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Dissecting Growth Strategies for Game-Based Learning Market – The Brainy Insights

Brainy Insights launched a study titled Game-Based Learning Market Size by Game Type, Deployment Mode, Component, End-User, Regions, Global Industry Analysis, Share, Growth, Trends, and Forecast 2022 to 2030

The global game-based learning market is expected to grow from USD 14.05 billion in 2021 to USD 73.31 billion by 2030, at a CAGR of 20.15% during the forecast period 2022-2030. Adopting tablet and e-learning methodologies in schools worldwide is anticipated to boost demand for game-based learning. Moreover, a rise in the usage of Virtual Reality (VR) & Augmented Reality (AR) in educational gamification has also offered students an immersive & engaging experience. This factor is also helping to drive market growth. Also, the increasing internet penetration rate and the easy availability of games are helping to drive market growth during the upcoming years.

The training, knowledge, and skill-based games segment led the market with a value of around 2.95 billion in 2021.

The game type segment of game-based learning market is divided into AI-based games, AR VR games, location-based games, training, knowledge, and skill-based games, assessment and evaluation games, language learning games, and others. The training, knowledge, and skill-based games segment led the market with a value of around 2.95 billion in 2021. This growth is attributed to the increasing adoption of mobile and browser games.

The cloud segment led the market with a value of 8.03 billion in 2021.

The deployment mode segment of game-based learning market is divided into on-premise and cloud. The cloud segment led the market with a value of around 8.03 billion in 2021. This growth is attributed to the growing penetration of high-speed internet.

The solution segment led the market with a value of around 7.91 billion in 2021.

The component segment of game-based learning market is divided into services and solutions. The solution segment led the market with a value of around 7.91 billion in 2021. This growth is attributed to the risen adoption of game-based learning solutions.

The education segment led the market with a value of around 3.13 billion in 2021.

The end-user segment of game-based learning market is divided into healthcare, education, manufacturing, retail & e-commerce, consumer, IT & telecom, government & defense, and others. The education segment led the market with a value of around 3.13 billion in 2021. This growth is attributed to the development of mobile-based educational games.

Regional Segmentation Analysis:

The market is analyzed based on five regions: North America, Europe, Asia Pacific, South America, the Middle East, and Africa. The North American region emerged as the largest global game-based learning market with a value of around 6.51 billion in 2021. North America currently dominates the game-based learning market, and this trend is expected to continue during the forecast period. This growth is attributed to the increasing demand for content digitalization.

Competitive Analysis:

The significant market players include Raptivity, Simulearn, Schell Games, Layup, Monkimun, Banzai Labs, Playgen, Fundamentor, Cognitive Toybox, Idnusgeeks, Quodeck, G-Cube, Smart Lumies, Kuato Studios, Infinite Dreams, Hornbill FX, Gametize, Threatgen, Kidoz, Sweetrush, VR Education Holdings, MLevel, Frontier Developments, Bublar Group, Minecraft, Spin Master, Kahoot, Minecraft, Tangible Play, BreakAway games, Recurrence, Gamelearn, Stratbeans and among others.

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