全球K-12遊戲化學習市場,2026-2030年
市場調查報告書
商品編碼
2005538

全球K-12遊戲化學習市場,2026-2030年

Global K-12 Game-Based Learning Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 298 Pages | 訂單完成後即時交付

價格
簡介目錄

全球 K-12 遊戲化學習市場預計將從 2025 年到 2030 年成長至 373.469 億美元,預測期內複合年成長率為 27.7%。

本報告對全球 K-12 遊戲化學習市場進行了全面分析,包括市場規模和預測、趨勢、成長要素、挑戰以及對約 25 家公司的供應商分析。

本報告對當前市場狀況、最新趨勢和促進因素以及整體市場環境進行了最新分析。推動該市場發展的因素包括:自適應人工智慧系統的整合、政府對數位教育的策略性投資以及全球通訊基礎設施和雲端存取的改善。

本研究客觀地結合一手和二手訊息,包括主要行業相關人員的意見,進行了這項研究。報告內容包括對主要企業的分析、全面的市場規模數據、區域細分分析以及供應商格局。報告還包含了歷史數據和預測數據。

市場範圍
基準年 2026
年末 2030
調查期 2026-2030
成長勢頭 加速度
與 2026 年相比 25.6%
複合年成長率 27.7%
增量 373.469億美元

本研究指出,學術界與電子競技的融合以及競爭性職業發展路徑是未來幾年全球K-12遊戲化學習市場成長的關鍵促進因素。此外,身臨其境型空間運算、虛擬化實驗環境、行動端定位以及社交和情感素養預計也將產生顯著的市場需求。

目錄

第1章執行摘要

第2章 Technavio 分析

  • 分析定價、生命週期、顧客購買籃子、採用率和購買標準。
  • 輸入的重要性及差異化因素
  • 混淆因素
  • 促進因素和挑戰的影響

第3章 市場狀況

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場的定義
  • 市場區隔分析
  • 2025年市場規模
  • 2025-2030年市場展望

第5章 市場規模與表現

  • 2020-2024年K-12遊戲化學習全球市場
  • 2020-2024年產品細分市場分析
  • 2020-2024年學校層級細分分析
  • 2020-2024年按類型分類的細分市場分析
  • 2020-2024年區域市場分析
  • 2020-2024年各國細分市場分析

第6章 定性分析

  • 人工智慧的影響:K-12遊戲化學習的全球市場
  • 地緣政治衝突對全球K-12遊戲化學習市場的影響。

第7章:五力分析

  • 五力模型概述
  • 買方的議價能力
  • 供應商的議價能力
  • 新進入者的威脅
  • 替代品的威脅
  • 競爭威脅
  • 市場狀況

第8章 市場區隔:依產品

  • 比較:按產品
  • 特定主題遊戲
  • 語言學習遊戲
  • 其他
  • 市場機會:依產品分類

第9章 市場區隔:依學校級別

  • 比較:依學校級別
  • 國中階段
  • 高中水平
  • 小學階段
  • 市場機會:依學校層級分類

第10章 市場區隔:依類型

  • 比較:按類型
  • 教育遊戲
  • 基於模擬的學習
  • 社交遊戲
  • 其他
  • 市場機會:按類型分類

第11章 客戶情況

第12章 區域情勢

  • 區域分類
  • 區域比較
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 瑞典
  • 亞太地區
    • 中國
    • 印度
    • 印尼
    • 日本
    • 澳洲
    • 韓國
  • 南美洲
    • 巴西
    • 智利
    • 阿根廷
  • 中東和非洲
    • 阿拉伯聯合大公國
    • 沙烏地阿拉伯
    • 南非
    • 以色列
    • 埃及
  • 市場機會:按地區分類

第13章 促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第14章 競爭格局

  • 概述
  • 競爭格局
  • 混亂局面
  • 產業風險

第15章 競爭分析

  • 公司簡介
  • 公司排名指標
  • 企業市場定位
  • Age of Learning Inc.
  • Blooket LLC
  • BrainPOP
  • Cambium Intermediate Holdings
  • Eduten Oy
  • Filament Games
  • Houghton Mifflin Harcourt Co.
  • Kahoot
  • Legends of Learning Inc.
  • Microsoft Corp.
  • Neuron Fuel Inc.
  • Prodigy Education
  • Roblox Corp.
  • Stride Inc.
  • TinyTap Ltd

第16章附錄

簡介目錄
Product Code: IRTNTR71347

The global k-12 game-based learning market is forecasted to grow by USD 37346.9 mn during 2025-2030, accelerating at a CAGR of 27.7% during the forecast period. The report on the global k-12 game-based learning market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by integration of adaptive AI systems, strategic governmental investments in digital pedagogy, improvements in global telecommunications and cloud accessibility.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2026
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202625.6%
CAGR27.7%
Incremental Value$37346.9 mn

Technavio's global k-12 game-based learning market is segmented as below:

By Product

  • Subject-specific games
  • Language learning games
  • Others

By School Level

  • Middle school level
  • High school level
  • Elementary school level

By Type

  • Educational games
  • Simulation-based learning
  • Social games
  • Others

Geography

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • Sweden
  • APAC
    • China
    • India
    • Indonesia
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Chile
    • Argentina
  • Middle East and Africa
    • UAE
    • South Africa
    • Egypt
  • Rest of World (ROW)

This study identifies the scholastic esports integration and competitive career pathways as one of the prime reasons driving the global k-12 game-based learning market growth during the next few years. Also, immersive spatial computing and virtualized laboratory environments and mobile-centric localization and social-emotional literacy will lead to sizable demand in the market.

The report on the global k-12 game-based learning market covers the following areas:

  • Global k-12 game-based learning market sizing
  • Global k-12 game-based learning market forecast
  • Global k-12 game-based learning market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global k-12 game-based learning market vendors that include Age of Learning Inc., Baamboozle Inc., Blooket LLC, BrainPOP, Cambium Intermediate Holdings, CodeCombat Inc, Eduten Oy, Filament Games, Gimkit Inc., Houghton Mifflin Harcourt Co., Kahoot, Legends of Learning Inc., Microsoft Corp., Neuron Fuel Inc., Prodigy Education, Roblox Corp., Stride Inc., StudyPad Inc., SurfScore Inc, TinyTap Ltd. Also, the global k-12 game-based learning market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Product
    • Executive Summary - Chart on Market Segmentation by School level
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global K-12 Game-Based Learning Market 2020 - 2024
    • Historic Market Size - Data Table on Global K-12 Game-Based Learning Market 2020 - 2024 ($ million)
  • 5.2 Product segment analysis 2020 - 2024
    • Historic Market Size - Product Segment 2020 - 2024 ($ million)
  • 5.3 School level segment analysis 2020 - 2024
    • Historic Market Size - School level Segment 2020 - 2024 ($ million)
  • 5.4 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global K-12 Game-based Learning Market
  • 6.2 Impact of Geopolitical conflict on Global K-12 Game-Based Learning Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Product

  • 8.1 Market segments
  • 8.2 Comparison by Product
  • 8.3 Subject-specific games - Market size and forecast 2025-2030
  • 8.4 Language learning games - Market size and forecast 2025-2030
  • 8.5 Others - Market size and forecast 2025-2030
  • 8.6 Market opportunity by Product
    • Market opportunity by Product ($ million)

9 Market Segmentation by School level

  • 9.1 Market segments
  • 9.2 Comparison by School level
  • 9.3 Middle school level - Market size and forecast 2025-2030
  • 9.4 High school level - Market size and forecast 2025-2030
  • 9.5 Elementary school level - Market size and forecast 2025-2030
  • 9.6 Market opportunity by School level
    • Market opportunity by School level ($ million)

10 Market Segmentation by Type

  • 10.1 Market segments
  • 10.2 Comparison by Type
  • 10.3 Educational games - Market size and forecast 2025-2030
  • 10.4 Simulation-based learning - Market size and forecast 2025-2030
  • 10.5 Social games - Market size and forecast 2025-2030
  • 10.6 Others - Market size and forecast 2025-2030
  • 10.7 Market opportunity by Type
    • Market opportunity by Type ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 North America - Market size and forecast 2025-2030
    • 12.3.1 US - Market size and forecast 2025-2030
    • 12.3.2 Canada - Market size and forecast 2025-2030
    • 12.3.3 Mexico - Market size and forecast 2025-2030
  • 12.4 Europe - Market size and forecast 2025-2030
    • 12.4.1 Germany - Market size and forecast 2025-2030
    • 12.4.2 UK - Market size and forecast 2025-2030
    • 12.4.3 France - Market size and forecast 2025-2030
    • 12.4.4 Italy - Market size and forecast 2025-2030
    • 12.4.5 Spain - Market size and forecast 2025-2030
    • 12.4.6 Sweden - Market size and forecast 2025-2030
  • 12.5 APAC - Market size and forecast 2025-2030
    • 12.5.1 China - Market size and forecast 2025-2030
    • 12.5.2 India - Market size and forecast 2025-2030
    • 12.5.3 Indonesia - Market size and forecast 2025-2030
    • 12.5.4 Japan - Market size and forecast 2025-2030
    • 12.5.5 Australia - Market size and forecast 2025-2030
    • 12.5.6 South Korea - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Chile - Market size and forecast 2025-2030
    • 12.6.3 Argentina - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 UAE - Market size and forecast 2025-2030
    • 12.7.2 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.3 South Africa - Market size and forecast 2025-2030
    • 12.7.4 Israel - Market size and forecast 2025-2030
    • 12.7.5 Egypt - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Integration of adaptive AI systems
    • Strategic governmental investments in digital pedagogy
    • Improvements in global telecommunications and cloud accessibility
  • 13.2 Market challenges
    • Substantial initial financial outlays and resource allocation constraints
    • Pedagogical integration and professional development barriers
    • Persistent digital divide and infrastructure inconsistency
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Scholastic esports integration and competitive career pathways
    • Immersive spatial computing and virtualized laboratory environments
    • Mobile-centric localization and social-emotional literacy

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Age of Learning Inc.
    • Age of Learning Inc. - Overview
    • Age of Learning Inc. - Product / Service
    • Age of Learning Inc. - Key offerings
    • SWOT
  • 15.5 Blooket LLC
    • Blooket LLC - Overview
    • Blooket LLC - Product / Service
    • Blooket LLC - Key offerings
    • SWOT
  • 15.6 BrainPOP
    • BrainPOP - Overview
    • BrainPOP - Product / Service
    • BrainPOP - Key offerings
    • SWOT
  • 15.7 Cambium Intermediate Holdings
    • Cambium Intermediate Holdings - Overview
    • Cambium Intermediate Holdings - Product / Service
    • Cambium Intermediate Holdings - Key offerings
    • SWOT
  • 15.8 Eduten Oy
    • Eduten Oy - Overview
    • Eduten Oy - Product / Service
    • Eduten Oy - Key offerings
    • SWOT
  • 15.9 Filament Games
    • Filament Games - Overview
    • Filament Games - Product / Service
    • Filament Games - Key offerings
    • SWOT
  • 15.10 Houghton Mifflin Harcourt Co.
    • Houghton Mifflin Harcourt Co. - Overview
    • Houghton Mifflin Harcourt Co. - Product / Service
    • Houghton Mifflin Harcourt Co. - Key offerings
    • SWOT
  • 15.11 Kahoot
    • Kahoot - Overview
    • Kahoot - Product / Service
    • Kahoot - Key offerings
    • SWOT
  • 15.12 Legends of Learning Inc.
    • Legends of Learning Inc. - Overview
    • Legends of Learning Inc. - Product / Service
    • Legends of Learning Inc. - Key offerings
    • SWOT
  • 15.13 Microsoft Corp.
    • Microsoft Corp. - Overview
    • Microsoft Corp. - Business segments
    • Microsoft Corp. - Key news
    • Microsoft Corp. - Key offerings
    • Microsoft Corp. - Segment focus
    • SWOT
  • 15.14 Neuron Fuel Inc.
    • Neuron Fuel Inc. - Overview
    • Neuron Fuel Inc. - Product / Service
    • Neuron Fuel Inc. - Key offerings
    • SWOT
  • 15.15 Prodigy Education
    • Prodigy Education - Overview
    • Prodigy Education - Product / Service
    • Prodigy Education - Key offerings
    • SWOT
  • 15.16 Roblox Corp.
    • Roblox Corp. - Overview
    • Roblox Corp. - Product / Service
    • Roblox Corp. - Key offerings
    • SWOT
  • 15.17 Stride Inc.
    • Stride Inc. - Overview
    • Stride Inc. - Business segments
    • Stride Inc. - Key offerings
    • Stride Inc. - Segment focus
    • SWOT
  • 15.18 TinyTap Ltd
    • TinyTap Ltd - Overview
    • TinyTap Ltd - Product / Service
    • TinyTap Ltd - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations