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Game Based Learning Market Analysis, Trends, Growth, Research And Forecast 2033

03-06-2024 07:49 AM CET | Science & Education

Press release from: The Business research company

Game Based Learning Market

Game Based Learning Market

The Business Research Company has updated its global market reports, featuring the latest data for 2024 and projections up to 2033

The Business Research Company offers in-depth market insights through Game Based Learning Global Market Report 2024, providing businesses with a competitive advantage by thoroughly analyzing the market structure, including estimates for numerous segments and sub-segments.

Market Size And Growth Forecast:
The game based learning market size has grown exponentially in recent years. It will grow from $14.13 billion in 2023 to $17.41 billion in 2024 at a compound annual growth rate (CAGR) of 23.3%. The growth in the historic period can be attributed to shift in educational paradigms, demand for interactive and engaging learning tools, focus on personalized learning, recognition of gamification benefits.

The game based learning market size is expected to see exponential growth in the next few years. It will grow to $42.46 billion in 2028 at a compound annual growth rate (CAGR) of 25.0%. The growth in the forecast period can be attributed to focus on skill development, rise of mobile learning platforms, application in corporate training, incorporation of analytics and data-driven insights. Major trends in the forecast period include incorporation of storytelling elements, mobile game-based learning apps, competency-based learning games.

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Market Segmentation:
The game based learning market covered in this report is segmented -

1) By Component: Solution, Services
2) By Deployment Mode: Cloud, On-Premise
3) By Game Type: AR VR Games, AI-based Games, Location-based Games, Assessment and Evaluation Games, Training, Knowledge and Skill-based Games, Language Learning Games, Other Game Types
4) By End User: Consumer, Education, Government, Enterprises

Major Driver - Game-Based Learning Market Surges With Emphasis On Personalized Education
The rising focus on personalized learning is expected to propel the growth of the game-based learning market. Personalized learning is the process of customizing the learning according to the needs, interests, strengths, and skills of a student. The tasks are tailored as per the abilities and interests of the learners, which will shift responsibility for learning to the learner. Game-based personalized learning helps in enhancing the learning experiences in a more timely and proficient manner. It simulates the real-world experiences and applications for the facilitators and learners. For instance, according to the economic times, an Indian business-focused daily newspaper, in 2021, the private equity investments in EdTech companies focusing on personalized learning valued at around USD 5 billion. Therefore, the growing focus on personalized learning is driving the game-based learning market growth.

Competitive Landscape:
Major companies operating in the game based learning market report are Spin Master Corp., Mojang Studios AB, Kahoot! AS, Frontier Developments plc, G-Cube, Schell Games LLC, Hornbill FX Limited, LearningWare Inc., Banzai Labs Inc., StratBeans Consulting LLC, Raptivity Technologies Pvt. Ltd., MAK Technologies India Pvt Ltd, Tangible Play, BreakAway Games Ltd., Gamelearn S.L., Lumos Labs Inc., Classcraft Education Inc., Simulearn LLC, Growth Engineering Ltd, Playgen Limited, Kuato Studios Inc., Recurrence Inc., Fundamentor Learning Ltd., Will Interactive, Cognite ToyBox Inc., Indusgeeks Learning Solutions Pvt Ltd, MLevel GmbH, Gametize Learning Labs Inc., Games2Train, SCVNGR Inc.

Get Access To The Full Market Report -
https://www.thebusinessresearchcompany.com/report/game-based-learning-global-market-report

Top Trend - Innovative Methods Drive Growth On Game-Based Learning Market
Major companies operating in the game based learning market are innovating solutions, such as educational gaming platform, to sustain their position in the market. An educational gaming platform is an online or digital environment that hosts and delivers educational games and activities. For instance, in September 2022, Focus Games Ltd., an India-based provider of online educational games, launched FocusGamesIndia.com. The activities facilitate teamwork among students and aid in the development of the conscious competence necessary for successful performance in placements and post-qualification. Its enhances students' ability to absorb and retain information, but more significantly, they help them build the self-assurance needed to practice properly.

The Table Of Content For The Market Report Include:
1. Executive Summary
2. Game Based Learning Market Characteristics
3. Game Based Learning Market Trends And Strategies
4. Game Based Learning Market - Macro Economic Scenario
5. Game Based Learning Market Size And Growth
…..
27. Game Based Learning Market Competitor Landscape And Company Profiles
28. Key Mergers And Acquisitions
29. Future Outlook and Potential Analysis
30. Appendix

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About The Business Research Company
The Business Research Company (www.thebusinessresearchcompany.com) is a market intelligence firm that pioneers in company, market, and consumer research. Located globally, TBRC's consultants specialize in various industries including manufacturing, healthcare, financial services, chemicals, and technology. The firm has offices located in the UK, the US, and India, along with a network of proficient researchers in 28 countries.

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