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市場調查報告書
商品編碼
1941387
遊戲化學習市場報告:按平台、收入類型、最終用戶和地區分類(2026-2034 年)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 2026-2034 |
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據估計,全球遊戲化學習市場規模在2025年將達245億美元。展望未來,IMARC Group預測,到2034年,該市場規模將達到886億美元,2026年至2034年的複合年成長率(CAGR)為14.59%。市場成長的主要促進因素是:人們對互動式學習體驗、企業培訓和技能發展、更佳的個人化學習、學習成果和適應性的需求不斷成長,以及智慧型手機的廣泛普及。
引人入勝的學習體驗
遊戲元素的融入——挑戰、競爭和獎勵——能夠吸引學習者的注意力,鼓勵他們積極參與,從而對全球遊戲化學習的需求產生積極影響。此外,學習者沉浸在動態情境中,更有動力以有意義的方式探索和互動學習內容。這能讓他們更積極參與自身的學習過程中,進而提升學習動力和內在滿足感。這種沉浸式體驗增強了學習效果,減少了學習的枯燥和冷漠,並促進了整體知識的獲取。此外,在遊戲過程中建立的情感連結有助於學習者更容易記住訊息,並對學習內容形成更深入的理解。例如,Grandel Games 開發了一些能夠促進行為改變的嚴肅遊戲。其中一款名為「加菲貓算我一個」(Garfield's Count Me In)的遊戲,專為小學生設計,旨在輔助他們進行重複的數學練習。這款遊戲由教育顧問專門開發,主要基於「數學牆」(Het Rekenmurtje)學習方法。此外,國家網路安全中心(NCSC)推出了一款名為「網路衝刺者」(CyberSprinters)的全新教育遊戲,旨在為小學、青少年團體和俱樂部提供網路安全教育。 「網路衝刺者」是一款互動遊戲,主要針對7至11歲的學習者。
學習成果提升
學習者會面臨各種挑戰和障礙,這些挑戰和障礙需要批判性思考和問題解決能力。隨著遊戲的進行,他們會獲得即時回饋,從而能夠從錯誤中學習並調整策略。這種反覆試驗的過程有助於加深對內容的理解,並鼓勵分析性思維,從而推動遊戲化學習市場的發展。此外,一些遊戲中融入的競爭元素能夠激勵學習者取得更高的成就,並獲得更好的學習效果。同時,完成遊戲關卡或掌握複雜概念所帶來的成就感能夠增強個人的自信心和自我效能感,進而對整體學業和職業發展產生正面影響,進一步拓展遊戲化學習市場。例如,肯特大學電腦系的學生開發了一款用於網路安全教育的嚴肅遊戲。這款名為「SherLOCKED」的嚴肅遊戲是一款2D俯視視角解謎冒險遊戲,其主要目的是鞏固學生對基本安全相關概念的理解。
個性化和適應性
透過利用數據分析和人工智慧,遊戲可以有效地收集學習者的學習進展、偏好以及優勢和劣勢等資訊。基於這些數據,學習內容和難度可以根據每個用戶的獨特需求進行客製化。這種適應性使學習者能夠獲得針對其當前技能水平的有針對性的指導和挑戰,從而最佳化他們的理解過程。這正在推動遊戲化學習市場的收入成長。此外,個人化學習還能增強學習者的自主感。當學習者感到學習內容是專門為他們量身定做時,他們會更有動力積極參與學習。透過滿足不同的學習風格和進度,遊戲化學習吸引了廣泛的消費者群體,使其成為一種包容且有效的教育方法。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 帳號上主持並支持每週一期的「Geeked: Toon-in」直播節目。此外,Fnatic 和 ASOS 簽署了一項為期三年的協議,將時尚與遊戲領域相結合。作為協議的一部分,這兩個品牌將開發並推出多項線上線下活動,將遊戲和時尚界連接起來。
遊戲化學習市場的市場區隔
隨著數位科技和網路連線的日益普及,線上領域已成為成長的主要驅動力。線上平台為學習者提供了隨時隨地透過各種設備(包括電腦、平板電腦和智慧型手機)存取教育遊戲的便利。這種便利性將遊戲化學習的覆蓋範圍擴展到了全球。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,從而培養了社群意識和共用的學習體驗。另一方面,線下遊戲化學習通常涉及無需網路連線的實體教育遊戲、圖板遊戲和模擬遊戲。這些解決方案在傳統課堂、企業培訓研討會和團隊建立活動中廣受歡迎。它們提供了一種觸覺式、互動式的學習體驗,使參與者能夠面對面協作,並培養社交和溝通技能。線下平台也因其消除數位干擾、促進專注學習而備受青睞。它們創造了一種沉浸式環境,鼓勵學習者深入參與學習內容。此外,一些機構,尤其是在國防和醫療保健等敏感產業,更傾向於採用離線解決方案來維護資料隱私和安全,這有助於遊戲化學習市場佔有率的成長。例如,全球技術供應商微軟在該市場佔據重要地位,提供各種致力於改善學習體驗的產品和解決方案。該公司提供一套全面的教育工具,包括 Microsoft 365、Teams 和 OneNote 課堂筆記本,這些工具能夠促進學生和教師之間的協作學習、內容創作和溝通。
基於遊戲的學習市場統計數據主要基於“遊戲購買”,即用戶付費獲取教育遊戲和學習內容。這種獲利模式在線上平台和應用程式解決方案中十分常見,學習者可以購買單一遊戲、遊戲包或高級會員資格,從而獲得多個教育遊戲的完整存取權。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、引人入勝的教育遊戲。它還賦予消費者一種所有權感和柔軟性,使他們能夠選擇符合自身學習目標的特定遊戲。同時,廣告是基於遊戲的學習市場的另一個主要獲利模式。各種線上教育平台免費提供教育遊戲,並透過向用戶展示定向廣告來獲利。廣告主利用這些教育遊戲中活躍且目標明確的使用者群體來推廣他們的產品、服務和其他學習相關內容。此外,廣告獲利模式對使用者和內容創作者都有好處:使用者可以免費存取教育遊戲,而開發者則可以透過廣告獲得收入。例如,遊戲內廣告公司 Frameplay 和遊戲行銷公司 Gamestack 宣佈建立合作夥伴關係,在印度快速成長的遊戲市場提供遊戲內廣告解決方案,使品牌能夠透過身臨其境型遊戲內廣告體驗觸達印度龐大的熱情遊戲玩家群。
K-12遊戲化學習主導市場
K-12遊戲化學習領域專注於專為幼兒園至12年級學生量身定做的教育遊戲和互動學習內容。隨著教育工作者和機構逐漸認知到遊戲化學習在提升傳統教學方法的潛力,該領域正經歷顯著成長。此外,K-12遊戲化學習涵蓋豐富的學科和主題,使學習變得輕鬆有趣,更易於年輕學習者接受。專為K-12學生設計的教育遊戲通常融入遊戲化元素,以促進學生的積極參與、批判性思考和問題解決能力。這些遊戲符合課程標準,方便教師將其無縫融入教學計劃。例如,2023年9月,Adobe與印度聯邦教育部合作,向全國K-12學校免費提供Adobe Express Premium平台。該平台能夠培養學生的創造力和必要的數位技能,幫助他們為未來的職業生涯做好準備。同時,它也能幫助教育工作者創建動態學習材料,並提供專業發展機會以提升他們的技能,從而增強教學效果。
北美市場領先,佔據遊戲化學習市場的最大佔有率。
該報告對所有主要區域市場進行了全面分析,包括北美、歐洲、亞太、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》,北美憑藉其先進的教育基礎設施和對教學方法持續創新的日益重視,佔據了該市場最大的佔有率。此外,該地區完善的數位化環境促進了線上學習平台和教育遊戲的普及,進一步推動了市場成長。同時,越來越多的精通科技的教育工作者和學習者、有利的法規環境以及政府對教育科技的投入增加,都顯著提升了遊戲化學習市場近期的價值。例如,根據GSMA預測,到2025年,北美智慧型手機用戶預計將達到3.28億。此外,到2025年,該地區預計將實現全球第二高的行動用戶普及率(86%)和網路普及率(80%)。
遊戲化學習產業的主要企業
遊戲化學習產業的主要企業在研發方面投入巨資,致力於開發創新、高品質的教育內容。他們與專家和教育工作者合作,設計符合課程標準並能達成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、與學習內容相關的遊戲,從而有效提升學習效果。此外,主要企業也利用人工智慧、虛擬實境和擴增實境等技術創新,使遊戲化學習更具沉浸感和互動性。將尖端科技融入教育遊戲,能夠創造更真實的學習體驗,並促進學習者更深入的參與。此外,與中小學和高校的合作,使得產品開發能夠滿足教育機構的特定需求。主要企業與相關人員緊密合作,了解他們的挑戰並客製化解決方案。這些夥伴關係促成了內容的共同開發,這些內容能夠補充傳統教學方法,並豐富整體學習體驗。此外,領先的遊戲化學習企業正積極拓展全球多元化市場。透過在地化內容,使其符合當地的偏好、語言和文化背景,使教育遊戲更容易被不同背景的學習者所接受和喜愛。因此,主要企業正在利用數據分析來深入了解學習者的學習進展、行為和偏好。透過分析這些數據,他們可以提高內容的有效性,個人化學習體驗,並不斷改進教育遊戲。
這份市場調查報告也對競爭格局進行了全面分析。報告涵蓋了市場結構、主要企業定位、關鍵成功策略、競爭格局概覽和公司評估象限等競爭分析內容,並提供了所有主要企業的詳細概況。遊戲化學習產業的主要企業包括:
The global game-based learning market size reached USD 24.5 Billion in 2025. Looking forward, IMARC Group expects the market to reach USD 88.6 Billion by 2034, exhibiting a growth rate (CAGR) of 14.59% during 2026-2034. 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: