James Smith
by on April 5, 2024
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IMARC Group's report titled "Game-Based Learning Market Report by Platform (Online, Offline), Revenue Type (Game Purchase, Advertising, and Others), End-User (K-12 Game-Based Learning, Higher Game-Based Learning), and Region 2024-2032". offers a comprehensive analysis of the industry, which comprises insights on the global game-based learning market share. The global 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.

Factors Affecting the Growth of the Game-Based Learning Industry:

  • Growing Recognition of Soft Skills Development:

Recognition of the significance of honing soft skills has been on the rise, complementing the emphasis on conventional academic learning. Game-based education stands out in fostering abilities like problem-solving, critical thinking, communication, and teamwork through interactive gameplay that involves both collaboration and competition. This approach is attractive to schools and companies alike as they aim to equip individuals for the challenges of today's professional landscape. The capacity of game-based learning to replicate real-world situations where these skills are put into practice is a pivotal driver behind its increasing utilization and expansion in educational and corporate training realms.

  • Increasing Digitalization in Education:

The growth of game-based learning is closely tied to the digital revolution in education. Educational institutions and corporate training programs are embracing digital technologies to enhance their teaching methods, realizing the value of interactive and immersive learning experiences. The rise of online education, spurred on by events like the COVID-19 pandemic, has highlighted the significance of digital resources in learning. Game-based learning platforms have emerged as a practical response to the obstacles of remote education, offering an interactive approach to delivering content and evaluating student progress from afar.

  • Significant Technological Advancements:

The game-based learning industry is experiencing significant growth due to the swift advancements in technology. Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) have transformed the delivery of educational content, offering more interactive and immersive learning experiences. Through these technologies, learners can engage in realistic simulations and environments to practice skills and absorb information in a hands-on approach, leading to improved engagement and retention rates. Additionally, ongoing technological developments are enabling more personalized and adaptive learning experiences to cater to a wide range of learners.

Leading Companies Operating in the Global Game-Based Learning Industry:

  • Badgeville (CallidusCloud)
  • Bunchball (BI WORLDWIDE)
  • Classcraft Studios Inc.
  • Six Waves Inc.
  • Recurrence, Inc.
  • Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
  • Gametize Pte. Ltd.
  • GradeCraft (The Regents of the University of Michigan)
  • Kuato Studios
  • BreakAway Ltd. Inc.
  • Filament Games
  • LearningWare, Inc.
  • Osmo (Tangible Play, Inc.)
  • Toolwire, Inc

For an in-depth analysis, you can refer sample copy of the report: https://www.imarcgroup.com/game-based-learning-market/requestsample

Game-Based Learning Market Report Segmentation:

By Platform:

  • Online
  • Offline

On the basis of platform, the market has been classified into online and offline.

By Revenue Type:

  • Game Purchase
  • Advertising
  • Others

Based on the revenue type, the market has been segregated into game purchase, advertising, and others.

By End User:

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

K-12 game-based learning accounts for the largest market share due to its wide adoption in schools for making complex subjects more engaging and improving students' cognitive and social skills through interactive gaming environments.

Global Game-Based Learning Market Trends:

The global market for game-based learning is experiencing remarkable growth, fueled by the growing acknowledgment of games as effective tools for education. This trend is supported by advancements in technology and the increasing use of mobile devices, making game-based learning more accessible and captivating. Educational institutions and businesses are increasingly integrating game-based learning into their training programs, acknowledging its ability to improve learning outcomes through interactive and immersive experiences. There is also a growing demand for tailored learning solutions that cater to the unique requirements of various learners. This positive trend is anticipated to persist, with advancements in gaming technology and educational approaches driving further expansion in the market.

Note: If you need specific information that is not currently within the scope of the report, we will provide it to you as a part of the customization.

About Us:

IMARC Group is a leading market research company that offers management strategy and market research worldwide. We partner with clients in all sectors and regions to identify their highest-value opportunities, address their most critical challenges, and transform their businesses.

IMARCs information products include major market, scientific, economic and technological developments for business leaders in pharmaceutical, industrial, and high technology organizations. Market forecasts and industry analysis for biotechnology, advanced materials, pharmaceuticals, food and beverage, travel and tourism, nanotechnology and novel processing methods are at the top of the companys expertise.

Our offerings include comprehensive market intelligence in the form of research reports, production cost reports, feasibility studies, and consulting services. Our team, which includes experienced researchers and analysts from various industries, is dedicated to providing high-quality data and insights to our clientele, ranging from small and medium businesses to Fortune 1000 corporations.

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