Market Overview:
The global game learning market is expected to grow at a CAGR of 10.8% from 2018 to 2030. The growth in the market can be attributed to the increasing demand for e-learning courseware, online audio and video content, social games, mobile games, and other gaming applications across different regions. Additionally, the growing adoption of gamification techniques for employee training and education is also contributing to the growth of this market.
Product Definition:
Game learning is the process of learning how to play a game, and then becoming better at playing that game. It can involve learning the rules of the game, practicing strategies, and improving one's skills. Game learning is important because it can help people develop problem-solving skills, strategic thinking abilities, and other valuable life skills.
E-Learning Courseware:
E-learning courseware, also referred to as digital learning or e-learning software is a computer program designed for the delivery of educational courses. It provides an interactive approach to teaching and learning processes by delivering relevant content in the form of audio, video, text and other multimedia formats via the internet. The primary function served by e-learning courseware is to enable teachers and students access high quality educational content remotely using personal computers or mobile devices.
Online Audio and Video Content:
Online Audio and Video Content are the files that can be downloaded or streamed from the internet. The most common types of online audio and video content include music, TV shows, movies, etc. Online audio & video contents are widely used in game learning as they help in improving listening comprehension as well as improve visual retention for a longer period of time.
Application Insights:
The corporate employee training segment accounted for the largest revenue share in 2017 and is expected to continue its dominance over the forecast period. Corporate America has been increasingly adopting digital games as a medium of instruction for various courses, including but not limited to Microsoft Excel, PowerPoint and Word. This trend will drive growth of the global game learning market during the forecast period.
The healthcare organizations segment is also expected to grow rapidly owing to increasing adoption of e-learning courseware in medical education. The social gaming industry has developed significantly over recent years; this development has led many companies within this sector offering educational institutions customized packages that include online audio-video content along with interactive games designed specifically for educational purposes. These customized solutions help educators deliver quality education through fun activities while improving student retention rates which are further driving demand across various application segments globally (see Figure 1).
Regional Analysis:
North America dominated the global market in terms of revenue share in 2017. The region is expected to continue its dominance over the forecast period, owing to factors such as increasing penetration of smartphones and tablets, high internet usage rates, and growing adoption of cloud technology. Asia Pacific is anticipated to witness significant growth over the next eight years due to rising investments by companies for developing new games based on emerging technologies such as AR/VR and AI. Moreover, increasing disposable income levels coupled with rapid urbanization are also contributing toward regional growth. Furthermore, government initiatives promoting e-learning programs are further driving demand across this region.
Growth Factors:
- Increasing demand for mobile gaming
- Proliferation of new gaming platforms and technologies
- Rising disposable income of gamers in developing countries
- Growing popularity of eSports tournaments
- Advent of virtual reality technology
Scope Of The Report
Report Attributes
Report Details
Report Title
Game 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
164
Number of Tables & Figures
115
Customization Available
Yes, the report can be customized as per your need.
Global Game Learning Market Report Segments:
The global Game 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:
- LearningWare
- BreakAway
- Lumos Labs
- PlayGen.com
- Corporate Internet Games
- Games2Train
- HealthTap
- RallyOn, Inc
- MAK Technologies
- SCVNGR
- SimuLearn
- Will Interactive
Highlights of The Game Learning Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the 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
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Game 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
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- Consumer Insights
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Game learning is a term used to describe the process of learning through playing video games. It can refer to any activity that helps people learn new information, skills, or strategies.
Some of the major companies in the game learning market are LearningWare, BreakAway, Lumos Labs, PlayGen.com, Corporate Internet Games, Games2Train, HealthTap, RallyOn, Inc, MAK Technologies, SCVNGR, SimuLearn, Will Interactive.
The game learning market is expected to register a CAGR of 10.8%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Game 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 Learning Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Game 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 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 Learning Market Size & Forecast, 2018-2028 4.5.1 Game Learning Market Size and Y-o-Y Growth 4.5.2 Game Learning Market Absolute $ Opportunity
Chapter 5 Global Game Learning 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 Game Learning 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 Game Learning 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 Game Learning 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 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 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 Game Learning Analysis and Forecast
9.1 Introduction
9.2 North America Game Learning 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 Game Learning 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 Game Learning 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 Game Learning Analysis and Forecast
10.1 Introduction
10.2 Europe Game Learning 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 Game Learning 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 Game Learning 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 Game Learning Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Game Learning 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 Game Learning 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 Game Learning 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 Game Learning Analysis and Forecast
12.1 Introduction
12.2 Latin America Game Learning 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 Game Learning 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 Game Learning 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) Game Learning Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Game Learning 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) Game Learning 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) Game Learning 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 Learning Market: Competitive Dashboard
14.2 Global Game 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