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.
Relevant data on the sudden shift in consumer preferences, spending power and consumption volume worldwide further makes this study more precise. Special emphasis on recent developments including collaborations, joint ventures, mergers & acquisitions and technology upgrades occupies an important section in the study. The SWOT analysis performed during the study identifies the strengths, weaknesses, threats and opportunities in store for key vendors operating in the Game Based Learning industry for the forecast period, 2022 to 2030.
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Competitive Outlook: The leading companies operating in the Game Based Learning market have been enumerated in this report. This section of the report lays emphasis on the geographical reach and production facilities of these companies. To get ahead of their rivals, the leading players are focusing more on offering products at competitive prices, according to our analysts.
Top Companies Operating in the Game Based Learning Market and Profiled in the Report are:
Kahoot!, Allen Communication Learning Services, Centrical, Duolingo, Cognitive ToyBox, Inc., Filament Games, Gametize, Hurix, Schell Games, and ELM Learning
Objectives of the Report:
Industrial structure analysis of the Game Based Learning market by identification of various sub-segments
Extensive analysis of key market players along with their SWOT analysis
Competitive landscape benchmarking
Analysis of Game Based Learning market based on growth trends, futuristic outlook, and contribution to the total growth of the market
Analysis of drivers, constraints, opportunities, challenges, and risks in the global Game Based Learning market
Comprehensive analysis of competitive developments such as expansions, agreements, new product launches, and other strategic alliances
Study of the global Game Based Learning market size by key regions, types, and applications with reference to historical data (2017-2018) and forecast (2020-2027)
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Segments Covered in this report are:
-
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
Regional Segmentation:
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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