Game-Based Learning Market Size, Ongoing Trends, Recent Developments And Forecast 2029
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Game-Based Learning Market was valued at US$ 13.03 Bn. in 2022 and the total Game-Based Learning revenue is expected to grow at 20.8% from 2023 to 2029, reaching nearly US$ 48.92 Bn.
Game-Based Learning Market Overview:
A competitor’s information is separated by the Game-Based Learning market Size competitive landscape. A company overview, financials, revenue generated, market potential, investment in R&D, new market efforts, geographical presence, business strengths and weaknesses, product introduction, product width and breadth, and application domination are all included in the data. The accompanying information is only relevant to the organisations’ focus on the Game-Based Learning market share.
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Market Scope:
This Game-Based Learning market research report discusses the most recent developments, trade restrictions, import-export analysis, production analysis, value chain optimisation, market share, the impact of domestic and localised market players, and other subjects.
Segmentation:
by Component
1.Solution
2.Services
by Game Type
1.AR VR games
2.AI-based games
3.Location-based games
4.Assessment and evaluation games
5.Training, knowledge and skill-based games
6.Language learning games
7.Others
By Game Type, the AR VR games segment is expected to grow at a CAGR of 8.3% during the forecast period. 3D animation is a real-time deep-learning approach that is automated. Companies including Walmart, Agco, Bosch, and Boeing are now embracing augmented reality for corporate training. Only game-based or eLearning may generate engagement. AR is a feature that helps with training. AR is ideal for scenario-based training since it converses with employees, engages with clients, and comprehends the social context. Apple ARKit, which is utilised by AR and VR developers, has already produced some astonishing outcomes. Apple’s ARKit 3 is an AR developer-friendly programme that allows users to easily build stunning AR-based content. KFC has created an employee training programme that includes a VR simulator.
by Deployment Mode
1.Cloud
2.On-premises
by Platform
1.Online
2.Offline
by End-User
1.Consumer
2.Education
3.Government
4.Enterprises
5.Other
By End-User, the enterprises segment is expected to grow at a CAGR of 7.3% during the forecast period. Employee performance goals are established through enterprise game-based learning and can be tied to business objectives. When someone observes their performance in the game, they know it is objective, implying that it is, therefore “fair.” As a result, game-based learning promotes organisational transparency and alignment with company goals. This impacts both the culture and the way performance is managed. Employees may see their objectives in real-time and know how they are performing, allowing them to self-correct instead of a once-a-year review in which they are presented with stale goals from the previous year.
- Global Game-Based Learning Market: Research Methodology
- Global Game-Based Learning Market: Executive Summary
- Market Overview and Definitions
- Introduction to Global Game-Based Learning Market
- Summary
- Key Findings
- Recommendations for Investors
- Recommendations for Market Leaders
- Recommendations for New Market Entry
- Global Game-Based Learning Market: Competitive Analysis
- MMR Competition Matrix
- Market Structure by region
- Competitive Benchmarking of Key Players
- Consolidation in the Market
- M&A by region
- Key Developments by Companies
- Market Drivers
- Market Restraints
- Market Opportunities
- Market Challenges
- Market Dynamics
- PORTERS Five Forces Analysis
- PESTLE
- Regulatory Landscape by region
- North America
- Europe
- Asia Pacific
- Middle East and Africa
- South America
- COVID-19 Impact
- Global Game-Based Learning Market Segmentation
- Global Game-Based Learning Market, by Type (2023-2029)
- Global Game-Based Learning Market, by Product (2023-2029)
- Global Game-Based Learning Market, by Application (2023-2029)
- Global Game-Based Learning Market, by End-User (2023-2029)
- Global Game-Based Learning Market, by Vertical (2023-2029)
- Regional Game-Based LearningMarket(2023-2029)
- Regional Game-Based Learning Market, by Type (2023-2029)
- Regional Game-Based Learning Market, by Product (2023-2029)
- Regional Game-Based Learning Market, by Application (2023-2029)
- Regional Game-Based Learning Market, by End-User (2023-2029)
- Regional Game-Based Learning Market, by Vertical (2023-2029)
- Regional Game-Based Learning Market, by Country (2023-2029)
- Company Profile: Key players
- Company Overview
- Financial Overview
- Global Presence
- Capacity Portfolio
- Business Strategy
- Recent Developments
Key Players:
1.Kahoot
2.Frontier Developments
3. Minecraft
4.Spin Master
5. Bublar Group
6.BreakAway games
7.Gamelearn
8.Recurrence
9.Schell Games
10. Stratbeans
11.Tangible Play
12. Simulearn
13.Playgen
14.Raptivity
15.Banzai Labs
16.Cognitive Toybox
17. Fundamentor
18.Idnusgeeks
19.Kuato Studios
20. Monkimun
21.Smart Lumies
22.G-Cube
23.Hornbill FX
24.Infinite Dreams
25. Layup
26.MLevel
27.Quodeck
28. Threatgen
29.Gametize
30. Sweetrush
31.Kidoz,
32. VR Education Holdings
Regional Analysis:
Individual market influencing variables and changes in market rules that affect present and future market trends are also included in the geographical component of the research. Only a few of the indicators utilised to estimate the market scenario for various countries are value chain analysis, technology trends, porter’s five forces analysis, pestle analysis, and case studies.
COVID-19 Impact Analysis on Game-Based Learning Market: The impact of the COVID-19 pandemic on the Game-Based Learning market Growth has also been included in the research.
Key Questions Answered in the Game-Based Learning Market Report are:
- Which segment grabbed the largest share in the Game-Based Learning market in 2023?
- How is the competitive landscape of the Game-Based Learning market?
- Which are the key factors aiding the Game-Based Learning market growth in the forecast period (2023-2029)?
- Which region held the maximum share in the Game-Based Learning market in 2023?
- What will be the CAGR of the Game-Based Learning market during the forecast period (2023-2029)?
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