Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Game-based Learning Market by Type (E-Learning Courseware, Online Audio and Video Content, Social Games, Mobile Games, Other), By Application (Educational Institutions, Healthcare Organizations, Defense Organizations, Corporate Employee Training, Other) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Game-based Learning Market by Type (E-Learning Courseware, Online Audio and Video Content, Social Games, Mobile Games, Other), By Application (Educational Institutions, Healthcare Organizations, Defense Organizations, Corporate Employee Training, Other) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 323377 4200 Service & Software 377 210 Pages 4.9 (39)
                                          

Industry Growth Insights published a new data on “Game-based Learning Market”. The research report is titled “Game-based Learning Market research by Types (E-Learning Courseware, Online Audio and Video Content, Social Games, Mobile Games, Other), By Applications (Educational Institutions, Healthcare Organizations, Defense Organizations, Corporate Employee Training, Other), By Players/Companies LearningWare, BreakAway, Lumos Labs, PlayGen.com, Corporate Internet Games, Games2Train, HealthTap, RallyOn, Inc, MAK Technologies, SCVNGR, SimuLearn, Will Interactive”.

Scope Of The Report

Report Attributes

Report Details

Report Title

Game-based Learning Market Research Report

By Type

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

By Application

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

By Companies

LearningWare, BreakAway, Lumos Labs, PlayGen.com, Corporate Internet Games, Games2Train, HealthTap, RallyOn, Inc, MAK Technologies, SCVNGR, SimuLearn, Will Interactive

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

210

Number of Tables & Figures

147

Customization Available

Yes, the report can be customized as per your need.


Global Game-based Learning Industry Outlook


Global Game-based Learning Market Report Segments:

The global Game-based Learning market is segmented on the basis of:

Types

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

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

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

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. LearningWare
  2. BreakAway
  3. Lumos Labs
  4. PlayGen.com
  5. Corporate Internet Games
  6. Games2Train
  7. HealthTap
  8. RallyOn, Inc
  9. MAK Technologies
  10. SCVNGR
  11. SimuLearn
  12. Will Interactive

Global Game-based Learning Market Overview


Highlights of The Game-based Learning Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. E-Learning Courseware
    2. Online Audio and Video Content
    3. Social Games
    4. Mobile Games
    5. Other
  1. By Application:

    1. Educational Institutions
    2. Healthcare Organizations
    3. Defense Organizations
    4. Corporate Employee Training
    5. Other
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Game-based Learning Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Game-based Learning Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Game-based learning is a pedagogical approach that uses video games and other interactive digital media to help students learn. The goal of game-based learning is to engage students in the learning process, provide them with opportunities for hands-on exploration and problem solving, and promote creativity.

Some of the major companies in the game-based learning market are LearningWare, BreakAway, Lumos Labs, PlayGen.com, Corporate Internet Games, Games2Train, HealthTap, RallyOn, Inc, MAK Technologies, SCVNGR, SimuLearn, Will Interactive.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Game-based Learning Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Game-based Learning Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Game-based Learning Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Game-based Learning Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Game-based Learning Market Size & Forecast, 2020-2028       4.5.1 Game-based Learning Market Size and Y-o-Y Growth       4.5.2 Game-based Learning Market Absolute $ Opportunity

Chapter 5 Global  Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2  Market Size Forecast by Type
      5.2.1 E-Learning Courseware
      5.2.2 Online Audio and Video Content
      5.2.3 Social Games
      5.2.4 Mobile Games
      5.2.5 Other
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global  Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2  Market Size Forecast by Applications
      6.2.1 Educational Institutions
      6.2.2 Healthcare Organizations
      6.2.3 Defense Organizations
      6.2.4 Corporate Employee Training
      6.2.5 Other
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Game-based Learning Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Game-based Learning Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America  Analysis and Forecast
   9.1 Introduction
   9.2 North America  Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America  Market Size Forecast by Type
      9.6.1 E-Learning Courseware
      9.6.2 Online Audio and Video Content
      9.6.3 Social Games
      9.6.4 Mobile Games
      9.6.5 Other
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America  Market Size Forecast by Applications
      9.10.1 Educational Institutions
      9.10.2 Healthcare Organizations
      9.10.3 Defense Organizations
      9.10.4 Corporate Employee Training
      9.10.5 Other
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe  Analysis and Forecast
   10.1 Introduction
   10.2 Europe  Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe  Market Size Forecast by Type
      10.6.1 E-Learning Courseware
      10.6.2 Online Audio and Video Content
      10.6.3 Social Games
      10.6.4 Mobile Games
      10.6.5 Other
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe  Market Size Forecast by Applications
      10.10.1 Educational Institutions
      10.10.2 Healthcare Organizations
      10.10.3 Defense Organizations
      10.10.4 Corporate Employee Training
      10.10.5 Other
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific  Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific  Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific  Market Size Forecast by Type
      11.6.1 E-Learning Courseware
      11.6.2 Online Audio and Video Content
      11.6.3 Social Games
      11.6.4 Mobile Games
      11.6.5 Other
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific  Market Size Forecast by Applications
      11.10.1 Educational Institutions
      11.10.2 Healthcare Organizations
      11.10.3 Defense Organizations
      11.10.4 Corporate Employee Training
      11.10.5 Other
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America  Analysis and Forecast
   12.1 Introduction
   12.2 Latin America  Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America  Market Size Forecast by Type
      12.6.1 E-Learning Courseware
      12.6.2 Online Audio and Video Content
      12.6.3 Social Games
      12.6.4 Mobile Games
      12.6.5 Other
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America  Market Size Forecast by Applications
      12.10.1 Educational Institutions
      12.10.2 Healthcare Organizations
      12.10.3 Defense Organizations
      12.10.4 Corporate Employee Training
      12.10.5 Other
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA)  Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA)  Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA)  Market Size Forecast by Type
      13.6.1 E-Learning Courseware
      13.6.2 Online Audio and Video Content
      13.6.3 Social Games
      13.6.4 Mobile Games
      13.6.5 Other
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA)  Market Size Forecast by Applications
      13.10.1 Educational Institutions
      13.10.2 Healthcare Organizations
      13.10.3 Defense Organizations
      13.10.4 Corporate Employee Training
      13.10.5 Other
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Game-based Learning Market: Competitive Dashboard
   14.2 Global Game-based Learning Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 LearningWare
      14.3.2 BreakAway
      14.3.3 Lumos Labs
      14.3.4 PlayGen.com
      14.3.5 Corporate Internet Games
      14.3.6 Games2Train
      14.3.7 HealthTap
      14.3.8 RallyOn, Inc
      14.3.9 MAK Technologies
      14.3.10 SCVNGR
      14.3.11 SimuLearn
      14.3.12 Will Interactive

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