Game-Based Learning Market Size, Share, Trends, Opportunities, Components, End User, Applications, Key Vendors & Growth Projections by 2026

February 15 22:06 2023
Game-Based Learning Market Size, Share, Trends, Opportunities, Components, End User, Applications, Key Vendors  & Growth Projections  by 2026
Kahoot (Norway) Frontier Developments (UK), Minecraft (Sweden), Spin Master (Canada), Bublar Group (Sweden), BreakAway games (US), Gamelearn (Spain), Recurrence (US), Schell Games (US), Stratbeans (India), Tangible Play (US), Simulearn (US), Playgen (UK), Raptivity (US), Banzai Labs (US), Cognitive Toybox (US), Fundamentor (India), Idnusgeeks (India), Kuato Studios (UK), Monkimun (US), Smart Lumies (US), G-Cube (India), Hornbill FX (India), Infinite Dreams (Poland), Layup (Sri Lanka), MLevel
Game-Based Learning Market by Component (Solution and Services), Game Type, Deployment Mode (On-premises and Cloud), End User (Education, Governments, Consumers, and Enterprises) and Region – Global Forecast to 2026

The global Game-Based Learning Market size is projected to grow from USD 11.0 billion in 2021 to USD 29.7 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 21.9% during the forecast period. Game-based learnings, such as AR VR games, AI-based games, Location-based games, Assessment and Evaluation games, Training, Knowledge and Skill-based games, Language learning games create modules, assessments, quizzes for the subjects of math, physics, chemistry, etc. organizations are using these game-based learning techniques because of ease of learning, problem-solving, time saving, cost-effectiveness, and demand in learning for immediate feedback on performance. This learning platform is used to learn any subject, in any game, in any language, on any device for all ages.

Browse 175 market data Tables and 53 Figures spread through 202 Pages and in-depth TOC on “Game-Based Learning Market”

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Training, knowledge, and skill-based games segment is estimated to have the largest market size during the forecast period

The education sector is using knowledge-based quizzes on computers to analyze the ability of knowledge of each student. Some skill-based games include Ludo, Call Break, Fantasy Cricket, Rummy, Bingo Game; these games have expanded their users in the market. Gambling and skill-based real money gaming are two different ball games. Online skill games can make anyone win real money. Platforms, such as AIO Games, is a trustworthy platform where one gets a chance to play multiple gaming to win cash under one umbrella.

The enterprises segment is adopting game-based learning at the highest rate

There has been an increase in the usage of innovative technologies among individuals with the widespread adoption of internet, digital technology, and cloud. Moreover, organizations are also adopting solution to enhance the productivity of employees. Businesses across all the industry verticals use several solution so that their employees and clients can work and perform better along with improved communication and sharing, among various departments of an organization. Based on enterprises, the market has been segmented into BFSI, manufacturing, healthcare and life sciences, IT and telecommunications, consumer goods and retails and others.

The game-based learning market is dominated by companies such as Kahoot (Norway) Frontier Developments (UK), Minecraft (Sweden), Spin Master (Canada), Bublar Group (Sweden), BreakAway games (US), Gamelearn (Spain), Recurrence (US), Schell Games (US), Stratbeans (India), Tangible Play (US), Simulearn (US), Playgen (UK), Raptivity (US), Banzai Labs (US), Cognitive Toybox (US), Fundamentor (India), Idnusgeeks (India), Kuato Studios (UK), Monkimun (US), Smart Lumies (US), G-Cube (India), Hornbill FX (India), Infinite Dreams (Poland), Layup (Sri Lanka), MLevel (US), Quodeck (India), Threatgen (US), Gametize (Singapore), Sweetrush (US), Kidoz, (US) and VR Education Holdings (Ireland).

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Kahoot Is a game-based gaining knowledge platform used as academic technology in schools and institutions. Its studying games are consumer-generated multiple-preference quizzes that may be accessed through a web browser or the Kahoot app. Kahoot is also used to study college students’ expertise for formative evaluation or as a ruin from conventional study room activities. Kahoot additionally consists of trivia quizzes. It has currently implemented ‘Jumble’. Jumble questions challenge players to place answers in the correct order rather than selecting a single correct answer. It offers a new experience that encourages even more focus from players. Kahoot also offers polls for premium users; the interface is the same as Quiz. Organizations can connect and engage their work teams with Actimo, Kahoot’s employee engagement platform.

Frontier Developments Plc is a game video game developer company. It produces many games in the elite series. It has built a uniquely diverse catalog of games, which is enabled by its Cobra technology that defines genres, has earned critical acclaim, and has won a place in the hearts of millions of players. Frontier’s track record consists of a uniquely diverse set of games, each linked only by its success and Frontier’s underlying drive for innovation, timely delivery, and above all, quality. Frontier’s development strengths are immersive and fun gameplay design with unparalleled artistic quality, all underpinned and enabled by cutting-edge in-house technology and a talent for getting the best out of hardware and UI. It publishes its game franchises and has achieved commercial and critical success with its BAFTA-nominated titles, Elite Dangerous and Planet Coaster. It has previously developed games for third-party publishers, including Microsoft, Amazon, Konami, and Atari, all powered by Cobra. Cobra has enabled code and resources developed on PC to be compiled and run-on multiple formats while offering the power and flexibility to take advantage of every platform’s capability.

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