The global game-based learning market size was USD 10.88 Billion in 2021 and is expected to register a revenue CAGR of 19.5% during the forecast period, according to latest analysis by Emergen Research. Rapid adoption of digital learning solutions along with increasing implementation of immersive technologies, such as Artificial Intelligence (AI), Augmented Reality (AR), and Virtual Reality (VR), is a key factor driving market revenue growth.
The report projects the market is anticipated to grow at a significant rate owing to raid advancements and technological developments in the sector. The report offers strategic recommendations to the businesses and investors to capitalize on the lucrative growth opportunities. The report further provides a comprehensive analysis of the competitive landscape and provides complete coverage with regard to company profiles, product portfolio, revenue generation, financial standing, and market position. It also covers mergers and acquisitions, joint ventures, product launches, brand promotions, collaborations, agreements, and partnerships, among others. It also offers insights into the manufacturing processes, revenue estimations, R&D advancements, and industrial penetration.
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Key companies operating in the Game Based Learning market include:
Kahoot!, Allen Communication Learning Services, Centrical, Duolingo, Cognitive ToyBox, Inc., Filament Games, Gametize, Hurix, Schell Games, and ELM Learning
Key market aspects studied in the report:
Market Scope: The report explains the scope of various commercial possibilities in the global Game Based Learning market over the upcoming years. The estimated revenue build-up over the forecast years has been included in the report. The report analyzes the key market segments and sub-segments and provides deep insights into the market to assist readers with the formulation of lucrative strategies for business expansion.
Key Benefits of the Report:
- Comprehensive analysis of the competitive scenario and its changing dynamics
- Analytical data with detailed SWOT analysis and Porter’s Five Forces analysis
- In-depth 8-year analysis of the Global Game Based Learning Market
- Critical understanding of the key market segments
- Comprehensive analysis of the drivers, restraints, trends, and opportunities
- Detailed regional analysis and extensive company profiling
- Extensive assessment of current and emerging trends of the market
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Game Based Learning Market Segmentation:
-
Component Outlook (Revenue, USD Billion; 2019-2030)
- Services
- Solutions
-
Game Type Outlook (Revenue, USD Billion; 2019-2030)
- AI-based games
- AR VR games
- Knowledge, training and skill-based games
- Language learning games
- Assessment and evaluation games
- Others
-
End-User Outlook (Revenue, USD Billion; 2019-2030)
- Education
- Corporate
- Government
- Consumers
- Others
Game Based Learning Market Segmentation by Regions:
- North America (U.S., Canada)
- Europe (U.K., Italy, Germany, France, Rest of EU)
- Asia Pacific (India, Japan, China, South Korea, Australia, Rest of APAC)
- Latin America (Chile, Brazil, Argentina, Rest of Latin America)
- Middle East Africa (Saudi Arabia, U.A.E., South Africa, Rest of MEA)
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