(United States, New York): The Latest Research study about Game-Based Learning Market includes some significant activities of the current effective segment overview, for the worldwide Game-Based Learning Market. It presents a point analysis dependent on the exhaustive research of the market elements like market size, development situation, potential opportunities, & operation landscape & trend analysis. This report centers around the Game-Based Learning Market status, presents volume & worth, key market, product type, consumers, regions, & Major key players & also the impacts of Covid-19 on market.
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The global game-based learning market was valued at USD 11.15 billion in 2021 and is expected to grow at a CAGR of 21.6% during the forecast period.
Some of the key players profiled in the study are Kahoot (Norway) Frontier Developments (UK), Minecraft (Sweden), Spin Master (Canada), Bublar Group (Sweden), BreakAway games (US), Gamelearn (Spain), Recurrence (US), Schell Games (US), Stratbeans (India), Tangible Play (US), Simulearn (US), Playgen (UK), Raptivity (US), Banzai Labs (US), Cognitive Toybox (US), Fundamentor (India), Idnusgeeks (India), Kuato Studios (UK), Monkimun (US), Smart Lumies (US), G-Cube (India), Hornbill FX (India), Infinite Dreams (Poland), Layup (Sri Lanka), MLevel (US), Quodeck (India), Threatgen (US), Gametize (Singapore), Sweetrush (US), Kidoz, (US) and VR Education Holdings (Ireland)
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The report relies on advanced primary & secondary research methods to evaluate information. The data for the study is collected from trustworthy & reliable sources, confirming the legitimacy & accuracy of the research study. The report also offers qualitative & quantitative analysis to deliver a complete & inclusive research study on the Game-Based Learning market.
NOTE: Our analysis involves the study of the market taking into consideration the impact of the COVID-19 pandemic. Please get in touch with us to get your hands on an exhaustive coverage of the impact of the current situation on the market. Our expert team of analysts will provide as per report customized to your requirement.
Industry Dynamics
Growth Drivers
Rising demand for training, presentation, and meetings among corporates and education institutes will propel market growth. For instance, in February 2022, Imarticus knowledge acquired StratOnboard. StratOnboard, Imarticus Learning’s 2nd purchase, is a strategic fit for its overall ecosystem and coincides with its various business segments, including Enterprise, Academic, Retail, and Purchaser.
In November 2021, Kahoot! announced the development of Kahoot! + Study, a new service for students in higher education. Kahoot! + Study enables students to design formative study experiences and expedite their knowledge in preparation for final exam time and throughout the school year.
Also, in January 2021, Spin Master purchased Rubik’s Cube Cube to carry on Rubik’s brand legacy, with strategies for further innovation across Rubik’s portfolio and broad distribution across the company’s worldwide presence. Interactive challenges, automatically generated feedback, competition and socialization, and reward redemption are all illustrations of game-based knowledge concepts. Meetings, training, and conferences on employee engagement, knowledge and development, talent acquisition, and consumer engagement are organized by businesses.
Game-Based Learning Market, By Provider
- Content
- Services
Game-Based Learning Market, By Deployment Model
- Cloud
- On-Premise
Game-Based Learning Market, By Application
- Academic
- K-12
- Higher education
- Vocational training
- Corporate
- SMEs
- Large enterprises
- Government
Game-Based Learning Market, By Region
- North America
- U.S.
- Canada
- Europe
- UK
- Germany
- France
- Italy
- Spain
- Russia
- Asia Pacific
- China
- India
- Japan
- South Korea
- Singapore
- Australia
- Latin America
- Brazil
- Mexico
- Argentina
- Chile
- Colombia
- Middle East & Africa
- UAE
- Saudi Arabia
- Israel
- South Africa
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Key Benefits:
- This research offers a comprehensive analysis of current trends, projections, and dynamics for the years, with the goal of assisting in the identification of current market opportunities.
- The individual market revenue of the major countries in each area is mapped.
- The research examines the Game-Based Learning Market circumstances on a regional and country-by-country basis.
- The Game-Based Learning Market’s major participants have been identified.
- To understand the competitive environment across geographies, this study assesses the competitive landscape and conducts a value chain analysis.
- An in-depth analysis of the Game-Based Learning Market’s segmentation within the market has been offered, which is predicted to aid in the current market opportunities.
Table of Contents:
Part 01: Executive Summary
Part 02: Scope of the Game-Based Learning Market Report
Part 03: Global Game-Based Learning Market Landscape
Part 04: Global Game-Based Learning Market Sizing
Part 05: Global Game-Based Learning Market Segmentation By Product
Part 06: Five Forces Analysis
Part 07: Customer Landscape
Part 08: Geographic Landscape
Part 09: Decision Framework
Part 10: Drivers and Challenges
Part 11: Market Trends
Part 12: Vendor Landscape
Part 13: Vendor Analysis
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