Global Game-Based Learning Market Expands Amid Demand for Engaging Digital Education Tools
In 2024, the market reached a valuation of USD 21.3 billion and is projected to expand to USD 80.0 billion by 2033, exhibiting a CAGR of 15.05% during the forecast period.

 

 


 

Market Overview

The global game-based learning market is experiencing significant growth, driven by the increasing demand for engaging and interactive educational experiences. In 2024, the market reached a valuation of USD 21.3 billion and is projected to expand to USD 80.0 billion by 2033, exhibiting a CAGR of 15.05% during the forecast period. This growth is fueled by factors such as the proliferation of smartphones, the need for personalized learning, and the adoption of immersive technologies in education and corporate training.

 


 

Study Assumption Years

  • Base Year: 2024

  • Historical Years: 2019-2024

  • Forecast Years: 2025-2033

 


 

Game-Based Learning Market Key Takeaways

  • Market Size and Growth: The market is expected to grow from USD 21.3 billion in 2024 to USD 80.0 billion by 2033, at a CAGR of 15.05%.

  • Regional Performance: North America leads the market, attributed to its advanced educational infrastructure and emphasis on innovative teaching methods.

  • Platform Segmentation: The market is segmented into online and offline platforms, with online platforms gaining traction due to increased internet accessibility.

  • Revenue Streams: Revenue is generated through game purchases, advertising, and other sources, with game purchases being the predominant stream.

  • End-User Segmentation: The market serves K-12 and higher education sectors, with K-12 game-based learning representing the largest segment.

  • Technological Advancements: The integration of AR/VR technologies and gamification techniques like rewards and leaderboards are enhancing learner engagement.

  • Corporate Training: There's a growing adoption of game-based learning in corporate settings for skill development and employee training.

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Market Growth Factors

1. Learning platform technological developments

The inclusion of augmented and virtual reality along with other modern technologies has changed the game-based learning landscape. These devices enable students to engage more dynamically and interact more realistically with resources, so providing immersive learning experiences. Further enhancing accessibility, the development of mobile games and educational apps lets kids access academic material anytime and anywhere. These technologies simulate real events in corporate training to enhance practical abilities and knowledge retention.

2. Rising Need for Personalized and Interactive Learning Experiences

Contemporary pupils want individualized and intriguing learning opportunities that meet their individual rhythms and learning styles. Including game-based learning meets this need by boosting motivation and involvement through elements such prizes, points, badges, and leaderboards. These characteristics encourage problem-solving skills, active involvement, and critical thinking. The adaptability of game-based learning systems helps to customize content to satisfy a range of learner needs, therefore improving learning outcomes.

3. Adoption in Corporate Training and Competency Development

For staff development and ability enhancement, companies are increasingly turning to game-based learning. Game-based learning offers a dynamic and engaging alternative to traditional teaching methods that improves knowledge retention and use. Game-based learning encourages the development of specific abilities and certifications, including decision-making, teamwork, and problem-solving, in the workplace of today. Their suitability for a range of business training needs stems from their scalability and adaptability, which cause them to be used extensively.

 

 


 

Market Segmentation

Breakup by Platform:

  • Online: Platforms accessible via the internet, offering flexibility and a wide range of interactive educational games.

  • Offline: Traditional platforms not requiring internet connectivity, including physical educational games and simulations.

Breakup by Revenue Type:

  • Game Purchase: Revenue generated through the direct sale of educational games to users.

  • Advertising: Revenue earned by displaying advertisements within educational games.

  • Others: Includes revenue from subscriptions, licensing, and other monetization strategies.

Breakup by End-User:

  • K-12 Game-Based Learning: Educational games designed for students from kindergarten to 12th grade, focusing on enhancing engagement and learning outcomes.

  • Higher Game-Based Learning: Platforms tailored for higher education students, aiming to facilitate deeper understanding and skill development.

Breakup by Region:

  • North America (United States, Canada)

  • Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, Others)

  • Europe (Germany, France, United Kingdom, Italy, Spain, Russia, Others)

  • Latin America (Brazil, Mexico, Others)

  • Middle East and Africa

 

 


 

Regional Insights

North America dominates the game-based learning market, driven by its advanced educational infrastructure and a strong emphasis on innovative teaching methodologies. The region's widespread adoption of digital technologies and supportive regulatory environment further bolster market growth. Additionally, significant investments by government bodies in educational technology contribute to the region's leading position in the market.

 


 

Recent Developments & News

The game-based learning market has witnessed several notable developments. In September 2023, Adobe Inc. partnered with the Union Education Ministry of India to provide free access to Adobe Express Premium for all K-12 schools, aiming to enhance creativity and digital skills among students. This initiative reflects the growing emphasis on integrating digital tools into education to foster essential skills.

 


 

Key Players

  • Badgeville (CallidusCloud)

  • Bunchball (BI WORLDWIDE)

  • Classcraft Studios Inc.

  • Six Waves Inc.

  • Recurrence, Inc.

  • Fundamentor (Paratus Knowledge Ventures Pvt Ltd)

  • Gametize Pte. Ltd.

  • GradeCraft (The Regents of the University of Michigan)

  • Kuato Studios

  • BreakAway Ltd. Inc.

  • Filament Games

  • LearningWare, Inc.

  • Osmo (Tangible Play, Inc.)

  • Toolwire, Inc.

 


 

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About Us:

IMARC Group is a global management consulting firm that helps the world’s most ambitious changemakers to create a lasting impact. The company provides a comprehensive suite of market entry and expansion services. IMARC's offerings include thorough market assessment, feasibility studies, company incorporation assistance, factory setup support, regulatory approvals and licensing navigation, branding, marketing and sales strategies, competitive landscape and benchmarking analyses, pricing and cost research, and procurement research.

 

 

 


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