Game-Based Learning Market Report 2021 – Global $5.8 Billion Market Trends, Share, Size, Growth, Opportunity and Forecast to 2026
The “Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026” report has been added to ResearchAndMarkets.com’s offering.
The global game-based learning market reached a value of US$ 5.8 Billion in 2020. Looking forward, the publisher expects the global game-based learning market to exhibit strong growth during the next five years.
Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning.
Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.
Global Game-Based Learning Market Drivers:
The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market.
Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience. The other factors influencing the growth of the market include the rapid emergence of social media, rising income levels, increasing penetration of smart phones, rising access to high speed internet, etc.
Key Questions Answered in This Report:
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How has the global game-based learning market performed so far and how will it perform in the coming years?
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What are the key regional markets in the global game-based learning market?
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What has been the impact of COVID-19 on the global game-based learning market?
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What is the breakup of the global game-based learning market on the basis of platform?
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What is the breakup of the global game-based learning market on the basis of revenue type?
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What is the breakup of the global game-based learning market on the basis of end-user?
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What are the various stages in the value chain of the global game-based learning market?
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What are the key driving factors and challenges in the global game-based learning market?
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What is the structure of the global game-based learning market and who are the key players?
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What is the degree of competition in the global game-based learning market?
Key Topics Covered:
1 Preface
2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.4 Market Estimation
2.5 Forecasting Methodology
3 Executive Summary
4 Introduction
4.1 Overview
4.2 Key Industry Trends
5 Global Game-Based Learning Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Breakup by Platform
5.5 Market Breakup by Revenue Type
5.6 Market Breakup by End-User
5.7 Market Breakup by Region
5.8 Market Forecast
6 Market Breakup by Platform
6.1 Online
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Offline
6.2.1 Market Trends
6.2.2 Market Forecast
7 Market Breakup by Revenue Type
7.1 Game Purchase
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 Advertising
7.3 Others
8 Market Breakup by End-User
8.1 K-12 Game-Based Learning
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 Higher Game-Based Learning
9 Market Breakup by Region
9.1 North America
9.1.1 Market Trends
9.1.2 Market Forecast
9.2 Europe
9.2.1 Market Trends
9.2.2 Market Forecast
9.3 Asia Pacific
9.3.1 Market Trends
9.3.2 Market Forecast
9.4 Middle East and Africa
9.4.1 Market Trends
9.4.2 Market Forecast
9.5 Latin America
9.5.1 Market Trends
9.5.2 Market Forecast
10 Global Game-Based Learning Industry: SWOT Analysis
10.1 Overview
10.2 Strengths
10.3 Weaknesses
10.4 Opportunities
10.5 Threats
11 Global Game-Based Learning Industry: Value Chain Analysis
12 Global Game-Based Learning Industry: Porters Five Forces Analysis
12.1 Overview
12.2 Bargaining Power of Buyers
12.3 Bargaining Power of Suppliers
12.4 Degree of Competition
12.5 Threat of New Entrants
12.6 Threat of Substitutes
13 Global Game-Based Learning Industry: Price Analysis
14 Competitive Landscape
14.1 Market Structure
14.2 Key Players
14.3 Profiles of Key Players
14.3.1 Badgeville
14.3.2 Bunchball
14.3.3 Classcraft Studios
14.3.4 GoGo Labs
14.3.5 6waves
14.3.6 Recurrence
14.3.7 Fundamentor
14.3.8 Gametize
14.3.9 GradeCraft
14.3.10 Kuato Studios
14.3.11 BreakAway Games
14.3.12 Filament Games
14.3.13 LearningWare
14.3.14 Playgen
14.3.15 Tangible Play
14.3.16 Toolwire
For more information about this report visit https://www.researchandmarkets.com/r/ve68xu
View source version on businesswire.com: https://www.businesswire.com/news/home/20210218005699/en/
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