Game-Based Learning Market Growth, Demand and Challenges of the Key Industry Players 2024-32


MARKETRESEARCH

Uploaded on Feb 12, 2024

Category Business

According to the latest research report by IMARC Group, The global game-based learning market size reached US$ 18.4 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 71.7 Billion by 2032, exhibiting a growth rate (CAGR) of 15.8% during 2024-2032. More Info:- https://www.imarcgroup.com/game-based-learning-market

Category Business

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Game-Based Learning Market Growth, Demand and Challenges of the Key Industry Players 2024-32

Global Game-Based Learning Market Research and Forecast Report 2024-2032 Format: PDF+EXCEL © 2023 IMARC All Rights Reserved About IMARC Group In ternat ional Market Analys is Research and Consul t ing Group is a leading adv iser on management s t rategy and market research wor ldwide. We par tner wi th c l ients in a l l regions and indust ry vert ica ls to ident i fy thei r h ighest -value oppor tuni t ies, address thei r most cr i t ica l chal lenges, and t ransform thei r bus inesses. IMARC’s in format ion products inc lude major market , sc ient i f ic , economic and technological developments for bus iness leaders in pharmaceut ica l , indust r ia l , and h igh technology organizat ions. Market forecasts and indust ry analys is for b iotechnology, advanced mater ia ls , chemicals , food and beverage, t ravel and tour ism, nanotechnology and novel process ing methods are at the top of the company’s exper t ise. IMARC’s ta i lored approach combines unfathomable ins ight in to the dynamics o f companies and markets wi th c lose cooperat ion at a l l levels of the c l ient organizat ion. This ensures that our c l ients achieve unmatchable compet i t ive advantage, bui ld more pro f ic ient organizat ions, and secure las t ing resul ts . A cc o r d i ng to t h e l a t e s t r e p o r t b y I MA R C Gr o u p , t i t l e d " G a m e - B as e d L e a rn i n g Ma r k e t : G l o b a l I n d u s t r y T r e n d s , S h a r e , S i z e , Gr o w th , O p p o r t u n i t y a n d F o r e c as t 2 0 2 4 - 20 3 2 , " t h e g l o b a l g a m e- b a s e d l e a r n i ng m a r k e t s i ze r e ac h e d U S $ 1 8 . 4 B i l l i o n i n 2 02 3 . Ga m e - ba s e d l e a rn i ng ha s ga i n e d i m me n s e t ra c t i o n d u e to i t s u n p a r a l l e l e d a b i l i t y t o en g a g e l e a r n e r s e f f e c t i ve l y . T r a d i t i on a l m e t h od s o f t e n s t r u gg l e t o ma i n t a i n s t u d e n ts ’ Report a t t e n t i on , l ea d i n g t o re d u c e d r e t e n t i o n o f i n fo r ma t i o n . Ga m e s , o n th e o t h e r h a n d , ca p i t a l i z e o n e l e m e n t s su c h as , c ha l l e n g e s , r e w a r ds , an d c o mp e t i t i o n t o k ee p l ea r n e rs ac t i v e l y i n v o l ve d . T h i s i n t e ra c t i v i t y s u s t a i ns i n t e r es t a nd a l s o f os t e r s a d e e p e r Highlight and un d e r s ta n d i n g o f t he s u b j e c t m a t t e r . T he i m me r s i ve n a tu r e o f g am e - b a se d l ea r n i n g e n s u re s th a t s tu d e n ts a r e n o t p a s s i v e Description r ec i p i e n t s o f i n f o r ma t i o n b u t a c t i v e p a r t i c i p a n t s i n t he i r e d u c a t i on . I t e nc ou r a ge s c r i t i c a l t h i n k i n g , p r o b l e m - so l v i n g , a nd d e c i s i on - m ak i n g – sk i l l s t h a t a r e i nc r e a s i ng l y va l u a b l e i n co m p l e x w o r l d . A s a r e s u l t , e d u ca t i o n a l i n s t i t u t i o ns a nd c o r p o r a t e t r a i n i ng p r o g r a ms a re i n c r e a s i n g l y i n te g r a t i ng g a me - b as e d l ea r n i n g i n t o t h e i r cu r r i c u l a t o en h a n c e e n g a g em e n t a n d b o o s t l ea r n i n g o u t co m e s . R eq u e s t f o r a P D F sa m p le o f th i s r ep o r t : h t t p s : / /w w w. i m a r c g ro u p . c o m / g a m e - b as e d - l ea r n i n g - m a r ke t / r eq u e s t sa m p le Report Description Global Game-Based Learn ing Market Trends: The evo lv ing job marke t p laces a s t rong emphas is on spec i f ic sk i l l se ts . Game-based learn ing i s par t icu la r ly e f fec t ive in p rov id ing sk i l l -based t ra in ing, whether i t i s techn ica l sk i l l s , so f t sk i l l s , o r indust ry -spec i f ic competenc ies . Compan ies a re leverag ing game-based s imu la t ions and scenar ios to t ra in employees e f f ic ien t ly , reduc ing onboard ing t imes and enhanc ing work fo rce produc t iv i t y . Add i t iona l l y , t rad i t iona l assessment methods o f ten induce s t ress and anx ie ty in learners . Game-based learn ing in t roduces a fun and engaging way to eva lua te knowledge and sk i l l s th rough gami f ied assessments . These assessments measure p ro f i c iency and a lso mot iva te learners to ach ieve h igher scores and earn d ig i ta l badges o r cer t i f i ca tes , enhanc ing the i r sense o f accompl ishment and maste ry . Looking forward , the market va lue is pro jected to reach US$ 71 .7 Bi l l ion by 2032, expanding at a CAGR of 15 .8% during 2024-2032. View Report TOC, F igures and Tables : h t tps: / /www. imarcgroup.com/game-based- learning-market Breakup by Platform: • Online • Offl ine   Breakup by Revenue Type: Report • Game Purchase • Advert is ing Segmentation • Others Breakup by End-User: • K-12 Game-Based Learning • Higher Game-Based Learning Breakup by Region: • North America • Europe • Asia Pacifi c • Middle East and Afr ica Report • Latin America Segmentation • Badgevi l le (Ca l l idusCloud) • Bunchbal l (B I WORLDWIDE) • Classcraft Studios Inc . • Six Waves Inc. Competitive • Recurrence, Inc. • Fundamentor (Paratus Knowledge Ventures Pvt Landscape Ltd) • Gamet ize Pte . L td. with Key • GradeCraft (The Regents o f the Univers i ty o f M ich igan) Players • Kuato Studios • BreakAway Ltd. Inc . • Fi lament Games • Learn ingWare, Inc . • Osmo (Tangib le P lay , Inc . ) • Toolwi re , Inc How has the global game-based learning market performed so far, and how will it perform in the coming years? What are the drivers, restraints, and opportunities in the global game-based learning market? Key What is the impact of each driver, restraint, and opportunity on the global game-based learning market? Questions Answered in What are the key regional markets? the Report Which countries represent the most attractive game- based learning market? What is the breakup of the market based on the platform? Which is the most attractive platform in the game- based learning market? What is the breakup of the market based on the revenue type? Which is the most attractive revenue type in the game- based learning market? Key What is the breakup of the market based on the end- user? Questions Answered in Which is the most attractive end-user in the game-based learning market? the Report What is the competitive structure of the global game- based learning market? Who are the key players/companies in the global game- based learning market? 1 P re f a c e 2 S co p e a n d M et h o d o l o g y 2 .1 Ob j e c t i ve s o f t h e S t u d y 2 .2 S t a k e h o l d e r s 2 .3 D a t a S ou r c e s 2 . 3 . 1 P r i m a ry S o u rc e s 2 . 3 . 2 S e c o n da r y S o u r c e s 2 .4 Ma r k e t E s t i ma t i o n 2 . 4 . 1 B o t t o m- U p A p p r o a ch 2 . 4 . 2 T o p - D ow n A p p r o a c h 2 .5 F o r e c a s t i n g Me t h o d o l o g y Table of 3 E xe c u t i ve S u m m a ry 4 In t r o d u c t i o n 4 .1 Ov e r v i ew Contents 4 .2 K e y I nd u s t r y T r e n ds5 G l o b a l G a m e - B a s ed L ea r n i n g M a r k e t 5 .1 Ma r k e t O v e r v i e w 5 .2 Ma r k e t P e r f o r m a nc e 5 .3 I mp a c t o f C OV I D -1 9 5 .4 Ma r k e t B r e a ku p b y P l a t f o r m 5 . 5 Ma r k e t B r e ak u p b y R e v e nu e T yp e 5 . 6 Ma r k e t B r e ak u p b y E n d -U s e r 5 . 7 Ma r k e t B r e ak u p b y R e g i on 5 . 8 Ma r k e t F o r ec a s t 7 M a r k e t B r ea k u p b y P l a t f o r m 7 . 1 O n l i ne 7 . 1 . 1 M a rk e t T r en d s 7 . 1 . 2 M a rk e t F o r e c a s t 7 . 2 O f f l i n e 7 . 2 . 1 M a rk e t T re n d s 7 . 2 . 2 M a rk e t F o r e c a s t 7 M ar k e t B r e a k u p b y R e v e n u e T y p e 7 . 1 Ga m e P u r c ha s e 7 . 1 . 1 M a rk e t T re n d s 7 . 1 . 2 M a rk e t F o r e c a s t 7 . 2 A d v e r t i s i n g 7 . 2 .1 M a rk e t T re n d s 7 . 2 .2 M a rk e t F o r e c a s t 7 . 3 O t h e rs 7 . 3 . 1 M a rk e t T re n d s 7 . 3 . 2 M a rk e t F o r e c a s t 8 M ar k e t B r e a k u p b y E n d U s er 8 . 1 K - 1 2 Ga m e - B a s e d L e a r n i ng 8 . 1 .1 M a rk e t T re n d s Table of 8 . 1 .2 M a rk e t F o r e c a s t 8 . 2 H i gh e r Ga m e- B a s e d L e a r n i n g 8 . 2 .1 M a rk e t T re n d s Contents 8 . 2 .2 M a rk e t F o r e c a s t9 M ar k e t B r e a k u p b y R e g i o n 9 . 1 N o r t h A m e r i c a 9 . 1 . 1 M a rk e t T re n d s 9 . 1 . 2 M a rk e t F o r e c a s t 9 . 2 E u r o p e 9 . 2 .1 M a rk e t T re n d s 9 . 2 .2 M a rk e t F o r e c a s t 9 . 3 A s i a P a c i f i c 9 . 3 . 1 M a rk e t T re n d s 9 . 3 . 2 M a rk e t T re n d s 9 . 4 M i d d l e E a s t a nd A f r i ca 9 . 4 . 1 M a rk e t T re n d s 9 . 4 . 2 M a rk e t F o r e c a s t F o r m o r e i n f o r m a t i o n , v i s i t : ht tps : / /www. imarcgroup .com/game-based - lea rn ing -market / toc Disclaimer © 2023 IMARC Al l R ights Reserved Th is Pub l i ca t ion and a l l i t ’ s con ten ts un less o therw ise men t i oned a re copy r i gh ted in the name o f I n t e rna t i ona l Marke t Ana lys i s Research and Consu l t ing ( IMARC) . 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