Game-Based Learning Market By Component (Solution, Services), By Deployment Model (On Premise, Cloud), 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, Others), By Industry Vertical (Consumer, Education, Government, Enterprises): Global Opportunity Analysis And Industry Forecast, 2022-2030 , Covid 19 Outbreak Impact research report added by Report Ocean, is an in-depth analysis of 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. It places the market within the context of the wider Game-Based Learning market, and compares it with other markets., market definition, regional market opportunity, sales and revenue by region, manufacturing cost analysis, Industrial Chain, market effect factors analysis, Game-Based Learning market size forecast, market data & Graphs and Statistics, Tables, Bar &Pie Charts, and many more for business intelligence. Get the whole report, which includes a chart and more than 100 tables and figures. – Comprehensive Analysis of COVID-19 Market Outbreak Impact and Regional Situation
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The global game-based learning market revenue was around US$ 16.2 billion in 2021 and is estimated to reach US$ 68.6 billion by 2030, growing at a compound annual growth rate (CAGR) of 17.4% during the forecast period from 2022 to 2030.
Game-based learning refers to gameplay that has predetermined learning objectives. It describes a learning environment created by teachers; students explore relevant game elements as part of a method of instruction. To enrich and broaden the game-playing experience, teachers and students work together. Learning through repetition, failure, and achieving objectives is the fundamental idea behind game-based learning.
Factors Influencing Market Growth
– Artificial Intelligence (AI), Augmented Reality (AR), the launch of 5G, the development of unlimited data plans, and other technological advancements in the gaming industry are some of the factors that are fueling the growth of the game-based learning market.
– Globally increasing smartphone and internet adoption fuels market expansion.
– The expansion of the game-based learning market is anticipated to be greatly aided by the emergence of cloud deployment.
– The cost of implementing game-based learning systems is predicted to impede market expansion.
Study of the COVID-19 Pandemic
People are compelled to stay indoors because of strict regulations enforced by the government. Global game-based learning adoption resulted from this. The game-based learning market was positively impacted by the COVID-19 pandemic. Additionally, the COVID-19 pandemic has changed the educational sector’s working model by emphasizing online working methods, opening up a profitable market for e-learning. After the pandemic outbreak, developed countries like the United States, China, Italy, and others were among the first to adopt game-based education programs and teaching methodologies, resulting in a higher investment scenario for the educational technology market.
Regional Insights
North America dominated the game-based learning market in 2021 and is anticipated to continue during the forecast period. This is due to a variety of factors, including the adoption of game-based learning among youths, internet usage, and economic growth. Additionally, the increasing number of game-based learning vendors in the United States and Canada is anticipated to open up attractive market potential.
Asia-Pacific region is predicted to experience significant growth during the forecast period due to a large number of small and medium-sized organizations turning to game-based learning solutions to effectively manage their education systems, especially in developing nations like India, China, and South Korea.
Leading Competitors
The leading competitors in the global game-based learning market are:
– Allen Communication Learning Services
– Centrical
– Cisco Systems Inc.
– Cognitive Toybox Inc.
– Duolingo
– EI Design Pvt Ltd
– ELM Learning
– Filament Games
– Gametize
– G-Cube
– Hurix Digital
– Learnbrite
– Learning Pool
– Schell Games
– StratBeans Consulting Pvt Ltd
– The Performance Development Group
– Toolwire Spaces Learning
– Others
Segmentation Analysis
The global game-based learning market segmentation focuses on Component, Deployment Model, Game Type, Industry Vertical, and Region.
Segmentation based on Component
– Solution
– Services
Segmentation based on Deployment Model
– On Premise
– Cloud
Segmentation based on Game Type
– AR VR games
– AI-based games
– Location-based games
– Assessment and evaluation of games
– Training, knowledge and skill-based games
– Language learning games
– Others
Segmentation based on Industry Vertical
– Consumer
– Education
– Government
– Enterprises
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Key Points Covered in Game-Based Learning Market Report:
Chapter 1, About Executive Summary to describe Definition, Specifications and Classification of Game-Based Learning market, Applications, Market Segment by Regions North America, Europe or Asia;
Chapter 2, objective of the study.
Chapter 3, to display Research methodology and techniques.
Chapter 4 and 5, to show the Overall Market Analysis, segmentation analysis, characteristics;
Chapter 6 and 7, to show the Market size, share and forecast; Five forces analysis (bargaining Power of buyers/suppliers), Threats to new entrants and market condition;
Chapter 8 and 9, to show analysis by regional segmentation, comparison, leading countries and opportunities; Regional Marketing Type Analysis, Supply Chain Analysis
Chapter 10, focus on identifying the key industry influencer’s, overview of decision framework accumulated through Industry experts and strategic decision makers;
Chapter 11 and 12, Market Trend Analysis, Drivers, Challenges by consumer behavior, Marketing Channels and demand & supply.
Chapter 13 and 14, describe about the vendor landscape (classification and Market Positioning)
Chapter 15, deals with Game-Based Learning Market sales channel, distributors, traders, dealers, Research Findings and Conclusion, appendix and data source.
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