Mon. Nov 25th, 2024

BREAKING NEWS

Game-Based Learning Market Dazzling Worldwide, Expected to Reach $12.3 Billion by 2030

[Date, 2023] – The game-based learning market is experiencing a surge in growth, driven by the increasing adoption of technology in education and the growing recognition of the benefits of gamification in learning. According to a new report, the global game-based learning market is expected to reach $12.3 billion by 2030, growing at a compound annual growth rate (CAGR) of 21.4% from 2023 to 2030.

The report, titled "Game-Based Learning Market Size, Share & Trends Analysis Report by Type (Online, Offline), by Age Group (K-12, Higher Education), by Subject (Math, Science, Language), by Region, and Segment Forecasts, 2023 – 2030," highlights the growing demand for game-based learning solutions across various age groups and subjects.

KEY FINDINGS

  • The online segment is expected to dominate the game-based learning market, accounting for over 60% of the total market share by 2030.
  • The K-12 age group is expected to be the largest user of game-based learning solutions, driven by the increasing adoption of technology in elementary and secondary education.
  • Math and science are expected to be the top two subjects in terms of market share, driven by the growing importance of STEM education.
  • North America is expected to be the largest regional market, driven by the presence of established game-based learning companies and the high adoption rate of technology in education.

KEY PLAYER ANALYSIS

  • Companies such as Duolingo, Khan Academy, and CodeCombat are leading the game-based learning market, offering a range of products and services that cater to different age groups and subjects.
  • Startups such as Classcraft and Prodigy are also making significant contributions to the market, offering innovative game-based learning solutions that are engaging and effective.

REGULATORY FRAMEWORK

  • Governments around the world are recognizing the potential of game-based learning and are implementing policies to encourage its adoption.
  • The U.S. Department of Education, for example, has launched initiatives to support the development of game-based learning solutions that improve student outcomes.

FOCUS ON KEY DRIVERS

  • Increasing adoption of technology in education
  • Growing recognition of the benefits of gamification in learning
  • Increasing demand for personalized learning experiences
  • Growing importance of STEM education

MARKET CHALLENGES

  • Limited awareness about game-based learning among some educators and parents
  • Technical issues and connectivity problems in online game-based learning platforms
  • Concerns about the potential negative impact of games on student mental health

CONCLUSION

The game-based learning market is poised for significant growth over the next few years, driven by the increasing adoption of technology in education and the growing recognition of the benefits of gamification in learning. As the market continues to evolve, we can expect to see more innovative game-based learning solutions that cater to different age groups and subjects, and that improve student outcomes.

SEO TAGS

  • Game-based learning market
  • Education technology
  • Gamification in learning
  • Online learning platforms
  • K-12 education
  • Higher education
  • Math and science education
  • STEM education
  • Personalized learning
  • Online courses
  • Educational software
  • Edtech
  • Technology in education
  • Digital learning
  • Game-based learning solutions
  • Online game-based learning platforms
  • Educational games
  • Learning apps
  • Gamified learning
  • Online education
  • Ed-tech startups
  • Innovative learning solutions
  • Technology in the classroom
  • Learning technology
  • Digital education
  • Online teaching tools
  • Educational resources
  • Learning management systems (LMS)
  • Learning analytics
  • Student outcomes
  • Educational assessment
  • Learning evaluation

Game-based learning market is anticipated to grow at a significant CAGR of 21.4% during the forecast period (2024-2031). Game-based Learning is a framework in which educational content is presented through engaging games and simulations, aiming to motivate learners and make the learning process more enjoyable and effective. Its aspects include core knowledge, interactive experiences, and motivational elements like points, badges, leaderboards, and storylines.

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Traditional learning methods can sometimes be dry and monotonous. Game-based learning injects fun and interactivity into the process, leading to higher engagement and motivation among learners. This is particularly effective for younger generations who are accustomed to interactive digital experiences. 

full report of Game-based Learning Market available @ https://www.omrglobal.com/industry-reports/game-based-learning-market

·         Market Coverage

·         Market number available for – 2024-2031

·         Base year- 2024

·         Forecast period- 2024-2031

·         Segment Covered- By Source, By Product Type, By Applications

·         Competitive Landscape- Archer Daniels Midland Co., Ingredion Inc., Kerry Group Plc, Cargill 

·         Inc., and others

Global Game-based Learning Market Report Segment

By Type

  • Location-Based Games
  • AR/VR Games
  • Others (AI-Based Games, Language Learning, Skill-Based Learning, Simulation)

By Application

  • Critical Thinking & Problem-Solving
  • Training & Development
  • Evaluation

By End-User

  • IT & Telecom
  • Retail
  • Consumer
  • Manufacturing
  • Others (Government, Education, Healthcare & Life Sciences)

By Platform

  • Online
  • Offline

Global Game-based Learning Market Report Segment by Region

North America

•          United States

•          Canada

Europe

•          UK

•          Germany

•          Italy

•          Spain

•          France

•          Rest of Europe 

Asia-Pacific

•          China

•          India

•          Japan

•          South Korea

•          Rest of Asia-Pacific 

Rest of the World

•          Latin America 

•          Middle East & Africa

Company Profiles 

o   Age of Learning, Inc.

o   Badgeville (CallidusCloud)

o   Breakaway Games

o   Bunchball (BI WORLDWIDE)

o   Epic Games

o   Filament Games

o   Fundamentor (Paratus Knowledge Ventures Pvt Ltd)

o   Gametize Pte. Ltd.

o   Kahoot! ASA

o   Lumos Labs

o   Mojang Studios

o   Quizizz, Inc.

o   Recurrence Inc.

o   Six Waves Inc.

o   Tangible Play, Inc.

o   Toolwire Inc.

The Report Covers

  • Market value data analysis of 2023 and forecast to 2031.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global game-based learning market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying ‘who-stands-where’ in the market.

For More Customized Data, Request for Report Customization @ https://www.omrglobal.com/report-customization/game-based-learning-market

About Orion Market Research
Orion Market Research (OMR) is a market research and consulting company known for its crisp and concise reports. The company is equipped with an experienced team of analysts and consultants. OMR offers quality syndicated research reports, customized research reports, consulting and other research-based services. The company also offer Digital Marketing services through its subsidiary OMR Digital and Software development and Consulting Services through another subsidiary Encanto Technologies. 

Media Contact:

Company Name: Orion Market Research

Contact Person: Mr. Anurag Tiwari

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