The global game-based learning market was worth USD 13.41 billion in 2023. The global market is predicted to reach USD 16.35 billion in 2024 and USD 79.92 billion by 2032, growing at a CAGR of 21.9% during the forecast period.
Immersive technologies like Augmented Reality (AR) and Virtual Reality (VR) have benefited the education industry by increasing learning efficiency and improving staff and student engagement and information retention. Innovative technologies are being integrated into game-based learning modules by market players such as Hurix Digital and Game Learn, assisting learners in better understanding and obtaining insights about the subjects through interactive experiences. These technologies are linked to courses that contain real-world-based stories and evaluations, allowing learners to grasp different topics effectively and retain information.
By incorporating video game design and components into learning environments, game-based learning tries to encourage students and pique their interests. This strategy simplifies complex concepts while providing an engaging and fun learning experience. Furthermore, it gives students ownership of their learning, encourages them to move to a lateral thinking approach, allows them to study diverse disciplines, and makes the learning process more viable. As a result, game-based learning has become one of the most popular educational fads in the world. In vocational education, game-based learning is embraced as an effective tool to improve and enhance the quality of teaching and learning. Due to the obstacles and downsides of traditional classroom instruction, game-based learning systems for vocational training are gaining popularity. Professionals have been urged to adopt game-based learning technologies to improve their occupational abilities due to a lack of technical faculty and poor post-teaching assessment. Community colleges, polytechnic institutes, apprenticeship institutes, and vocational training schools all benefit from modern game-based learning systems.
Furthermore, the adoption of tablet and e-learning approaches in schools around the world has given the global game-based learning market a bright future. A rise in the use of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has also aided in the creation of a more immersive and engaging experience. Other factors impacting market expansion include the rapid rise of social media, growing income levels, expanding smartphone adoption, increased access to high-speed internet, and so on.
Target behaviours are encouraged for a variety of reasons, including staff training/performance management and consumer marketing/sales promotion. Interactive tasks, automated feedback, competitiveness and socialisation, and reward redemption are all examples of game-based learning mechanics. Meetings and conferences can be very dull. Employee engagement, talent acquisition, learning and development, and consumer engagement are all topics that companies hold meetings, training, and presentations about. Idea Box Game, Telephone Game, The Talking Stick, and other presentation games are examples. These games are designed for brainstorming sessions where employees can exchange project or product ideas. It's also a quick approach to keep the meeting focused on substantive comments. Companies design meeting pulses coupled with PowerPoint presentations so that learners can play the game with a single answer polling function and see the results in a PowerPoint presentation. Employees spend 40 percent to 60 percent less time on game-based learning than traditional learning.
Because of the simplicity of learning, problem-solving, time savings, cost-effectiveness, and the need for learning for instant feedback on performance, enterprises are turning to game-based learning methodologies. This learning platform is used by people of all ages to learn any subject, in any game, in any language, or on any device. During the projected period, the game-based learning market will rise due to the increasing acceptance of game-based learning as a way of inspiring students to learn by playing games and solving problems quickly. The number of higher education universities and institutes offering virtual game-based and augmented reality learning courses to their students is increasing.
Mobile operators are wary about jeopardizing consumer data security, which could result in customer loss. When it comes to data exchange and accessibility, businesses are cautious. One of the most critical criteria for smooth corporate operations is cybersecurity. The incidence of data breaches and cyberattacks has risen dramatically in recent years. Between 2016 and 2017, the number of cyberattacks grew by 600 percent. The absence of well-controlled, large-sample efficacy studies has slowed the acceptance of game-based learning as a new learning paradigm. Laptops, mobile phones, tablets, and PCs must be linked to the internet, which can expose them to attacks such as DoS, malware, and identity theft. Artificial intelligence (AI) and machine learning (ML) aid in the detection of fraud and the prevention of theft.
REPORT METRIC |
DETAILS |
Market Size Available |
2023 to 2032 |
Base Year |
2023 |
Forecast Period |
2024 to 2032 |
CAGR |
21.9% |
Segments Covered |
By Type, Stage Type, End-User Type, and Region |
Various Analyses Covered |
Global, Regional & Country Level Analysis, Segment-Level Analysis, DROC, PESTLE Analysis, Porter’s Five Forces Analysis, Competitive Landscape, Analyst Overview on Investment Opportunities |
Regions Covered |
North America, Europe, APAC, Latin America, Middle East & Africa |
Market Leaders Profiled |
Atlas Copco AB, Ingersoll Rand Inc., Gardner Denver Holdings Inc., Kaeser Kompressoren SE, BOGE Kompressoren Otto Boge GmbH & Co. KG, MAN Energy Solutions SE, Howden Group Ltd., Mitsubishi Heavy Industries Ltd., Hitachi Ltd., Kobe Steel Ltd., and Others. |
During the forecast period, the services sector is expected to contribute the most to the growth of the game-based learning market. Consulting, implementation, and support and maintenance services are among the services provided by game-based learning service providers. These services assist end users with the development of game-based learning solutions as well as the installation, deployment, and continuing support of such solutions. Certain service providers assist end-users in developing bespoke solutions for their businesses. These service providers are in charge of implementing solutions that are specifically adapted to the needs of the company, such as bespoke solutions. Consulting services deal with complicated questions and have a large number of clients who expect that their solutions and service offerings will alter frequently. These services place a greater emphasis on providing excellent customer service. In the game-based learning sector, implementation services allow businesses to customize, install, configure, and deploy a system to meet their specific business needs. These services enable companies to tailor a game-based learning solution to their particular training workflow and user hierarchy, hence boosting the delivery and efficacy of the training. Site setup, design and theme choices, plugins, and server migration are all included in the implementation services.
During the projected period, the training, knowledge, and skill-based games segment will dominate the game-based learning market. Knowledge-based quizzes on computers are being used in the education industry to assess each student's knowledge competence. Ludo, Call Break, Fantasy Cricket, Rummy, and Bingo are some examples of skill-based games that have grown in popularity in recent years. Gambling and skill-based real-money gaming are not the same things. Sports and eGaming are two of India's most popular kinds of recreation. The first six million online gamers had a long time to become acquainted with each other, but the numbers quickly grew to over 20 million. Anyone can win money by playing online skill games.
The education segment is expected to develop at the fastest rate over the projection period, according to end-users. Duel, simulation games (Plantville), interactives (Funbrain), quiz games (Kahoot), puzzles (crossword), strategy games (Europa Universals), and reality testing games are all examples of game-based learning in education (chemistry VR). Some bachelor's programs in Greece incorporate game-based knowledge. Students in this department must finish a game at regular intervals to pass some courses. Students are motivated and interested in game-based learning because it is unique. The instant feedback that learners and educators receive as a result of the gaming technique is an important feature that both learners' and educators’ benefit can reap.
In terms of end-user adoption of game-based learning solutions, North America has been a very open and competitive market. It is the most advanced region in terms of implementing a based learning system. Within traditional-based learning solutions, it has been particularly receptive to integrating the latest technological breakthroughs, such as integration technologies with cloud, AI, and mobile technologies. The strict government standards and regulations created for numerous industries are a crucial economic factor for this region.
During the forecast period, the Asia Pacific Game-Based Learning Market would increase at a CAGR of 21.5 percent. In 2021, the China market dominated the Asia Pacific Game-Based Learning Market by Country, and it would continue to do so until 2027, hitting a market value of USD 2,893.5 million. The market in Japan is expected to increase at a rate of 20.7 percent each year. In addition, between 2024 and 2029, the Indian market is expected to grow at a rate of 22.2 percent.
In 2021, the European game-based learning market accounted for more than 30% of revenue, and it will continue to increase, mainly due to the increasing prevalence of 5G networks, which provide higher bandwidth for streaming high-quality and graphics-intensive courses. Full internet access makes cloud-based systems run smoothly, allowing businesses to offer a complete choice of products to global customers. The introduction of 5G in Germany and Spain is also boosting market growth, as it improves audio-video quality and streaming speed.
The major companies operating in the global game-based learning market include Allen Communication Learning Services, Breakaway Ltd., Centrical, Cisco Systems Inc., Cognitive Toybox Inc., Duolingo, EI Design Pvt. Ltd., ELM Learning, Elucidat, and Filament Games.
By Component
Solution
Services
By Game Type
AR VR games
AI-based games
Location-based games
Assessment and evaluation of games
Training, knowledge, and skill-based games
Language learning games
Others
By End-User
Education
Governments
Consumers
Enterprises
By Region
North America
Asia Pacific
Europe
Latin America
Middle East & Africa
Frequently Asked Questions
Game-based learning platforms offer scalable and cost-effective solutions to address educational disparities in developing regions by providing access to interactive and engaging learning experiences, irrespective of geographical location or socioeconomic background.
The integration of AR and VR technologies into game-based learning platforms is revolutionizing the educational landscape by providing immersive and interactive learning experiences, enhancing content retention, and fostering deeper engagement among learners worldwide.
Key trends such as the gamification of corporate training programs, the emergence of AI-driven adaptive learning solutions, the gamification of healthcare education, and the increasing focus on social and emotional learning are expected to drive the growth of the game-based learning market globally in the coming years.
Government initiatives aimed at promoting digital literacy, modernizing educational infrastructure, and fostering innovation in the education sector are playing a crucial role in catalyzing the adoption of game-based learning solutions and driving market growth across various regions.
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