Bharat Book Bureau Provides the Trending Market Research Report on “Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2019-2024” under Media & Technology Category. The report provides information on industry overview, market size, latest developments, industry trends, Key Manufacturers, global presence,device to communicate and their future prospects.
The Global Game-Based Learning Market was worth around US$ 2.4 Billion in 2018. Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning. Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.
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Global Game-Based Learning Market Drivers:
The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market. Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience. The other factors influencing the growth of the market include the rapid emergence of social media, rising income levels, increasing penetration of smart phones, rising access to high speed internet, etc. Looking forward, the market value is projected to exceed US$ 4.3 Billion by 2024, exhibiting a CAGR of around 10% during 2019-2024.
Based on the platform, the market has been segmented into online and offline.
Based on the revenue type, the market has been segmented into game purchase, advertising and others.
Based on the end-user, the market has been segmented into K-12 education gamification, higher education gamification. The K-12 education gamification segment currently represent the biggest segment.
Region-wise, the education gamification market has been segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.
The competitive landscape of the market has also been examined with some of the key players being Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft and Kuato Studios, BreakAway Games, Filament Games, LearningWare, Playgen, Tangible Play and Toolwire.
Key Questions Answered in This Report:
How has the global game-based learning market performed so far and how will it perform in the coming years?
What are the key regional markets in the global game-based learning market?
What is the breakup of the global game-based learning market on the basis of platform?
What is the breakup of the global game-based learning market on the basis of revenue type?
What is the breakup of the global game-based learning market on the basis of end-user?
What are the various stages in the value chain of the global game-based learning market?
What are the key driving factors and challenges in the global game-based learning market?
What is the structure of the global game-based learning market and who are the key players?
What is the degree of competition in the global game-based learning market?
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