Global Game-based Learning Market Report By Type (E-Learning Courseware, Online Audio and Video Content, Social Games, Mobile Games, Other), By End Use (Educational Institutions, Healthcare Organizations, Defense Organizations, Corporate Employee Training, Other), By Mode (Online, Offline), By Applications (K-12 Game-Based Learning, Higher Game-Based Learning) And By Regions - Industry Trends, Size, Share, Growth, Estimation and Forecast, 2020-2027

ID:VMR11214813
April 2021
Report Formats:

The global demand for Game-based Learning Market is presumed to reach the market size of nearly USD XX MN by 2027 from USD XX MN in 2020 with a CAGR of XX% under the study period 2021 - 2027.

Game-based learning refers to a teaching approach through games. The concept comprises games that help the student learn actively, which promote student engagement and motivation to learn and encourages critical thinking and problem-solving skills. It explores the relevant aspect of games in a learning context. It involves teachers and students collaborate to add depth and perspective to the experience of playing the game. Game-based learning can be achieved with digital or non-digital games.

Market Dynamics

Game-based learning has become an indispensable part of modern education. The game-based learning concept will grow at an exciting rate in the coming year due to surging digitalization and changing teaching and training methods across all fields. Game-based Learning is widely adopted worldwide due to improved learning outcomes and preferences and broad conventional teaching challenges. An individual make mistakes in a risk-free setting, and through game-based learning, one actively learn and practice, which keeps one highly engaged in practicing behaviors and thought processes. Technological advancements like Augmented Reality, Virtual Reality, and the development of new apps and platforms with students' involvement are expected to boost the market growth further. However, the low adaptability of concept in some regions of the world like Latin America and Middle East Asia is likely to hamper the global market growth.

The research report covers Porter’s Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry’s structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of game-based learning. The growth and trends of game-based learning industry provide a holistic approach to this study. 

Market Segmentation

This section of the game-based learning market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities. 

By Type

  • E-Learning Courseware
  • Online Audio and Video Content
  • Social Games
  • Mobile Games
  • Other

By End Use

  • Educational Institutions
  • Healthcare Organizations
  • Defense Organizations
  • Corporate Employee Training
  • Other

By Mode

  • Online
  • Offline

By Applications 

  • K-12 Game-Based Learning
  • Higher Game-Based Learning

Regional Analysis

This section covers the regional outlook, which accentuates current and future demand for the Game-based Learning market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

Global Game-based Learning Market Share by Region (Representative Graph)

Global Recreational Rowing Boats Market Share

 

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The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the game-based learning market include Badgeville (CallidusCloud), Bunchball (BI WORLDWIDE), Classcraft Studios, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft and Kuato Studios, BreakAway Games, Filament Games, LearningWare, Tangible Play and Toolwire. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.
 
METHODOLOGY:

This market research report has been produced by gathering information based on primary and secondary research. Secondary research has been done using various sources, including (but not limited to) Company Websites, Paid Data Sources, Technical Journals, Financial Reports, SEC Filings, and other different industry publications. Additionally, our team conducts extensive primary research with key industry participants to gather first-hand data. The data is then analyzed and validated by industry experts.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

1 . PREFACE
       1.1. Report Description
           1.1.1. Objective
           1.1.2. Target Audience
           1.1.3. Unique Selling Proposition (USP) & offerings
       1.2. Research Scope
       1.3. Research Methodology
           1.3.1. Market Research Process
           1.3.2. Market Research Methodology
 
2 . EXECUTIVE SUMMARY
       2.1. Highlights of Market
       2.2. Global Market Snapshot
 
3 . GAME-BASED LEARNING – INDUSTRY ANALYSIS
       3.1. Introduction - Market Dynamics
       3.2. Market Drivers
       3.3. Market Restraints
       3.4. Opportunities
       3.5. Industry Trends
       3.6. Porter’s Five Force Analysis
       3.7. Market Attractiveness Analysis
           3.7.1 By Type
           3.7.2 By End Use
           3.7.3 By Mode
           3.7.4 By Applications 
           3.7.5 By Region
 
4 . VALUE CHAIN ANALYSIS
       4.1. Value Chain Analysis
       4.2. Raw Material Analysis
           4.2.1. List of Raw Materials
           4.2.2. Raw Material Manufactures List
           4.2.3. Price Trend of Key Raw Materials
       4.3. List of Potential Buyers
       4.4. Marketing Channel
           4.4.1. Direct Marketing
           4.4.2. Indirect Marketing
           4.4.3. Marketing Channel Development Trend
 
5 . IMPACT ANALYSIS OF COVID-19 OUTBREAK
       5.1. Impact Analysis of Covid-19 Outbreak
           5.1.1. Direct Impact on Production
           5.1.2. Supply Chain and Market Disruption
           5.1.3. Financial Impact on Firms and Financial Markets
       5.2. COVID-19 Impact Analysis by Production, Import, Export and Demand
       5.3. Market: Pre V/S Post COVID-19
       5.4. Estimated Impact of the Coronavirus (COVID-19) Epidemic 
       5.5. COVID-19: Micro and Macro Factor Analysis
 
6 . GLOBAL GAME-BASED LEARNING MARKET ANALYSIS BY TYPE
       6.1 Overview by Type
       6.2 Historical and Forecast Data
       6.3 Analysis by Type
       6.4 E-Learning Courseware Market by Regions
       6.5 Online Audio and Video Content Market by Regions
       6.6 Social Games Market by Regions
       6.7 Mobile Games Market by Regions
       6.8 Other Market by Regions
 
7 . GLOBAL GAME-BASED LEARNING MARKET ANALYSIS BY END USE
       7.1 Overview by End Use
       7.2 Historical and Forecast Data
       7.3 Analysis by End Use
       7.4 Educational Institutions Market by Regions
       7.5 Healthcare Organizations Market by Regions
       7.6 Defense Organizations Market by Regions
       7.7 Corporate Employee Training Market by Regions
       7.8 Other Market by Regions
 
8 . GLOBAL GAME-BASED LEARNING MARKET ANALYSIS BY MODE
       8.1 Overview by Mode
       8.2 Historical and Forecast Data
       8.3 Analysis by Mode
       8.4 Online Market by Regions
       8.5 Offline Market by Regions
 
9 . GLOBAL GAME-BASED LEARNING MARKET ANALYSIS BY APPLICATIONS 
       9.1 Overview by Applications 
       9.2 Historical and Forecast Data
       9.3 Analysis by Applications 
       9.4 K-12 Game-Based Learning Market by Regions
       9.5 Higher Game-Based Learning Market by Regions
 
10 . GLOBAL GAME-BASED LEARNING MARKET ANALYSIS BY GEOGRAPHY
       10.1. Regional Outlook
       10.2. Introduction
       10.3. North America
           10.3.1. Overview, Historic and Forecast Data 
           10.3.2. North America By Segment
           10.3.3. North America By Country
           10.3.4. United State
           10.3.5. Canada
           10.3.6. Mexico
       10.4. Europe
           10.4.1. Overview, Historic and Forecast Data 
           10.4.2. Europe by Segment
           10.4.3. Europe by Country
           10.4.4. United Kingdom
           10.4.5. France
           10.4.6. Germany
           10.4.7. Italy
           10.4.8. Russia
           10.4.9. Rest Of Europe
       10.5. Asia Pacific
           10.5.1. Overview, Historic and Forecast Data 
           10.5.2. Asia Pacific by Segment
           10.5.3. Asia Pacific by Country
           10.5.4. China
           10.5.5. India
           10.5.6. Japan
           10.5.7. South Korea
           10.5.8. Australia
           10.5.9. Rest Of Asia Pacific
       10.6. Latin America
           10.6.1. Overview, Historic and Forecast Data 
           10.6.2. Latin America by Segment
           10.6.3. Latin America by Country
           10.6.4. Brazil
           10.6.5. Argentina
           10.6.6. Peru
           10.6.7. Chile
           10.6.8. Rest of Latin America
       10.7. Middle East & Africa
           10.7.1. Overview, Historic and Forecast Data 
           10.7.2. Middle East & Africa by Segment
           10.7.3. Middle East & Africa by Country
           10.7.4. Saudi Arabia
           10.7.5. UAE
           10.7.6. Israel
           10.7.7. South Africa
           10.7.8. Rest Of Middle East And Africa
 
11 . COMPETITIVE LANDSCAPE OF THE GAME-BASED LEARNING COMPANIES
       11.1. Game-Based Learning Market Competition
       11.2. Partnership/Collaboration/Agreement
       11.3. Merger And Acquisitions
       11.4. New Product Launch
       11.5. Other Developments
 
12 . COMPANY PROFILES OF GAME-BASED LEARNING INDUSTRY
       12.1. Company Share Analysis
       12.2. Market Concentration Rate
       12.3. Badgeville (CallidusCloud)
           12.3.1. Company Overview
           12.3.2. Financials
           12.3.3. Products
           12.3.4. Recent Developments
       12.4. Bunchball (BI WORLDWIDE)
           12.4.1. Company Overview
           12.4.2. Financials
           12.4.3. Products
           12.4.4. Recent Developments
       12.5. Classcraft Studios
           12.5.1. Company Overview
           12.5.2. Financials
           12.5.3. Products
           12.5.4. Recent Developments
       12.6. 6waves
           12.6.1. Company Overview
           12.6.2. Financials
           12.6.3. Products
           12.6.4. Recent Developments
       12.7. Recurrence
           12.7.1. Company Overview
           12.7.2. Financials
           12.7.3. Products
           12.7.4. Recent Developments
       12.8. Fundamentor
           12.8.1. Company Overview
           12.8.2. Financials
           12.8.3. Products
           12.8.4. Recent Developments
       12.9. Gametize
           12.9.1. Company Overview
           12.9.2. Financials
           12.9.3. Products
           12.9.4. Recent Developments
       12.10. GradeCraft and Kuato Studios
           12.10.1. Company Overview
           12.10.2. Financials
           12.10.3. Products
           12.10.4. Recent Developments
       12.11. BreakAway Games
           12.11.1. Company Overview
           12.11.2. Financials
           12.11.3. Products
           12.11.4. Recent Developments
       12.12. Filament Games
           12.12.1. Company Overview
           12.12.2. Financials
           12.12.3. Products
           12.12.4. Recent Developments
       12.13. LearningWare
           12.13.1. Company Overview
           12.13.2. Financials
           12.13.3. Products
           12.13.4. Recent Developments
       12.14. Tangible Play
           12.14.1. Company Overview
           12.14.2. Financials
           12.14.3. Products
           12.14.4. Recent Developments
       12.15. Toolwire
           12.15.1. Company Overview
           12.15.2. Financials
           12.15.3. Products
           12.15.4. Recent Developments
 
 *Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies

LIST OF TABLES
•    Market Snapshot
•    Drivers : Impact Analysis
•    Restraints : Impact Analysis
•    List of Raw Material
•    List of Raw Material Manufactures
•    List of Potential Buyers
•    COVID-19 Impact Analysis by Production, Import, Export and Demand
•    Pre V/S Post COVID-19
•    Estimated Impact Of The Coronavirus (Covid-19) Epidemic
•    COVID-19: Micro and Macro Factor Analysis
•    Analysis by Type (USD MN)
•    E-Learning Courseware Market by Geography (USD MN)
•    Online Audio and Video Content Market by Geography (USD MN)
•    Social Games Market by Geography (USD MN)
•    Mobile Games Market by Geography (USD MN)
•    Other Market by Geography (USD MN)
•    Analysis Market by End Use (USD MN)
•    Educational Institutions Market by Geography (USD MN)
•    Healthcare Organizations Market by Geography (USD MN)
•    Defense Organizations Market by Geography (USD MN)
•    Corporate Employee Training Market by Geography (USD MN)
•    Other Market by Geography (USD MN)
•    Analysis by Mode (USD MN)
•    Online Market by Geography (USD MN)
•    Offline Market by Geography (USD MN)
•    Analysis by Applications  (USD MN)
•    K-12 Game-Based Learning Market by Geography (USD MN)
•    Higher Game-Based Learning Market by Geography (USD MN)
•    Global Game-Based Learning Market by Geography (USD MN)
•    North America Market Analysis (USD MN)
•    United State Market Analysis (USD MN)
•    Canada Market Analysis (USD MN)
•    Mexico Market Analysis (USD MN)
•    Europe Market Analysis (USD MN)
•    Europe Market Estimate by Country (USD MN)
•    United Kingdom Market Analysis (USD MN)
•    France Market Analysis (USD MN)
•    Germany Market Analysis (USD MN)
•    Italy Market Analysis (USD MN)
•    Russia Market Analysis (USD MN)
•    Spain Market Analysis (USD MN)
•    Rest of Europe Market Analysis (USD MN)
•    Asia Pacific Market Analysis (USD MN)
•    China Market Analysis (USD MN)
•    Japan Market Analysis (USD MN)
•    India Market Analysis (USD MN)
•    South Korea Market Analysis (USD MN)
•    Australia Market Analysis (USD MN)
•    Rest of Asia Pacific Market Analysis (USD MN)
•    Latin America Market Analysis (USD MN)
•    Brazil Market Analysis (USD MN)
•    Argentina Market Analysis (USD MN)
•    Peru Market Analysis (USD MN)
•    Chile Market Analysis (USD MN)
•    Rest of Latin America Market Analysis (USD MN)
•    Middle East & Africa Market Analysis (USD MN)
•    Saudi Arabia Market Analysis (USD MN)
•    UAE Market Analysis (USD MN)
•    Israel Market Analysis (USD MN)
•    South Africa Market Analysis (USD MN)
•    Rest of Middle East and Africa Market Analysis (USD MN)
•    Partnership/Collaboration/Agreement
•    Mergers And Acquisiton
 
LIST OF FIGURES
 
•    Research Scope of Game-Based Learning Report
•    Market Research Process
•    Market Research Methodology
•    Global Game-Based Learning Market Size, by Region (USD MN)
•    Porters Five Forces Analysis
•    Market Attractiveness Analysis by Type
•    Market Attractiveness Analysis by End Use
•    Market Attractiveness Analysis by Mode
•    Market Attractiveness Analysis by Applications 
•    Market Attractiveness Analysis by Region
•    Value Chain Analysis
•    Global Market Analysis by Type (USD MN)
•    E-Learning Courseware Market by Geography (USD MN)
•    Online Audio and Video Content Market by Geography (USD MN)
•    Social Games Market by Geography (USD MN)
•    Mobile Games Market by Geography (USD MN)
•    Other Market by Geography (USD MN)
•    Global Market Analysis by End Use (USD MN)
•    Educational Institutions Market by Geography (USD MN)
•    Healthcare Organizations Market by Geography (USD MN)
•    Defense Organizations Market by Geography (USD MN)
•    Corporate Employee Training Market by Geography (USD MN)
•    Other Market by Geography (USD MN)
•    Global Market Analysis by Mode (USD MN)
•    Online Market by Geography (USD MN)
•    Offline Market by Geography (USD MN)
•    Global Market Analysis by Applications  (USD MN)
•    K-12 Game-Based Learning Market by Geography (USD MN)
•    Higher Game-Based Learning Market by Geography (USD MN)
•    Global Market by Revenue
•    North America Market by Revenue
•    Europe Market by Revenue
•    Asia Pacific Market by Revenue
•    Latin America Market by Revenue
•    Middle East & Africa Market by Revenue
•    Recent Development in Industry
•    Company Market Share Analysis, 2020
 
* Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.

 

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Objectives of Study

  • Define and measure the global market
  • Volume or revenue forecast of the global market and its various sub-segments with respect to main geographies
  • Analyze and identify major market trends along with the factors driving or inhibiting the market growth
  • Study the company profiles of the major market players with their market share
  • Analyze competitive developments

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