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Global Game-based Learning Market Level Up Your Education in 2023 to 2030 | LearningWare, BreakAway, Lumos Labs

07-19-2023 01:41 PM CET | IT, New Media & Software

Press release from: INFINITY BUSINESS INSIGHTS

Global Game-based Learning Market Level Up Your Education

Infinity Business Insights has announced the addition of the report "Game-based Learning Market" by company, by country, and by application/type for the competitive landscape analysis. This report will help the viewer in Better Decision Making.

The Market for Game-Based Learning was estimated to be worth USD 9.64 billion in 2023 and is anticipated to reach USD 53.98 billion by 2030, with a compound annual growth rate (CAGR) of around 20.26% that exists between 2023 and 2030. Game-based learning is a method of teaching that uses the dynamics and motivation of games to engage and motivate students. It is intended to be engaging, immersive, and pleasant, giving students a more pleasurable and lasting educational experience. From straightforward tests and crosswords to intricate simulations and role-playing games, game-based learning can take many different shapes. The idea is to encourage cooperation, critical thinking, and problem-solving while also giving learners a fun and dynamic way to learn new ideas and skills.

Request Free Sample Game-based Learning market report
https://www.infinitybusinessinsights.com/request_sample.php?id=1141328&mode=AG45

The Key companies profiled in the Game-based Learning Market:

The study examines the Game-based Learning Market's competitive landscape and includes data LearningWare, BreakAway, Lumos Labs, PlayGen.com, Corporate Internet Games, Games2Train, HealthTap, RallyOn, Inc, MAK Technologies, SCVNGR, SimuLearn, Will Interactive & Others

Global Game-based Learning Market Split by Product Type and Applications

This report segments the Game-based Learning market on the basis of Types:
E-Learning Courseware
Online Audio and Video Content
Social Games
Mobile Games
Other

On the basis of Application, the Game-based Learning market is segmented into:
Educational Institutions
Healthcare Organizations
Defense Organizations
Corporate Employee Training
Other

The market for game-based learning (GBL) is driven by a number of factors, such as the rising demand for interactive and engaging learning experiences, the growing acceptance of  game-based learnings efficacy, technological advancements, the growing emphasis on personalised learning, and the rising popularity of gamification. These elements have helped the market expand and become more well-liked, making it a more and more common strategy in both business and education.

Flat 20% off on this Game-based Learning market Report
https://www.infinitybusinessinsights.com/checkout?id=1141328&discount=20&mode=AG45

Depending on the location and the particular education sector, there are several regional market environments for game-based learning . For instance, Game-based learnings frequently utilised in schools from kindergarten to 12th grade in the US, whereas in Europe it is more frequently employed in higher education. Game-based learning is becoming more common in primary, secondary, and higher education in Asia. Although the Middle East  market is still young, it has showed encouraging development potential. Although game-based learningis still in its early phases of development in Africa, interest in its potential to enhance learning outcomes is growing.

You can get some information about this research here
https://www.infinitybusinessinsights.com/enquiry_before_buying.php?id=1141328&mode=AG45

Market Segmentation:
Game-based Learning Market is split by Type and by Application. For the period 2018-2029, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

A number of variables, such as technological improvements, shifting learning preferences, and rising need for personalized and engaging learning experiences, influence the market dynamics of the game-based learning market in the service and software industries. While game-based learning is being included into learning management systems and educational software applications in the software industry, game-based learning is being used to provide training and development opportunities for personnel in the service sector. The game-based learning business is anticipated to keep expanding and changing as technology and student tastes both continue to change.

Reasons Why You Should Buy This Report:
1. To gain an in-depth understanding of Game-based Learning market
2. To obtain research-based business decisions and add weight to presentations and marketing strategies
3. To gain competitive knowledge of leading market players
4. It gives pin point investigation of changing rivalry elements and keeps you in front of contenders.
5. It helps in settling on educated business choices by having total bits of knowledge of market and by making inside and out investigation of market sections.

If you have any special requirements, please let us know and we will offer you the report as you want.

The years examined in this study are the following to estimate the Game-based Learning market size:

History Year: 2017-2021
Base Year: 2022
Estimated Year: 2023
Forecast Year: 2023 to 2030

FAQs:
1. Who are the key players in this Market?
2. At what CAGR is the market projected to grow during the forecast period?
3. What are the key contributing factors to the market growth?
4. What are the key players operating in the Middle East & Africa?
5. Who are the prominent manufacturers in this market?
6. Are discounts available?

Browse complete Game-based Learning market report details with table of contents and list of figures click here
https://www.infinitybusinessinsights.com/reports/global-game-based-learning-market-2023-by-company-regions-type-and-application-forecast-to-2029-1141328?mode=AG45

Table of Contents:
1 Game-based Learning market Overview
2 Company Profiles
3 Game-based Learning market Competition, by Players
4 Game-based Learning market Size Segment by Type
5 Game-based Learning market Size Segment by Application
6 North America by Country, by Type, and by Application
7 Europe by Country, by Type, and by Application
8 Asia-Pacific by Region, by Type, and by Application
9 South America by Country, by Type, and by Application
10 Middle East & Africa by Country, by Type, and by Application
11 Research Findings and Conclusion
12 Appendix...

Contact Us:
International: +1-518-300-3575
Email: inquiry@infinitybusinessinsights.com
Website: https://www.infinitybusinessinsights.com

About Us:
Infinity Business Insights is a market research company that offers market and business research intelligence all around the world. We are specialized in offering the services in various industry verticals to recognize their highest-value chance, address their most analytical challenges, and alter their work.

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