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市場調查報告書
商品編碼
1754157
2025 年至 2033 年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,全球基於遊戲的學習市場規模達到213億美元。展望未來, IMARC Group預計到2033年,該市場規模將達到800億美元,2025-2033年期間的複合年成長率(CAGR)為15.05%。市場成長主要源自於對引人入勝的學習體驗、企業培訓和技能發展、更佳的個人化、學習成果和適應性的需求不斷成長,以及智慧型手機的普及。
引人入勝的學習體驗
挑戰、競爭和獎勵等遊戲元素的融入,能夠吸引學習者的注意力,鼓勵他們積極參與,這對全球遊戲化學習市場的需求產生了正面的影響。此外,學習者沉浸在動態場景中,激勵他們以有意義的方式探索和與內容互動。因此,他們會更投入自己的學習之旅,從而獲得更高的學習動力和內在滿足感。參與度因素能帶來正向的學習體驗,減少無聊和興趣缺失,並提升整體的學習過程。此外,由於遊戲體驗中建立的情感聯繫,學習者更有可能記住資訊並對主題產生更深入的理解。例如,Grandel Games 開發了一款能夠改變行為的嚴肅遊戲。其中一款名為「加菲貓算我一份」的遊戲專為小學生設計,旨在幫助他們進行重複的數學練習。它主要基於「數學牆」(Het Rekenmuurtje)學習方法,由教育顧問專門開發。此外,國家網路安全中心(NCSC)還推出了一款名為「CyberSprinters」的全新教育遊戲,用於在小學、青年組織和俱樂部中教授網路安全知識。 CyberSprinters 是一款互動遊戲,主要針對 7 至 11 歲的學習者。
增強學習成果
學習者面臨各種任務和障礙,需要批判性思考和解決問題的能力才能克服。隨著遊戲的進展,他們會收到即時回饋,從而從錯誤中學習並調整策略。這種反覆試誤的過程促進了對內容的更深入理解,並鼓勵使用者進行分析性思考,從而推動了遊戲化學習市場的發展。此外,一些遊戲中的競爭元素可以激勵學習者追求更好的表現,從而推動他們取得更高的學習成果。成功完成遊戲關卡或掌握高難度概念所帶來的成就感,可以增強個人的自信心和自我效能感,對他們的整體學業或職業成就產生正面影響,從而推動遊戲化學習市場的發展。例如,肯特大學的電腦專業學生開發了一款用於網路安全教育的嚴肅遊戲《SherLOCKED》。這款嚴肅遊戲是一款2D自上而下的解謎冒險遊戲,主要旨在鞏固學生對安全相關的基礎知識和概念。
個性化和適應性
透過資料分析和人工智慧,遊戲可以有效地收集學習者的學習進度、偏好以及優勢和劣勢領域的資訊。基於這些資料,學習內容和難度等級可以根據每個使用者的獨特需求進行調整。這種適應性確保學習者獲得與其當前技能水平相匹配的有針對性的指導和挑戰,從而最佳化理解過程,從而促進基於遊戲的學習市場的收入成長。此外,個人化也融入了學習過程中的主人翁意識,因為學習者會覺得學習內容是專門為他們量身定做的,從而增強了他們積極參與學習的動力。透過迎合多樣化的學習風格和學習節奏,基於遊戲的學習能夠滿足各種消費者的需求,使其成為包容且有效的教育方式。例如,Enthusiast Gaming Holdings Inc. 與全球領先的訂閱串流服務和製作公司 Netflix 合作,在 Netflix 的 Twitch 帳戶上每週推出並支援 Geeked: Toon-in 直播。此外,Fnatic 和 ASOS 簽署了一項為期三年的協議,旨在將時尚界與遊戲界連接起來。作為交易的一部分,兩個品牌都開發並部署了多個線下和線上活動,將遊戲和時尚世界融合在一起。
基於遊戲的學習市場區隔
數位科技和網路連線的日益普及,通常推動著線上學習領域的發展。線上平台為學習者提供了隨時隨地透過各種裝置(例如電腦、平板電腦和智慧型手機)存取教育遊戲的便利性。這種便利性將遊戲化學習的覆蓋範圍拓展到了全球。此外,線上平台也為來自不同背景的學習者提供了即時協作和互動的機會,培養了社群意識和共享的學習體驗。另一方面,線下遊戲化學習通常涉及使用無需網路連線即可運行的實體教育遊戲、棋盤遊戲或模擬遊戲。這些解決方案在傳統課堂環境、企業培訓研討會和團隊建立活動中廣受歡迎。它們提供觸覺和互動式學習體驗,使參與者能夠面對面協作並培養社交和溝通技巧。線下平台也因其能夠促進專注的教育,避免數位干擾,營造沉浸式環境,鼓勵學生更深入參與學習內容而受到重視。此外,一些機構更傾向於採用離線解決方案來維護資料隱私和安全,尤其是在國防和醫療保健等敏感行業,這些行業正在擴大基於遊戲的學習市場佔有率。例如,全球科技供應商微軟在市場上佔有重要地位,提供一系列旨在提升學習體驗的產品和解決方案。該公司提供了一整套以教育為中心的工具和應用程式,例如 Microsoft 365、Teams 和 OneNote Class Notebook。這些工具促進了學生和教育工作者之間的協作學習、內容創作和溝通。
基於遊戲的學習市場統計數據是基於遊戲購買,即用戶付費存取教育遊戲和學習內容。這種收入模式在線上平台和基於應用程式的解決方案中很常見,學習者可以購買單一遊戲、遊戲包,或訂閱高級會員以完全存取多款教育遊戲。此外,遊戲購買模式為開發者和內容創作者提供了直接的收入來源,激勵他們設計高品質且引人入勝的教育遊戲。它還為消費者提供了主人翁意識和靈活性,使他們能夠選擇符合自身學習目標的特定遊戲。另一方面,廣告是遊戲化學習市場中另一個重要的收入模式。各種線上教育平台都提供免費的學習遊戲,但透過向用戶顯示定向廣告來獲取收入。廣告主利用這些教育遊戲中參與度高、受眾群體廣的受眾來推廣他們的產品、服務或其他與學習相關的內容。此外,廣告收入模式也使用戶和內容創作者受益,因為個人用戶可以免費存取教育遊戲,而開發者則透過廣告投放獲得收入。例如,遊戲內建廣告賦能商Frameplay與遊戲行銷公司Gamestack宣布合作,在持續快速成長的印度遊戲市場提供內建遊戲內建廣告解決方案。此次合作將使品牌能夠透過沉浸式遊戲內建廣告體驗觸及龐大的印度遊戲社群受眾。
K-12遊戲化學習佔市場主導地位
K-12遊戲化學習領域專注於教育遊戲和互動學習內容,這些內容專為幼兒園至12年級的學生量身定做。隨著教育工作者和機構認知到遊戲化學習在增強傳統教學方法的潛力,該領域經歷了顯著成長。此外,K-12遊戲化學習提供豐富的科目和主題,使學習者能夠愉快地學習,並且易於理解。專為K-12學生設計的教育遊戲通常採用遊戲化技術,以促進學生的積極參與、批判性思考和解決問題的能力。這些遊戲符合課程標準,使教師能夠將其無縫地融入他們的教學計劃中。例如,2023年9月,Adobe公司與印度聯邦教育部合作,為所有K-12學校免費提供Adobe Express Premium。該平台能夠培養學生的創造力和必備的數位技能,為他們從事各種職業做好準備。它還透過使教育工作者能夠創建動態學習材料來增強教學效果,並提供提陞技能的專業發展機會。
北美引領市場,佔據最大的遊戲化學習市場佔有率
該報告還對所有主要區域市場進行了全面分析,包括北美、歐洲、亞太地區、拉丁美洲以及中東和非洲。報告顯示,北美佔據了最大的市場佔有率。
根據遊戲化學習市場報告,北美佔據了最大的市場佔有率,這得益於其技術先進的教育基礎設施以及對教學方法持續創新的日益重視。除此之外,該地區完善的數位環境促進了線上學習平台和教育遊戲的廣泛採用,這也催化了市場的成長。此外,精通科技的教育者和學習者數量的增加、支持性的監管環境以及政府機構在教育科技方面不斷增加的投資,都大幅提升了遊戲化學習市場的近期價格。例如,根據 GSMA 的數據,到 2025 年,北美的智慧型手機用戶數量預計將達到 3.28 億。此外,到 2025 年,該地區的行動用戶普及率(86%)和網路普及率(80%)可能會上升,位居全球第二。
遊戲化學習產業的關鍵參與者
遊戲化學習產業的領先公司投入大量資金研發,打造創新且優質的教育內容。他們與學科專家和教育工作者合作,設計符合課程標準並滿足特定學習目標的遊戲。持續的內容發展確保學習者能夠接觸到引人入勝且切合實際的遊戲,從而促進有效的學習成果。此外,主要參與者利用人工智慧、虛擬實境和擴增實境等技術進步,增強遊戲化學習的沉浸感和互動性。將尖端科技融入教育遊戲,可以創造更真實的學習體驗,並促進學習者更深入的參與。此外,與學校、學院和大學的合作使遊戲化學習公司能夠根據教育機構的需求調整其產品。主要參與者與教育工作者密切合作,了解教育領域的挑戰,並相應地客製化解決方案。這種合作關係有助於共同創作補充傳統教學方法並豐富整體學習體驗的內容。此外,領先的遊戲化學習公司積極拓展其在全球不同市場的影響力。他們根據地區偏好、語言和文化背景對內容進行在地化,使教育遊戲更容易被不同背景的學習者接受和吸引。為此,主要參與者使用資料分析來收集對學習者的學習進度、行為和偏好的見解。分析這些資料可以幫助他們提升內容效率,提供個人化的學習體驗,並不斷改善教育遊戲。
市場研究報告也對市場競爭格局進行了全面分析。報告涵蓋了市場結構、關鍵參與者定位、最佳制勝策略、競爭儀錶板和公司評估象限等競爭分析。此外,報告還提供了所有主要公司的詳細資料。遊戲化學習產業的一些主要市場參與者包括:
The global game-based learning market size reached USD 21.3 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 80.0 Billion by 2033, exhibiting a growth rate (CAGR) of 15.05% during 2025-2033. The market growth is primarily driven by the escalating demand for engaging learning experiences, corporate training and skill development, better personalization, learning outcomes, and adaptability, and the proliferation of smartphones.
Engaging Learning Experience
The incorporation of game elements, such as challenges, competition, and rewards, captivates learners' attention, and encourages active participation, which is positively influencing the game-based learning market demand globally. Besides this, learners are immersed in dynamic scenarios, motivating them to explore and interact with the content in a meaningful way. As a result, they become more invested in their own educational journey, leading to higher levels of motivation and intrinsic satisfaction. The engagement factor forwards a positive learning experience, reduces boredom and disinterest, and enhances the overall knowledge process. Moreover, learners are more likely to retain information and develop a deeper understanding of the subject matter, owing to the emotional connection formed during the gaming experience. For instance, Grandel Games built a serious game that achieves behavioral change. One of the games, 'Garfield's Count Me In,' is specifically designed for students in primary education and thus assists them in doing repetitive math exercises. It is mainly based on the learning methodology 'Het Rekenmuurtje' ('Math Wall') and is specially developed by educational advisers. Additionally, the National Cyber Security Centre (NCSC) introduced a new educational game, CyberSprinters, for teaching cyber security at primary schools, youth organizations, and clubs. The CyberSprinters is an interactive game primarily aimed at 7 to 11-year-old learners.
Enhanced Learning Outcomes
Learners are presented with various tasks and obstacles that require critical thinking and problem-solving skills to overcome. As they progress through the game, they receive immediate feedback, which allows them to learn from their mistakes and adapt their strategies. This iterative process of trial and error promotes a deeper understanding of the content and encourages users to think analytically, which is stimulating the game-based learning market outlook forward. Furthermore, the element of competition in some games can persuade learners to strive for better performance, driving them to achieve higher learning outcomes. Moreover, the sense of accomplishment derived from successfully completing a game level or mastering a difficult concept boosts the self-confidence and self-efficacy of individuals, positively impacting their overall academic or professional achievements, thereby propelling the game-based learning market overview. For instance, computing students at the University of Kent developed a serious game for cybersecurity education. The serious game, SherLOCKED was created in a 2D top-down puzzle adventure and is primarily built to consolidate students' foundational security-related ideas and concepts.
Personalization and Adaptivity
Through data analytics and artificial intelligence, games can efficiently collect information about learners' progress, preferences, and areas of strength and weakness. Based on this data, the learning content and difficulty level can be adjusted to suit each user's unique needs. This adaptivity ensures that learners receive targeted instruction and challenges that align with their current skill levels, optimizing the understanding process, which is catalyzing the game-based learning market revenue. Moreover, personalization also incorporates a sense of ownership over the learning journey, as learners feel that the content is tailored specifically for them, enhancing their motivation to actively engage with the material. By catering to diverse learning styles and paces, game-based learning accommodates various consumers, making it an inclusive and effective educational approach. For instance, Enthusiast Gaming Holdings Inc. partnered with Netflix, the global leader in subscription streaming service and production company, to launch and support the Geeked: Toon-in live stream weekly on Netflix's Twitch account. Furthermore, Fnatic and ASOS signed a three-year deal to bridge the worlds of fashion with gaming. Both brands developed and deployed multiple offline and online activations as part of the deal, bringing the gaming and fashion worlds together.
Game-Based Learning Market Segmentation
The increasing accessibility of digital technologies and internet connectivity is typically driving the online segment. Online platforms offer learners the convenience of accessing educational games anytime and anywhere through various devices, such as computers, tablets, and smartphones. This availability has expanded the reach of game-based learning to a global audience. Besides this, online platforms also provide opportunities for real-time collaboration and interaction among learners from diverse backgrounds, fostering a sense of community and shared learning experiences. On the other hand, offline game-based learning generally involves the use of physical educational games, board games, or simulations that do not require an internet connection for operation. These solutions are popular in traditional classroom settings, corporate training workshops, and team-building activities. They offer a tactile and interactive learning experience, enabling participants to collaborate face-to-face and develop social and communication skills. Offline platforms are also valued for their ability to promote focused education without digital distractions, creating an immersive environment that encourages deeper engagement with the content. Moreover, some organizations prefer offline solutions to maintain data privacy and security, especially in sensitive industries, including defense and healthcare, which is augmenting the game-based learning market share. For instance, Microsoft, a global technology provider, has a substantial presence in the market, offering a range of products and solutions tailored to enhance learning experiences. The company provides a comprehensive suite of education-focused tools and applications, such as Microsoft 365, Teams, and OneNote Class Notebook. These tools facilitate collaborative learning, content creation, and communication among students and educators.
The game-based learning market statistics are based on game purchases, where users pay for access to educational games and learning content. This revenue model is common in online platforms and app-based solutions, where learners can buy individual games, bundles, or subscribe to a premium membership for full access to several educational games. Besides this, the game purchase model offers a direct revenue stream for developers and content creators, incentivizing them to design high-quality and engaging educational games. It also provides consumers with a sense of ownership and flexibility, allowing them to choose particular games aligned with their learning goals. On the other hand, advertising represents another prominent income model in the game-based learning market. Various online educational platforms offer free access to learning games but generate revenue by displaying targeted advertisements to users. Advertisers leverage the engaged and captive audience within these educational games to promote their products, services, or other learning-related content. Moreover, the advertising revenue model benefits users and content creators, as individuals can access educational games at no cost, while developers generate income through ad placements. For example, Frameplay, an enabler of in-gaming advertising, and Gamestack, a gaming marketing company, announced a partnership to offer intrinsic in-game advertising solutions in the Indian gaming market, which continues to grow rapidly. This collaboration will enable brands to reach a vast audience of engaged Indian gaming communities through immersive in-game advertisement experiences.
K-12 game-based learning dominates the market
The K-12 game-based learning segment focuses on educational games and interactive learning content tailored particularly for students in kindergarten through grade 12. It has experienced substantial growth as educators and institutions recognize the potential of game-based learning to enhance traditional teaching methods. Moreover, K-12 game-based learning offers diverse subjects and topics, making learning enjoyable and accessible for young learners. Educational games designed for K-12 students generally comprise gamification techniques to promote active engagement, critical thinking, and problem-solving skills. These games align with curriculum standards, allowing teachers to integrate them seamlessly into their lesson plans. For instance, in September 2023, Adobe Inc., partnered with the Union Education Ministry of India to provide free access to Adobe Express Premium for all K-12 schools. The platform allows creativity and essential digital skills in students, preparing them for various careers. It also enhances teaching by enabling educators to create dynamic learning materials and offers professional development opportunities for upskilling.
North America leads the market, accounting for the largest game-based learning market share
The report has also provided a comprehensive analysis of all the major regional markets, which include North America; Europe; Asia Pacific; Latin America; and the Middle East and Africa. According to the report, North America represents the largest market share.
As per the game-based learning market report, North America accounted for the largest segment of the market, owing to its technologically advanced education infrastructure and the growing emphasis on continuous innovation in teaching methods. In addition to this, the well-established digital landscape in the region facilitates the widespread adoption of online learning platforms and educational games, which is also catalyzing the market growth. Moreover, the increasing number of tech-savvy educators and learners, supportive regulatory environment, and the inflating number of investments by government bodies in educational technology are augmenting the game-based learning market recent price substantially. For instance, according to the GSMA, the number of smartphone subscribers in North America is expected to reach 328 million by 2025. Moreover, by 2025, the region may witness an increase in the penetration rates of mobile subscribers (86%) and the internet (80%), the second-highest across the globe.
Leading Key Players in the Game-based Learning Industry
Leading companies in the game-based learning industry invest heavily in research and development to create innovative and high-quality educational content. They collaborate with subject matter experts and educators to design games that align with curriculum standards and address specific learning objectives. Continuous efforts in content development ensure that learners have access to engaging and relevant games that promote effective learning outcomes. Additionally, key players leverage advancements in technology, such as artificial intelligence, virtual reality, and augmented reality, to enhance the immersive and interactive elements of game-based learning. Integrating cutting-edge technology into educational games creates more authentic learning experiences and fosters deeper engagement among learners. Other than this, collaboration with schools, colleges, and universities allows game-based learning companies to align their products with educational institutions' needs. Key players work closely with educators to understand the challenges in the education sector and tailor their solutions accordingly. Such partnerships help in co-creating content that complements traditional teaching methods and enriches the overall learning experience. Besides this, leading game-based learning companies actively expand their presence in diverse markets worldwide. They localize their content to suit regional preferences, languages, and cultural contexts, making the educational games more accessible and appealing to learners from different backgrounds. In line with this, key players use data analytics to gather insights into learners' progress, behavior, and preferences. Analyzing this data allows them to improve content efficacy, personalize learning experiences, and refine their educational games continuously.
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. Some of the major market players in Game-Based Learning industry includes: