Game-Based Learning Market Report 2021-26: Industry Trends, Share, Size, Growth and Forecast

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Game-Based Learning Market Report 2021-26: Industry Trends, Share, Size, Growth and Forecast

Game-Based Learning Market Report 2021-26: Industry Trends, Share, Size, Growth and Forecast

Game-Based Learning Market 2021-26: Global Industry Trends, Share, Size, Growth and Forecast

According to the recent market report by IMARC Group, titled “Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026,” the global game-based learning market size reached US$ 5.8 Billion in 2020. Looking forward, the market expects to exhibit strong growth during the next five years.

Game-based learning is a way of exploring different aspects of a game to learn new subjects. It not only helps in developing soft skills but also assists in simplifying complex topics, retaining information, encouraging strategic thinking, and understanding the core concepts. Game-based learning applications create a virtual environment for teachers and students to create a familiar surrounding for learning. They give a chance to make mistakes in a risk-free setting, thereby enhancing learning through practice. Due to the entertainment offered by game-based learning, students exhibit more enthusiasm, which has increased the demand for these solutions worldwide.

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We are regularly tracking the direct effect of COVID-19 on the market, along with the indirect influence of associated industries. These observations will be integrated into the report.

Global Game-Based Learning Market Trends:

The rising adoption of the latest technologies in the education sector, the growing popularity of modern classrooms, and the integration of innovative methodologies are some of the major factors that are propelling the growth of the market. As game-based technologies help in enhancing hand-eye coordination and rational thinking of the user, several universities and schools are incorporating these technologies in classroom learning. Moreover, continuous innovation and the introduction of new software in this field are also providing a thrust to the market growth. Furthermore, the technology is now also being used in the corporate sector for the training and skill development of the employees. Other factors, such as inflating income levels and the increasing access to high speed internet, are also contributing to the market growth.

Competitive Landscape:

Badgeville (CallidusCloud), Bunchball (BI WORLDWIDE), Classcraft Studios, SIXTH WAVE INNOVATIONS INC (ATURF), Recurrence, Fundamentor, Gametize, GradeCraft and Kuato Studios, BreakAway Games, FILAMENTS INDIA LTD. (FILAMENT.BO), LearningWare, Tangible Play, Inc. (OSMO) and Toolwire.

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Market Summary:

  • On the basis of the platform, the market has been bifurcated into online and offline platforms. Among these, online is the most popular platform as it provides innovative solutions to students for exploring lessons.
  • Based on the revenue type, the market has been divided into advertising, game purchase, and others. Currently, game purchase holds the biggest market share.
  • On the basis of the end user, K-12 game-based learning accounts for the majority of the market share, followed by higher game-based learning.
  • On the geographical front, the market has been categorized into Europe, Asia Pacific, North America, Latin America, and Middle East and Africa. At present, Asia Pacific represents the leading market, holding the largest market share.

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