戲為基礎的學習的主要目標是透過鼓勵積極參與、磨練解決問題的能力和培養批判性思考技能來豐富學習體驗。透過沉浸在動態和互動的環境中,學習者能夠探索、實驗並將獲得的知識應用於現實世界。這種方法對於加深對複雜概念的理解和促進知識保留特別有利。基於遊戲的學習已在正規教育、企業培訓和專業發展計劃等各個領域獲得廣泛讚譽。它的功效在於它能夠使學習變得愉快和有意義,最終提高知識保留率和提高績效結果。
在幾個關鍵因素的推動下,日本基於遊戲的學習市場正在經歷顯著成長。人們越來越認知到互動遊戲作為教育工具的好處,特別是在提高學習者的參與和培養批判性思維方面。此外,包括學校和大學在內的教育機構正在將基於遊戲的學習方法融入其課程中,以創造動態和沈浸式的學習體驗,這是另一個重要的成長誘因。此外,企業界正在採用基於遊戲的培訓計劃來提高員工技能和生產力。除此之外,隨著智慧型手機和數位裝置的普及,基於遊戲的學習變得越來越容易和便捷,進一步推動了它的普及。市場正在見證遊戲設計和技術的創新,以符合教育目標,使其成為日本教育領域和專業發展計畫的重要組成部分。
市場研究報告也對市場競爭格局進行了全面的分析。報告涵蓋了市場結構、關鍵參與者定位、最佳制勝策略、競爭儀表板和公司評估象限等競爭分析。此外,也提供了所有主要公司的詳細資料。
Japan game based learning market size reached USD 873.3 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 5,039.1 Million by 2033, exhibiting a growth rate (CAGR) of 19.7% during 2025-2033. The market is being driven by several significant factors, including a growing need for more immersive learning experiences, improved educational results, personalized and adaptive learning approaches, corporate training and skill enhancement initiatives, and the increasing prevalence of smartphone use.
Game-based learning is an educational strategy that employs interactive games to facilitate the process of learning and skill acquisition. Within this framework, learners participate in game scenarios and activities that have been specifically designed to align with defined educational goals. By incorporating game elements such as challenges, rewards, and progression, this approach motivates participants to actively engage in the learning journey. The primary objective of game-based learning is to enrich the learning experience by encouraging active participation, honing problem-solving abilities, and fostering critical thinking skills. Through immersion in a dynamic and interactive environment, learners are prompted to explore, experiment, and apply acquired knowledge in real-world contexts. This methodology proves particularly advantageous in deepening comprehension of intricate concepts and promoting knowledge retention. Game-based learning has garnered widespread acclaim across diverse sectors, including formal education, corporate training, and professional development initiatives. Its efficacy is rooted in its capacity to render learning enjoyable and pertinent, ultimately resulting in heightened knowledge retention and enhanced performance outcomes.
The game-based learning market in Japan is experiencing notable growth, driven by several key factors. There is an increasing recognition of the benefits of interactive gaming as an educational tool, particularly in enhancing engagement and fostering critical thinking among learners. Additionally, educational institutions, including schools and universities, are incorporating game-based learning methods into their curricula to create dynamic and immersive learning experiences, which is acting as another significant growth-inducing factor. Furthermore, the corporate sector is adopting game-based training programs to enhance employee skills and productivity. Besides this, with the widespread availability of smartphones and digital devices, game-based learning is becoming more accessible and convenient, further fueling its adoption. The market is witnessing innovations in game design and technology to align with educational objectives, making it a valuable component of Japan's educational landscape and professional development initiatives.
The market research report has also provided a comprehensive analysis of the competitive landscape in the market. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.