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市場調查報告書
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1843871

2025年全球遊戲化學習市場報告

Game Based Learning Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 250 Pages | 商品交期: 2-10個工作天內

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簡介目錄

近年來,遊戲化學習市場呈指數級成長,從2024年的170.7億美元成長到2025年的207.1億美元,複合年成長率達21.4%。這段歷史性時期的成長可歸因於教育模式的轉變、對互動式學習工具的需求、對個別化學習的重視、以及對遊戲化益處的認知。

預計未來幾年,遊戲化學習市場規模將呈指數級成長,到2029年將達到537億美元,複合年成長率(CAGR)為26.9%。預測期內的成長可歸因於對技能培養的重視、行動學習平台的興起、在企業培訓中的應用以及分析和數據驅動洞察的採用。預測期內的關鍵趨勢包括融入故事敘述元素、行動遊戲化學習應用以及基於能力的學習遊戲。

遊戲化學習是一種利用遊戲的有效性來定義和支持學習成果的教育方法。

基於遊戲的學習涵蓋解決方案和服務。解決方案部分包括供應商銷售的基於遊戲的學習解決方案,這些解決方案提供引人入勝的學習體驗。這些解決方案能夠提升內容理解和整體表現,並培養解決問題、風險承擔、決策和分析思考的能力。部署選項包括雲端和本地部署,涵蓋擴增實境/虛擬實境遊戲、人工智慧遊戲、基於位置的遊戲、評估遊戲、培訓遊戲、知識遊戲、技能遊戲和語言學習遊戲。最終使用者群體廣泛,包括消費者、教育機構、政府部門和企業。

美國2025年春季突然提高關稅及其引發的貿易摩擦對資訊科技產業,特別是硬體製造、資料基礎設施和軟體部署領域,產生了重大影響。進口半導體、電路基板和網路設備的關稅上漲,推高了高科技公司、雲端服務供應商和資料中心的生產和營運成本。在全球範圍內採購筆記型電腦、伺服器和消費電子產品零件的公司面臨更長的前置作業時間週期和價格壓力。同時,對專用軟體徵收的關稅以及主要國際市場的報復性措施,擾亂了全球IT供應鏈,並降低了海外對美國製造技術的需求。為了應對這些挑戰,該行業正在加大對國內晶片生產的投資,擴大供應商網路,並利用人工智慧驅動的自動化技術來提高韌性並更有效地控制成本。

本研究報告是商業研究公司(The Business Research Company)最新系列報告的一部分,該系列報告提供遊戲化學習市場統計數據,例如全球遊戲化學習行業的市場規模、區域佔有率、遊戲化學習市場佔有率的競爭對手、詳細的市場細分、市場趨勢和商業機會,以及在遊戲化學習行業取得成功所需的數據。這份遊戲化學習市場研究報告全面概​​述了您所需的一切資訊,並對該行業的現狀和未來發展趨勢進行了詳細分析。

未來五年26.9%的預測成長率較我們先前對該市場的預測略微下降0.4%。這一下降主要歸因於美國與其他國家之間的關稅影響。關稅可能推高從中國和東南亞進口的互動硬體(例如VR頭戴裝置和體感設備)的價格,從而限制其在教育機構和培訓中心的應用,進而擾亂遊戲化學習市場。此外,由於相互關稅措施以及貿易緊張局勢和限制加劇對全球經濟和貿易造成的負面影響,這種影響可能更為廣泛。

預計智慧型手機普及率的不斷提高將在預測期內顯著推動遊戲化學習市場的發展。隨著全球智慧型手機擁有量的成長,學習者可以隨時隨地存取互動式教育內容,從而實現超越傳統課堂學習的持續學習。智慧型手機的觸控螢幕和動作感測器等吸引人的功能提升了用戶體驗,使遊戲化學習更加有趣和高效。例如,2023年12月,立陶宛一家為線上零售商和供應商提供雲端基礎出貨解決方案的公司Oberlo預測,到2024年,全球智慧型手機用戶數將達到約47.4億,年增率為2.2%。預計2028年,全球智慧型手機用戶數將達51.4億,每年新增約10萬名用戶。因此,智慧型手機普及率的不斷提高將推動遊戲化學習市場的發展。

電子遊戲產業的擴張正在推動遊戲化學習市場的成長。電子遊戲產業涵蓋娛樂和科技領域中電子遊戲的開發、製作、發行和獲利。遊戲化學習利用遊戲的沉浸式特性來提升玩家體驗、改善員工培訓,並有助於實現更廣泛的教育和社會目標。根據普華永道2022年6月發布的報告,電子遊戲和電競市場預計將在2021年達到2,156億美元,到2026年達到3,235億美元,複合年成長率為8.5%。亞太地區2021年的收入為1,094億美元,佔據了市場的大部分佔有率,幾乎是北美的兩倍,這使得電子遊戲產業的成長成為遊戲化學習市場的關鍵驅動力。

遊戲化學習市場涵蓋了提供遊戲化學習解決營業單位以吸引學習者的實體所產生的收入。遊戲化學習是指將遊戲原理融入學習活動中,以提高使用者的學習動機和參與度。遊戲化學習包括徽章、積分系統、排行榜、測驗、課程回饋系統和討論區等。它運用各種遊戲進行主動學習,從而增強學生的學習效果。使用者透過玩遊戲來獲取知識,並提高解決問題和批判性思考能力。該市場的價值指的是“出廠價”,即產品製造商或生產商向其他營業單位(包括下游製造商、批發商、經銷商和零售商)或直接向最終客戶銷售的產品價值。此外,該市場的產品價值還包括產品創建者提供的任何相關服務。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第 4 章 市場 - 宏觀經濟情境 宏觀經濟情境包括利率、通貨膨脹、地緣政治、貿易戰和關稅,以及 COVID-19 疫情和復甦對市場的影響。

第5章 全球成長分析與策略分析框架

  • 全球遊戲化學習:PESTEL 分析(政治、社會、科技、環境、法律因素、促進因素與限制因素)
  • 終端用戶產業分析
  • 全球遊戲化學習市場:成長率分析
  • 全球遊戲化學習市場表現:規模與成長,2019-2024年
  • 全球遊戲化學習市場預測:規模與成長,2024-2029年,2034年
  • 全球遊戲化學習:潛在市場規模 (TAM)

第6章 市場細分

  • 全球遊戲化學習市場按組件、效能和預測分類,2019-2024年、2024-2029年、2034年
  • 解決方案
  • 服務
  • 全球遊戲化學習市場依部署模式、效能和預測分類,2019-2024年、2024-2029年、2034年
  • 本地部署
  • 全球遊戲化學習市場(依遊戲類型分類):表現與預測,2019-2024年、2024-2029年、2034年
  • AR/VR遊戲
  • 基於人工智慧的遊戲
  • 基於位置的遊戲
  • 評級和評級遊戲
  • 訓練、知識和技能類遊戲
  • 語言學習遊戲
  • 其他遊戲類型
  • 全球遊戲化學習市場:依最終使用者、效能和預測分類,2019-2024年、2024-2029年、2034年
  • 消費者
  • 教育
  • 政府
  • 公司
  • 全球遊戲化學習市場:按解決方案類型、表現和預測進行細分,2019-2024年、2024-2029年、2034年
  • 學習管理系統(LMS)
  • 遊戲開發軟體
  • 內容創作工具
  • 評估工具
  • 全球遊戲化學習市場:依服務類型、表現及預測細分,2019-2024年、2024-2029年、2034年
  • 諮詢服務
  • 實施服務
  • 支援和維護服務
  • 培訓及發展服務

第7章 區域和國家分析

  • 全球遊戲化學習市場:依地區、表現及預測分類,2019-2024年、2024-2029、2034年
  • 全球遊戲化學習市場:依國家、表現和預測分類,2019-2024 年、2024-2029 年、2034 年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章:澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章:西歐市場

第16章英國市場

第17章:德國市場

第18章:法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章:俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章:競爭格局與公司概況

  • 遊戲化學習市場:競爭格局
  • 遊戲化學習市場:公司簡介
    • Spin Master Corp. Overview, Products and Services, Strategy and Financial Analysis
    • Mojang Studios AB Overview, Products and Services, Strategy and Financial Analysis
    • Kahoot!AS Overview, Products and Services, Strategy and Financial Analysis
    • Frontier Developments plc Overview, Products and Services, Strategy and Financial Analysis
    • G-Cube Overview, Products and Services, Strategy and Financial Analysis

第31章:其他領先和創新企業

  • Schell Games LLC
  • LearningWare Inc.
  • Banzai Labs Inc.
  • StratBeans Consulting LLC
  • Raptivity Technologies Pvt. Ltd.
  • MAK Technologies India Pvt Ltd
  • Tangible Play
  • BreakAway Games Ltd.
  • Gamelearn SL
  • Lumos Labs Inc.
  • Classcraft Education Inc.
  • Simulearn LLC
  • Growth Engineering Ltd
  • Playgen Limited
  • Kuato Studios Inc.

第32章 全球市場競爭基準化分析與儀錶板

第33章 重大併購

第34章 近期市場趨勢

第35章:高潛力市場國家、細分市場與策略

  • 2029年遊戲化學習市場:提供新機會的國家
  • 2029年遊戲化學習市場:蘊藏新機會的細分領域
  • 2029年遊戲化學習市場:成長策略
    • 基於市場趨勢的策略
    • 競爭對手策略

第36章附錄

簡介目錄
Product Code: r26501u

Game-based learning is an instructional approach that harnesses the efficacy of games to define and support learning outcomes.

Game-based learning comprises solutions and services, with the solution segment involving the sales of game-based learning solutions by entities providing engaging learning experiences. These solutions enhance content understanding and overall performance, fostering problem-solving, risk-taking, decision-making, and analytical thinking. Deployment modes include cloud and on-premises, offering games such as AR VR games, AI-based games, location-based games, assessment and evaluation games, training, knowledge, skill-based games, language learning games, and more. End-users range from consumers and education to government and enterprises.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp rise in U.S. tariffs and the ensuing trade tensions in spring 2025 are having a significant impact on the information technology sector, especially in hardware manufacturing, data infrastructure, and software deployment. Increased duties on imported semiconductors, circuit boards, and networking equipment have driven up production and operating costs for tech companies, cloud service providers, and data centers. Firms that depend on globally sourced components for laptops, servers, and consumer electronics are grappling with extended lead times and mounting pricing pressures. At the same time, tariffs on specialized software and retaliatory actions by key international markets have disrupted global IT supply chains and dampened foreign demand for U.S.-made technologies. In response, the sector is ramping up investments in domestic chip production, broadening its supplier network, and leveraging AI-powered automation to improve resilience and manage costs more effectively.

The game-based learning market research report is one of a series of new reports from The Business Research Company that provides game-based learning market statistics, including game-based learning industry global market size, regional shares, competitors with a game-based learning market share, detailed game based learning market segments, market trends and opportunities, and any further data you may need to thrive in the game-based learning industry. This game-based learning market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The game based learning market size has grown exponentially in recent years. It will grow from $17.07 billion in 2024 to $20.71 billion in 2025 at a compound annual growth rate (CAGR) of 21.4%. The growth in the historic period can be attributed to shift in educational paradigms, demand for interactive and engaging learning tools, focus on personalized learning, recognition of gamification benefits.

The game based learning market size is expected to see exponential growth in the next few years. It will grow to $53.7 billion in 2029 at a compound annual growth rate (CAGR) of 26.9%. The growth in the forecast period can be attributed to focus on skill development, rise of mobile learning platforms, application in corporate training, incorporation of analytics and data-driven insights. Major trends in the forecast period include incorporation of storytelling elements, mobile game-based learning apps, competency-based learning games.

The forecast of 26.9% growth over the next five years reflects a modest reduction of 0.4% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. Tariffs may disrupt the Game-Based Learning market by inflating the price of interactive hardware-like VR headsets and motion-sensing devices-imported from China and Southeast Asia, thereby limiting adoption in educational institutions and training centers. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The increase in smartphone penetration is expected to significantly boost the game-based learning market during the forecast period. As global smartphone ownership continues to rise, learners will gain enhanced access to interactive educational content anytime and anywhere, enabling continuous learning beyond traditional classroom settings. The engaging features of smartphones, including touch screens and motion sensors, improve the user experience, making game-based learning more enjoyable and effective. For example, in December 2023, Oberlo, a Lithuania-based cloud-based drop-shipping solution for online retailers and vendors, projected that the number of global smartphone users will reach approximately 4.74 billion in 2024, reflecting a 2.2% annual increase. Global smartphone usage is anticipated to grow to 5.14 billion users by 2028, adding about 100,000 users per year. Consequently, the rise in smartphone penetration will propel the game-based learning market.

The expansion in the video gaming industry is poised to drive the growth of the game-based learning market. The video gaming industry encompasses the development, production, distribution, and monetization of video games within the entertainment and technology sector. Game-based learning leverages the immersive nature of games to enhance player experiences, elevate employee training, and contribute to broader educational and societal goals. As per PWC's report in June 2022, the video games and esports market was valued at US$215.6 billion in 2021, with projections indicating growth to reach US$323.5 billion by 2026 at an annual rate of 8.5%. Asia Pacific, with US$109.4 billion in revenue in 2021, accounted for the majority, nearly double that of North America, making the growth in the video gaming industry a significant driver for the game-based learning market.

Major companies in the game-based learning market are concentrating on integrating media and education to improve user engagement with complex subjects. A collaboration between a prominent media outlet and an established game-based learning platform highlights the recognition of game-based learning as an effective means of enhancing financial literacy. For example, in August 2024, CNBC, a US-based business news channel, launched a new channel on Kahoot!, a Norwegian online game-based learning platform, to boost educational engagement around business and financial topics. This initiative will provide users worldwide with access to short-form videos and quiz games organized under the 'CNBC Explains' series, covering subjects such as Crypto, Economy, Politics, and Tech. This move reinforces CNBC's commitment to improving financial literacy and personal finance understanding among users, allowing them to engage with essential business news and concepts interactively.

Major companies are innovating solutions such as educational gaming platforms to maintain their market positions. An educational gaming platform is an online or digital environment hosting and delivering educational games and activities. For instance, in September 2022, Focus Games Ltd., an India-based provider of online educational games, introduced FocusGamesIndia.com. The activities on this platform facilitate teamwork among students and contribute to the development of the conscious competence necessary for successful performance in placements and post-qualification. These activities not only enhance students' ability to absorb and retain information but also help them build the self-confidence needed to practice effectively.

In February 2022, Imarticus Learning, a professional education firm based in India, acquired StratOnboard. This acquisition represents a major advancement for Imarticus Learning in enhancing its educational offerings with innovative game-based learning solutions, positioning the company for future growth in both domestic and international markets. StratOnboard is a game-based learning platform located in India.

Major companies operating in the game based learning market include Spin Master Corp., Mojang Studios AB, Kahoot! AS, Frontier Developments plc, G-Cube, Schell Games LLC, LearningWare Inc., Banzai Labs Inc., StratBeans Consulting LLC, Raptivity Technologies Pvt. Ltd., MAK Technologies India Pvt Ltd, Tangible Play, BreakAway Games Ltd., Gamelearn S.L., Lumos Labs Inc., Classcraft Education Inc., Simulearn LLC, Growth Engineering Ltd, Playgen Limited, Kuato Studios Inc., Recurrence Inc., Fundamentor Learning Ltd., Will Interactive, Cognite ToyBox Inc., Indusgeeks Learning Solutions Pvt Ltd, MLevel GmbH, Gametize Learning Labs Inc., Games2Train, SCVNGR Inc.

North America was the largest region in the game-based learning market in 2024. North America is expected to be the fastest-growing region in the forecast period. The regions covered in the game based learning market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the game based learning market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The game-based learning market includes revenues earned by entities by providing game-based learning solutions for engaging the learners. Game-based learning refers to embedding the gaming principles within learning activities to improve the users' motivation and engagement. The components involved in game-based learning include badges, points systems, leader boards, quizzes, classroom response systems, and discussion boards. Game-based learning is using active learning techniques through various games to enhance student learning. The user gains knowledge by playing the game, improving problem-solving and critical thinking skills. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Game Based Learning Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on game based learning market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for game based learning ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The game based learning market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Solution; Services
  • 2) By Deployment Mode: Cloud; On-Premise
  • 3) By Game Type: AR VR Games; AI-based Games; Location-based Games; Assessment And Evaluation Games; Training, Knowledge And Skill-based Games; Language Learning Games; Other Game Types
  • 4) By End User: Consumer; Education; Government; Enterprises
  • Subsegments:
  • 1) By Solution: Learning Management Systems (LMS); Game Development Software; Content Creation Tools; Assessment Tools
  • 2) By Services: Consulting Services; Implementation Services; Support And Maintenance Services; Training And Development Services
  • Companies Mentioned: Spin Master Corp.; Mojang Studios AB; Kahoot! AS; Frontier Developments plc; G-Cube; Schell Games LLC; LearningWare Inc.; Banzai Labs Inc.; StratBeans Consulting LLC; Raptivity Technologies Pvt. Ltd.; MAK Technologies India Pvt Ltd; Tangible Play; BreakAway Games Ltd.; Gamelearn S.L.; Lumos Labs Inc.; Classcraft Education Inc.; Simulearn LLC; Growth Engineering Ltd; Playgen Limited; Kuato Studios Inc.; Recurrence Inc.; Fundamentor Learning Ltd.; Will Interactive; Cognite ToyBox Inc.; Indusgeeks Learning Solutions Pvt Ltd; MLevel GmbH; Gametize Learning Labs Inc.; Games2Train; SCVNGR Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time Series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Game Based Learning Market Characteristics

3. Game Based Learning Market Trends And Strategies

4. Game Based Learning Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global Game Based Learning Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Game Based Learning PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Game Based Learning Market Growth Rate Analysis
  • 5.4. Global Game Based Learning Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Game Based Learning Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Game Based Learning Total Addressable Market (TAM)

6. Game Based Learning Market Segmentation

  • 6.1. Global Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Solution
  • Services
  • 6.2. Global Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Cloud
  • On-Premise
  • 6.3. Global Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • AR VR Games
  • AI-based Games
  • Location-based Games
  • Assessment And Evaluation Games
  • Training, Knowledge And Skill-based Games
  • Language Learning Games
  • Other Game Types
  • 6.4. Global Game Based Learning Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Consumer
  • Education
  • Government
  • Enterprises
  • 6.5. Global Game Based Learning Market, Sub-Segmentation Of Solution, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Learning Management Systems (LMS)
  • Game Development Software
  • Content Creation Tools
  • Assessment Tools
  • 6.6. Global Game Based Learning Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Consulting Services
  • Implementation Services
  • Support And Maintenance Services
  • Training And Development Services

7. Game Based Learning Market Regional And Country Analysis

  • 7.1. Global Game Based Learning Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Game Based Learning Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Game Based Learning Market

  • 8.1. Asia-Pacific Game Based Learning Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Game Based Learning Market

  • 9.1. China Game Based Learning Market Overview
  • 9.2. China Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Game Based Learning Market

  • 10.1. India Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Game Based Learning Market

  • 11.1. Japan Game Based Learning Market Overview
  • 11.2. Japan Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Game Based Learning Market

  • 12.1. Australia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Game Based Learning Market

  • 13.1. Indonesia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Game Based Learning Market

  • 14.1. South Korea Game Based Learning Market Overview
  • 14.2. South Korea Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Game Based Learning Market

  • 15.1. Western Europe Game Based Learning Market Overview
  • 15.2. Western Europe Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Game Based Learning Market

  • 16.1. UK Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Game Based Learning Market

  • 17.1. Germany Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Game Based Learning Market

  • 18.1. France Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Game Based Learning Market

  • 19.1. Italy Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Game Based Learning Market

  • 20.1. Spain Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Game Based Learning Market

  • 21.1. Eastern Europe Game Based Learning Market Overview
  • 21.2. Eastern Europe Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Game Based Learning Market

  • 22.1. Russia Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Game Based Learning Market

  • 23.1. North America Game Based Learning Market Overview
  • 23.2. North America Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Game Based Learning Market

  • 24.1. USA Game Based Learning Market Overview
  • 24.2. USA Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Game Based Learning Market

  • 25.1. Canada Game Based Learning Market Overview
  • 25.2. Canada Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Game Based Learning Market

  • 26.1. South America Game Based Learning Market Overview
  • 26.2. South America Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Game Based Learning Market

  • 27.1. Brazil Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Game Based Learning Market

  • 28.1. Middle East Game Based Learning Market Overview
  • 28.2. Middle East Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Game Based Learning Market

  • 29.1. Africa Game Based Learning Market Overview
  • 29.2. Africa Game Based Learning Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Game Based Learning Market, Segmentation By Deployment Mode, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Game Based Learning Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Game Based Learning Market Competitive Landscape And Company Profiles

  • 30.1. Game Based Learning Market Competitive Landscape
  • 30.2. Game Based Learning Market Company Profiles
    • 30.2.1. Spin Master Corp. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Mojang Studios AB Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Kahoot! AS Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Frontier Developments plc Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. G-Cube Overview, Products and Services, Strategy and Financial Analysis

31. Game Based Learning Market Other Major And Innovative Companies

  • 31.1. Schell Games LLC
  • 31.2. LearningWare Inc.
  • 31.3. Banzai Labs Inc.
  • 31.4. StratBeans Consulting LLC
  • 31.5. Raptivity Technologies Pvt. Ltd.
  • 31.6. MAK Technologies India Pvt Ltd
  • 31.7. Tangible Play
  • 31.8. BreakAway Games Ltd.
  • 31.9. Gamelearn S.L.
  • 31.10. Lumos Labs Inc.
  • 31.11. Classcraft Education Inc.
  • 31.12. Simulearn LLC
  • 31.13. Growth Engineering Ltd
  • 31.14. Playgen Limited
  • 31.15. Kuato Studios Inc.

32. Global Game Based Learning Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Game Based Learning Market

34. Recent Developments In The Game Based Learning Market

35. Game Based Learning Market High Potential Countries, Segments and Strategies

  • 35.1 Game Based Learning Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Game Based Learning Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Game Based Learning Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer