Game-Based Learning Market Size worth $55.80 Billion By 2030 | CAGR: 21.6%

Game-Based Learning Market Size Worth $55.80 Billion By 2030 | CAGR: 21.6%


The global game-based learning market size is expected to reach USD 55.80 billion by 2030, according to a new study by Polaris Market Research. The report “Game-Based Learning Market Share, Size, Trends, Industry Analysis Report, By Platform (Online, Offline); By Revenue Type; By End-User (Consumer, Education, Government, Enterprises, Others); By Game Type; By Region; Segment Forecast, 2022 - 2030” gives a detailed insight into current market dynamics and provides analysis on future market growth.

 

Increasing demand for VR, AR, and AL for knowledge, boosts the demand and drives the market growth during the forecast period. Companies are developing AR-enabled games to draw pictures and display their creations using AR technologies. Augmented reality, along with virtual reality in on-the-job training, is rapidly expanding.

 

Kentucky Fried Chicken (KFC) began cooking with virtual reality (VR). The VR environment can simulate real-world work experiences to train employees without the fear of making mistakes. This aids in providing a 3D perspective by highlighting several elements of sub-topics on the same screen. To establish genuinely engaging learning experiences, companies offer turnkey interactive knowledge solutions that combine 2D animation, 3D animation, augmented reality, original audio, virtual reality, and well-honed instructional design principles.

 

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Further, AI-powered gaming data analysis provides unique insights that allow developers to review flaws and errors quickly. For instance, in August 2021, With the increasing importance of AI, Juana Technologies introduced Edufiq – India's best AI courseware, which is constructed to sharpen students' intellectual skills from class 5th to class 10th. Instructors from high-performing academic backgrounds teach and train children on computer science, artificial intelligence, and emerging technologies.

 

Edufiq teaches AI to students in grades 5th, 6th, and 7th through a game-based knowledge approach in which AI concepts are learned using the "Minecraft" gaming platform. Thus, the primary player's contribution and advancement in the technology boosted the market growth and are expected to propel the market during the forecast period.

 

Based on the end-user, the education market segment accounted for the leading share in the market. In education, game-based learning is often used in flashcard games (duel), modeling games (plantville), interactives (Funbrain), quiz games (Kahoot), riddles (crossword), strategy games (Europa universals), and actuality testing games (chemistry VR).

 

In Greece, game-based training is also used in bachelor programs. Students in this organization must finish a game at regular intervals to pass some courses. Students can be motivated and engaged due to the individuality of game-based learning. The immediate feedback provided by the gaming procedure benefits both learners and educators.

 

Market players such as Banzai Labs, BreakAway games, Bublar Group, Frontier Developments, Fundamentor, Schell Games, Cognitive Toybox, Hornbill FX, Gamelearn, Indusgeek Solutions Pvt. Ltd., Kahoot, Recurrence, Raptivity, StratBeans Consulting Pvt., and Tangible Play are some key players operating in the global market.

 

In June 2021, Goodbye Kansas Group joined forces with Keywords Studios and Electric Square, a Keywords Studio, to complete the manufacturing of Hello Kitty AR: Kawaii World, a location-based mobile game. The cooperation with Keywords Studios also allows for future Goodbye Kansas games and apps.

 

Polaris market research has segmented the game-based learning market report based on platform, revenue type, end-user, game type, and region:

 

Game-Based Learning, Platform Outlook (Revenue - USD Billion, 2018 - 2030)

  • Online
  • Offline

Game-Based Learning, Revenue Type Outlook (Revenue - USD Billion, 2018 - 2030)

  • Game Purchase
  • Advertising
  • Others

Game-Based Learning, End-User Outlook (Revenue - USD Billion, 2018 - 2030)

  • Consumer
  • Education
    • K-12 Game-Based Learning
    • Higher Game-Based Learning
  • Government
  • Enterprises
  • Others

Game-Based Learning, Game Type Outlook (Revenue - USD Billion, 2018 - 2030)

  • AR VR games
  • AI-based games
  • Location-based games
  • Assessment and evaluation games
  • Training, knowledge, and skill-based games
  • Language learning games
  • Others

Game-Based Learning, Regional Outlook (Revenue - USD Billion, 2018 - 2030)

  • North America
    • U.S.
    • Canada
  • Europe
    • France
    • Germany
    • UK
    • Italy
    • Netherlands
    • Spain
    • Italy
  • Asia Pacific
    • China
    • India
    • Japan
    • Malaysia
    • South Korea
    • Indonesia
  • Latin America
    • Mexico
    • Brazil
    • Argentina
  • Middle East & Africa
    • UAE
    • Saudi Arabia
    • Israel
    • South Africa