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Global Game-based Learning Market Insights and Forecast to 2028
Published Date: October 2020
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Report Code: QYRE-Auto-4M3625
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Global Game-based Learning Market Insights and Forecast to 2028

Code: QYRE-Auto-4M3625
Report
October 2020
Pages:94
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Game-Based Learning Market

The global Game-based Learning market size is projected to reach USD 18120 Million by 2028, from USD 5715.2 Million in 2021, at a CAGR of 17.3% during 2022-2028.  Key drivers of the game-based learning market include the adoption of gamified learning in educational institutions owing to the radical changes brought on by the covid 19 pandemic. Game-based learning has immense potential in the healthcare sector, which will boost the market's growth during the forecast period. 

Game based learning market

Corporations invest huge amounts of resources and money to train their staff. However, the results are not quite effective. Games-based learning modules enhance employee training sessions. This will fuel the growth of the game-based learning market in the coming years. 

Military and defense personnel training is complex and rigid. Gamification improves the engagement rate. This is expected to drive the growth of the market in the forthcoming years.

Trends Influencing the Global Game-Based Learning Market

Education sector

The shift to e-learning has been rapid as covid 19 led to the closure of several schools, colleges, and universities. Teaching strategies have been switched accordingly to boost student learning. There has been a sudden spurt in online learning platforms with the use of simulated models to retain a student’s interest and increase their grasping ability.  Most of the time games revolve around memorizing certain sequences in order to solve a particular narrative and move ahead. This drastically enhances a child’s memory skills. Gamification requires children to think quickly and logically to complete a given level and solve an entire problem. Creativity and critical thinking are developed which helps a student in their later stages of life where thinking on their feet in tough situations is necessary. Additionally, children with attention disorders and special needs are benefitted the most as personalized learning happens at their own pace thereby improving engagement. Moreover, skill building such as finances, project management, and other mundane activities can be made interesting to a wide section of learners. Hand-eye coordination is achieved. These factors will boost the growth of the game-based learning market during the forecast period. 

Medical industry

Motor skill development is a crucial aspect for medical professionals. Surgeons with fine hand-eye coordination are able to perform intricate surgeries better. In combination with AR and VR technologies real-life challenges and medical complications can be replicated in real-time for medical trainees and other healthcare staff to practice. The biggest advantage of gamification is that it allows for continuous training on visual prototypes without any harmful consequences. The patient’s vitals can be created for further research and development of skills. Moreover in the current pandemic scenario with the rising burden many newer and returning professionals are being trained on rapidly evolving safety protocols and treatment procedures through a covid simulated gaming environment. This in turn will drive the growth of the game-based learning market in the forthcoming years. 

Corporate training programs

The current system of employee training sessions has become obsolete as employees are unable to remember the crux of the training modules when they leave or retire. Games are much more fun than hour-long presentations of the company’s policies or changes. Trainees are able to immerse themselves into the situation and face challenges head-on. They are able to absorb the information quickly through interactive levels. The experiential knowledge boosts their skillsets tremendously. Mistakes and risk-taking are encouraged where workers can improve their performance and adjust their approach according to the simulated on-the-job challenges. Active participation with game-based characters and immersive settings boost the overall knowledge retention ability. Gamified learning fits exactly into the hectic schedules of employees. Employers find it tough to create desirable behavioral traits and work ethics in the company’s culture. However, self-monitoring and tracking-based systems in online games can allow employees to evaluate their own performance and integrate the training know-how in the workplace. They themselves feel motivated to know about the right and wrong way to approach a company’s policy and adapt accordingly. Finally, online game-based training caters to different learning styles and preferences thereby driving the company’s ROI in the long term. Such factors will boost the growth of the game-based learning market during the forecast period. 

Defense organizations

Digital game-based learning has huge potential in the military industry. Gamified learning is adopted for training soldiers, pilots, tank drivers, and sailors to get a grip on their costly and sensitive equipment. The creation of simulated real-world responses to weapons of mass destruction, terrorism incidents, and other threats is beneficial for soldiers for developing the right skills required on a battlefield. The mastering of the complex process of military logistics, teamwork, communication, tactical strategies, and how not to fight in a battle while maintaining peace are all taught effectively through games. Battle 3D effects and artificial intelligence networks deploy realistic learning experiences to newer recruits and senior staff. This in turn will boost the growth of the game-based learning market in the subsequent years.

Game Based Learning Market Share

Based on type, the segmentations include E-learning courseware, online audio, and video content, social games, mobile games, and others. E-learning courseware is the electronic digital content offred in e-learning solutions and gaming modules. Online audio and video content engage students better through their sensory receptors. On the other hand, social and mobile games boost the overall interest rate. 

Based on application, the Educational institutions' segment will dominate in the game-based learning market share owing to rapid adoption in schools, and colleges. Students engage better with the interactive features and gain personalized feedback based on their overall progress which ultimately benefits both the student and the educator. 

Based on region, North America is expected to witness significant growth in the game-based learning market share due to the early adoption of e-learning technology and strict government policies.

By Type

  • E-Learning Courseware
  • Online Audio and Video Content
  • Social Games
  • Mobile Games
  • Other

By Application

  • Educational Institutions
  • Healthcare Organizations
  • Defense Organizations
  • Corporate Employee Training
  • Other

By Company

  • LearningWare
  • BreakAway
  • Lumos Labs
  • com
  • Corporate Internet Games
  • Games2Train
  • HealthTap
  • RallyOn, Inc
  • MAK Technologies
  • SCVNGR
  • SimuLearn
  • Will Interactive

By Region

  • North America
  • United States
  • Canada
  • Europe
  • Germany
  • France
  • UK
  • Italy
  • Russia
  • Nordic Countries
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • South Korea
  • Southeast Asia
  • India
  • Australia
  • Rest of Asia
  • Latin America
  • Mexico
  • Brazil
  • Rest of Latin America
  • Middle East & Africa
  • Turkey
  • Saudi Arabia
  • UAE
  • Rest of MEA

Scope of Game Based Learning Market Report

Report Metric

Details

Report Name

Game Based Learning Market

Market size value in 2021

USD 5715.2 Million

Revenue forecast in 2028

USD 18120 Million

Growth Rate

17.3%

Base year considered

2021

Forecast Period

2022-2028

By Type

E-Learning Courseware, Social Games, Mobile Games, Online Audio and Video Content

By Application

Educational Institutions, Healthcare Organizations, Defense Organizations, Corporate Employee Training

Report Coverage

Revenue & volume forecast, company share, competitive landscape, growth factors, and trends

Segments Covered

By Type, Application, and Region

Geographic Regions Covered

North America, Europe, Asia Pacific, Latin America, Middle East & Africa

Frequently Asked Questions About This Report 

1. How big is the Game Based Learning Market?

Ans. The global Game-based Learning market size is projected to reach USD 18120 Million by 2028, from USD 5715.2 Million in 2021, at a CAGR of 17.3% during 2022-2028.

2. Who are the key players available in the Game Based Learning Industry?

Ans. Some of the major companies are LearningWare, BreakAway, Ltd, Lumos Labs, PlayGen.com, Games2Train, Healthtap, Inc., RallyOn, Inc, SCVNGR, SimuLearn.

3. Does the report provides covid-19 impact analysis?

Ans. Yes, the report includes a COVID-19 impact analysis. Also, it is further extended into every individual segment of the report.

1 Report Business Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Game-based Learning Market Size Growth Rate by Type, 2017 VS 2021 VS 2028
1.2.2 E-Learning Courseware
1.2.3 Online Audio and Video Content
1.2.4 Social Games
1.2.5 Mobile Games
1.2.6 Other
1.3 Market by Application
1.3.1 Global Game-based Learning Market Size Growth Rate by Application, 2017 VS 2021 VS 2028
1.3.2 Educational Institutions
1.3.3 Healthcare Organizations
1.3.4 Defense Organizations
1.3.5 Corporate Employee Training
1.3.6 Other
1.4 Study Objectives
1.5 Years Considered
2 Global Growth Trends
2.1 Global Game-based Learning Market Perspective (2017-2028)
2.2 Game-based Learning Growth Trends by Region
2.2.1 Game-based Learning Market Size by Region: 2017 VS 2021 VS 2028
2.2.2 Game-based Learning Historic Market Size by Region (2017-2022)
2.2.3 Game-based Learning Forecasted Market Size by Region (2023-2028)
2.3 Game-based Learning Market Dynamics
2.3.1 Game-based Learning Industry Trends
2.3.2 Game-based Learning Market Drivers
2.3.3 Game-based Learning Market Challenges
2.3.4 Game-based Learning Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Game-based Learning Players by Revenue
3.1.1 Global Top Game-based Learning Players by Revenue (2017-2022)
3.1.2 Global Game-based Learning Revenue Market Share by Players (2017-2022)
3.2 Global Game-based Learning Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Game-based Learning Revenue
3.4 Global Game-based Learning Market Concentration Ratio
3.4.1 Global Game-based Learning Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Game-based Learning Revenue in 2021
3.5 Game-based Learning Key Players Head office and Area Served
3.6 Key Players Game-based Learning Product Solution and Service
3.7 Date of Enter into Game-based Learning Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Game-based Learning Breakdown Data by Type
4.1 Global Game-based Learning Historic Market Size by Type (2017-2022)
4.2 Global Game-based Learning Forecasted Market Size by Type (2023-2028)
5 Game-based Learning Breakdown Data by Application
5.1 Global Game-based Learning Historic Market Size by Application (2017-2022)
5.2 Global Game-based Learning Forecasted Market Size by Application (2023-2028)
6 North America
6.1 North America Game-based Learning Market Size (2017-2028)
6.2 North America Game-based Learning Market Size by Type
6.2.1 North America Game-based Learning Market Size by Type (2017-2022)
6.2.2 North America Game-based Learning Market Size by Type (2023-2028)
6.2.3 North America Game-based Learning Market Share by Type (2017-2028)
6.3 North America Game-based Learning Market Size by Application
6.3.1 North America Game-based Learning Market Size by Application (2017-2022)
6.3.2 North America Game-based Learning Market Size by Application (2023-2028)
6.3.3 North America Game-based Learning Market Share by Application (2017-2028)
6.4 North America Game-based Learning Market Size by Country
6.4.1 North America Game-based Learning Market Size by Country (2017-2022)
6.4.2 North America Game-based Learning Market Size by Country (2023-2028)
6.4.3 U.S.
6.4.4 Canada
7 Europe
7.1 Europe Game-based Learning Market Size (2017-2028)
7.2 Europe Game-based Learning Market Size by Type
7.2.1 Europe Game-based Learning Market Size by Type (2017-2022)
7.2.2 Europe Game-based Learning Market Size by Type (2023-2028)
7.2.3 Europe Game-based Learning Market Share by Type (2017-2028)
7.3 Europe Game-based Learning Market Size by Application
7.3.1 Europe Game-based Learning Market Size by Application (2017-2022)
7.3.2 Europe Game-based Learning Market Size by Application (2023-2028)
7.3.3 Europe Game-based Learning Market Share by Application (2017-2028)
7.4 Europe Game-based Learning Market Size by Country
7.4.1 Europe Game-based Learning Market Size by Country (2017-2022)
7.4.2 Europe Game-based Learning Market Size by Country (2023-2028)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Game-based Learning Market Size (2017-2028)
8.2 Asia-Pacific Game-based Learning Market Size by Type
8.2.1 Asia-Pacific Game-based Learning Market Size by Type (2017-2022)
8.2.2 Asia-Pacific Game-based Learning Market Size by Type (2023-2028)
8.2.3 Asia-Pacific Game-based Learning Market Share by Type (2017-2028)
8.3 Asia-Pacific Game-based Learning Market Size by Application
8.3.1 Asia-Pacific Game-based Learning Market Size by Application (2017-2022)
8.3.2 Asia-Pacific Game-based Learning Market Size by Application (2023-2028)
8.3.3 Asia-Pacific Game-based Learning Market Share by Application (2017-2028)
8.4 Asia-Pacific Game-based Learning Market Size by Region
8.4.1 Asia-Pacific Game-based Learning Market Size by Region (2017-2022)
8.4.2 Asia-Pacific Game-based Learning Market Size by Region (2023-2028)
8.4.3 China
8.4.4 Japan
8.4.5 South Korea
8.4.6 Southeast Asia
8.4.7 India
8.4.8 Australia
9 Latin America
9.1 Latin America Game-based Learning Market Size (2017-2028)
9.2 Latin America Game-based Learning Market Size by Type
9.2.1 Latin America Game-based Learning Market Size by Type (2017-2022)
9.2.2 Latin America Game-based Learning Market Size by Type (2023-2028)
9.2.3 Latin America Game-based Learning Market Share by Type (2017-2028)
9.3 Latin America Game-based Learning Market Size by Application
9.3.1 Latin America Game-based Learning Market Size by Application (2017-2022)
9.3.2 Latin America Game-based Learning Market Size by Application (2023-2028)
9.3.3 Latin America Game-based Learning Market Share by Application (2017-2028)
9.4 Latin America Game-based Learning Market Size by Country
9.4.1 Latin America Game-based Learning Market Size by Country (2017-2022)
9.4.2 Latin America Game-based Learning Market Size by Country (2023-2028)
9.4.3 Mexico
9.4.4 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Game-based Learning Market Size (2017-2028)
10.2 Middle East & Africa Game-based Learning Market Size by Type
10.2.1 Middle East & Africa Game-based Learning Market Size by Type (2017-2022)
10.2.2 Middle East & Africa Game-based Learning Market Size by Type (2023-2028)
10.2.3 Middle East & Africa Game-based Learning Market Share by Type (2017-2028)
10.3 Middle East & Africa Game-based Learning Market Size by Application
10.3.1 Middle East & Africa Game-based Learning Market Size by Application (2017-2022)
10.3.2 Middle East & Africa Game-based Learning Market Size by Application (2023-2028)
10.3.3 Middle East & Africa Game-based Learning Market Share by Application (2017-2028)
10.4 Middle East & Africa Game-based Learning Market Size by Country
10.4.1 Middle East & Africa Game-based Learning Market Size by Country (2017-2022)
10.4.2 Middle East & Africa Game-based Learning Market Size by Country (2023-2028)
10.4.3 Turkey
10.4.4 Saudi Arabia
10.4.5 UAE
11 Key Players Profiles
11.1 LearningWare
11.1.1 LearningWare Company Details
11.1.2 LearningWare Business Overview
11.1.3 LearningWare Game-based Learning Introduction
11.1.4 LearningWare Revenue in Game-based Learning Business (2017-2022)
11.1.5 LearningWare Recent Developments
11.2 BreakAway
11.2.1 BreakAway Company Details
11.2.2 BreakAway Business Overview
11.2.3 BreakAway Game-based Learning Introduction
11.2.4 BreakAway Revenue in Game-based Learning Business (2017-2022)
11.2.5 BreakAway Recent Developments
11.3 Lumos Labs
11.3.1 Lumos Labs Company Details
11.3.2 Lumos Labs Business Overview
11.3.3 Lumos Labs Game-based Learning Introduction
11.3.4 Lumos Labs Revenue in Game-based Learning Business (2017-2022)
11.3.5 Lumos Labs Recent Developments
11.4 PlayGen.com
11.4.1 PlayGen.com Company Details
11.4.2 PlayGen.com Business Overview
11.4.3 PlayGen.com Game-based Learning Introduction
11.4.4 PlayGen.com Revenue in Game-based Learning Business (2017-2022)
11.4.5 PlayGen.com Recent Developments
11.5 Corporate Internet Games
11.5.1 Corporate Internet Games Company Details
11.5.2 Corporate Internet Games Business Overview
11.5.3 Corporate Internet Games Game-based Learning Introduction
11.5.4 Corporate Internet Games Revenue in Game-based Learning Business (2017-2022)
11.5.5 Corporate Internet Games Recent Developments
11.6 Games2Train
11.6.1 Games2Train Company Details
11.6.2 Games2Train Business Overview
11.6.3 Games2Train Game-based Learning Introduction
11.6.4 Games2Train Revenue in Game-based Learning Business (2017-2022)
11.6.5 Games2Train Recent Developments
11.7 HealthTap
11.7.1 HealthTap Company Details
11.7.2 HealthTap Business Overview
11.7.3 HealthTap Game-based Learning Introduction
11.7.4 HealthTap Revenue in Game-based Learning Business (2017-2022)
11.7.5 HealthTap Recent Developments
11.8 RallyOn, Inc
11.8.1 RallyOn, Inc Company Details
11.8.2 RallyOn, Inc Business Overview
11.8.3 RallyOn, Inc Game-based Learning Introduction
11.8.4 RallyOn, Inc Revenue in Game-based Learning Business (2017-2022)
11.8.5 RallyOn, Inc Recent Developments
11.9 MAK Technologies
11.9.1 MAK Technologies Company Details
11.9.2 MAK Technologies Business Overview
11.9.3 MAK Technologies Game-based Learning Introduction
11.9.4 MAK Technologies Revenue in Game-based Learning Business (2017-2022)
11.9.5 MAK Technologies Recent Developments
11.10 SCVNGR
11.10.1 SCVNGR Company Details
11.10.2 SCVNGR Business Overview
11.10.3 SCVNGR Game-based Learning Introduction
11.10.4 SCVNGR Revenue in Game-based Learning Business (2017-2022)
11.10.5 SCVNGR Recent Developments
11.11 SimuLearn
11.11.1 SimuLearn Company Details
11.11.2 SimuLearn Business Overview
11.11.3 SimuLearn Game-based Learning Introduction
11.11.4 SimuLearn Revenue in Game-based Learning Business (2017-2022)
11.11.5 SimuLearn Recent Developments
11.12 Will Interactive
11.12.1 Will Interactive Company Details
11.12.2 Will Interactive Business Overview
11.12.3 Will Interactive Game-based Learning Introduction
11.12.4 Will Interactive Revenue in Game-based Learning Business (2017-2022)
11.12.5 Will Interactive Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Author Details
13.3 Disclaimer
List of Tables
    Table 1. Global Game-based Learning Market Size Growth Rate by Type (US$ Million), 2017 VS 2021 VS 2028
    Table 2. Key Players of E-Learning Courseware
    Table 3. Key Players of Online Audio and Video Content
    Table 4. Key Players of Social Games
    Table 5. Key Players of Mobile Games
    Table 6. Key Players of Other
    Table 7. Global Game-based Learning Market Size Growth Rate by Application (US$ Million), 2017 VS 2021 VS 2028
    Table 8. Global Game-based Learning Market Size by Region (US$ Million): 2017 VS 2021 VS 2028
    Table 9. Global Game-based Learning Market Size by Region (2017-2022) & (US$ Million)
    Table 10. Global Game-based Learning Market Share by Region (2017-2022)
    Table 11. Global Game-based Learning Forecasted Market Size by Region (2023-2028) & (US$ Million)
    Table 12. Global Game-based Learning Market Share by Region (2023-2028)
    Table 13. Game-based Learning Market Trends
    Table 14. Game-based Learning Market Drivers
    Table 15. Game-based Learning Market Challenges
    Table 16. Game-based Learning Market Restraints
    Table 17. Global Game-based Learning Revenue by Players (2017-2022) & (US$ Million)
    Table 18. Global Game-based Learning Revenue Share by Players (2017-2022)
    Table 19. Global Top Game-based Learning by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Game-based Learning as of 2021)
    Table 20. Ranking of Global Top Game-based Learning Companies by Revenue (US$ Million) in 2021
    Table 21. Global 5 Largest Players Market Share by Game-based Learning Revenue (CR5 and HHI) & (2017-2022)
    Table 22. Key Players Headquarters and Area Served
    Table 23. Key Players Game-based Learning Product Solution and Service
    Table 24. Date of Enter into Game-based Learning Market
    Table 25. Mergers & Acquisitions, Expansion Plans
    Table 26. Global Game-based Learning Market Size by Type (2017-2022) & (US$ Million)
    Table 27. Global Game-based Learning Revenue Market Share by Type (2017-2022)
    Table 28. Global Game-based Learning Forecasted Market Size by Type (2023-2028) & (US$ Million)
    Table 29. Global Game-based Learning Revenue Market Share by Type (2023-2028)
    Table 30. Global Game-based Learning Market Size by Application (2017-2022) & (US$ Million)
    Table 31. Global Game-based Learning Revenue Share by Application (2017-2022)
    Table 32. Global Game-based Learning Forecasted Market Size by Application (2023-2028) & (US$ Million)
    Table 33. Global Game-based Learning Revenue Share by Application (2023-2028)
    Table 34. North America Game-based Learning Market Size by Type (2017-2022) & (US$ Million)
    Table 35. North America Game-based Learning Market Size by Type (2023-2028) & (US$ Million)
    Table 36. North America Game-based Learning Market Size by Application (2017-2022) & (US$ Million)
    Table 37. North America Game-based Learning Market Size by Application (2023-2028) & (US$ Million)
    Table 38. North America Game-based Learning Market Size by Country (2017-2022) & (US$ Million)
    Table 39. North America Game-based Learning Market Size by Country (2023-2028) & (US$ Million)
    Table 40. Europe Game-based Learning Market Size by Type (2017-2022) & (US$ Million)
    Table 41. Europe Game-based Learning Market Size by Type (2023-2028) & (US$ Million)
    Table 42. Europe Game-based Learning Market Size by Application (2017-2022) & (US$ Million)
    Table 43. Europe Game-based Learning Market Size by Application (2023-2028) & (US$ Million)
    Table 44. Europe Game-based Learning Market Size by Country (2017-2022) & (US$ Million)
    Table 45. Europe Game-based Learning Market Size by Country (2023-2028) & (US$ Million)
    Table 46. Asia Pacific Game-based Learning Market Size by Type (2017-2022) & (US$ Million)
    Table 47. Asia Pacific Game-based Learning Market Size by Type (2023-2028) & (US$ Million)
    Table 48. Asia Pacific Game-based Learning Market Size by Application (2017-2022) & (US$ Million)
    Table 49. Asia Pacific Game-based Learning Market Size by Application (2023-2028) & (US$ Million)
    Table 50. Asia Pacific Game-based Learning Market Size by Region (2017-2022) & (US$ Million)
    Table 51. Asia Pacific Game-based Learning Market Size by Region (2023-2028) & (US$ Million)
    Table 52. Latin America Game-based Learning Market Size by Type (2017-2022) & (US$ Million)
    Table 53. Latin America Game-based Learning Market Size by Type (2023-2028) & (US$ Million)
    Table 54. Latin America Game-based Learning Market Size by Application (2017-2022) & (US$ Million)
    Table 55. Latin America Game-based Learning Market Size by Application (2023-2028) & (US$ Million)
    Table 56. Latin America Game-based Learning Market Size by Country (2017-2022) & (US$ Million)
    Table 57. Latin America Game-based Learning Market Size by Country (2023-2028) & (US$ Million)
    Table 58. Middle East and Africa Game-based Learning Market Size by Type (2017-2022) & (US$ Million)
    Table 59. Middle East and Africa Game-based Learning Market Size by Type (2023-2028) & (US$ Million)
    Table 60. Middle East and Africa Game-based Learning Market Size by Application (2017-2022) & (US$ Million)
    Table 61. Middle East and Africa Game-based Learning Market Size by Application (2023-2028) & (US$ Million)
    Table 62. Middle East and Africa Game-based Learning Market Size by Country (2017-2022) & (US$ Million)
    Table 63. Middle East and Africa Game-based Learning Market Size by Country (2023-2028) & (US$ Million)
    Table 64. LearningWare Company Details
    Table 65. LearningWare Business Overview
    Table 66. LearningWare Game-based Learning Product
    Table 67. LearningWare Revenue in Game-based Learning Business (2017-2022) & (US$ Million)
    Table 68. LearningWare Recent Developments
    Table 69. BreakAway Company Details
    Table 70. BreakAway Business Overview
    Table 71. BreakAway Game-based Learning Product
    Table 72. BreakAway Revenue in Game-based Learning Business (2017-2022) & (US$ Million)
    Table 73. BreakAway Recent Developments
    Table 74. Lumos Labs Company Details
    Table 75. Lumos Labs Business Overview
    Table 76. Lumos Labs Game-based Learning Product
    Table 77. Lumos Labs Revenue in Game-based Learning Business (2017-2022) & (US$ Million)
    Table 78. Lumos Labs Recent Developments
    Table 79. PlayGen.com Company Details
    Table 80. PlayGen.com Business Overview
    Table 81. PlayGen.com Game-based Learning Product
    Table 82. PlayGen.com Revenue in Game-based Learning Business (2017-2022) & (US$ Million)
    Table 83. PlayGen.com Recent Developments
    Table 84. Corporate Internet Games Company Details
    Table 85. Corporate Internet Games Business Overview
    Table 86. Corporate Internet Games Game-based Learning Product
    Table 87. Corporate Internet Games Revenue in Game-based Learning Business (2017-2022) & (US$ Million)
    Table 88. Corporate Internet Games Recent Developments
    Table 89. Games2Train Company Details
    Table 90. Games2Train Business Overview
    Table 91. Games2Train Game-based Learning Product
    Table 92. Games2Train Revenue in Game-based Learning Business (2017-2022) & (US$ Million)
    Table 93. Games2Train Recent Developments
    Table 94. HealthTap Company Details
    Table 95. HealthTap Business Overview
    Table 96. HealthTap Game-based Learning Product
    Table 97. HealthTap Revenue in Game-based Learning Business (2017-2022) & (US$ Million)
    Table 98. HealthTap Recent Developments
    Table 99. RallyOn, Inc Company Details
    Table 100. RallyOn, Inc Business Overview
    Table 101. RallyOn, Inc Game-based Learning Product
    Table 102. RallyOn, Inc Revenue in Game-based Learning Business (2017-2022) & (US$ Million)
    Table 103. RallyOn, Inc Recent Developments
    Table 104. MAK Technologies Company Details
    Table 105. MAK Technologies Business Overview
    Table 106. MAK Technologies Game-based Learning Product
    Table 107. MAK Technologies Revenue in Game-based Learning Business (2017-2022) & (US$ Million)
    Table 108. MAK Technologies Recent Developments
    Table 109. SCVNGR Company Details
    Table 110. SCVNGR Business Overview
    Table 111. SCVNGR Game-based Learning Product
    Table 112. SCVNGR Revenue in Game-based Learning Business (2017-2022) & (US$ Million)
    Table 113. SCVNGR Recent Developments
    Table 114. SimuLearn Company Details
    Table 115. SimuLearn Business Overview
    Table 116. SimuLearn Game-based Learning Product
    Table 117. SimuLearn Revenue in Game-based Learning Business (2017-2022) & (US$ Million)
    Table 118. SimuLearn Recent Developments
    Table 119. Will Interactive Company Details
    Table 120. Will Interactive Business Overview
    Table 121. Will Interactive Game-based Learning Product
    Table 122. Will Interactive Revenue in Game-based Learning Business (2017-2022) & (US$ Million)
    Table 123. Will Interactive Recent Developments
    Table 124. Research Programs/Design for This Report
    Table 125. Key Data Information from Secondary Sources
    Table 126. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global Game-based Learning Market Share by Type: 2021 VS 2028
    Figure 2. E-Learning Courseware Features
    Figure 3. Online Audio and Video Content Features
    Figure 4. Social Games Features
    Figure 5. Mobile Games Features
    Figure 6. Other Features
    Figure 7. Global Game-based Learning Market Share by Application: 2021 VS 2028
    Figure 8. Educational Institutions Case Studies
    Figure 9. Healthcare Organizations Case Studies
    Figure 10. Defense Organizations Case Studies
    Figure 11. Corporate Employee Training Case Studies
    Figure 12. Other Case Studies
    Figure 13. Game-based Learning Report Years Considered
    Figure 14. Global Game-based Learning Market Size (US$ Million), Year-over-Year: 2017-2028
    Figure 15. Global Game-based Learning Market Size, (US$ Million), 2017 VS 2021 VS 2028
    Figure 16. Global Game-based Learning Market Share by Region: 2021 VS 2028
    Figure 17. Global Game-based Learning Market Share by Players in 2021
    Figure 18. Global Top Game-based Learning Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Game-based Learning as of 2021)
    Figure 19. The Top 10 and 5 Players Market Share by Game-based Learning Revenue in 2021
    Figure 20. North America Game-based Learning Market Size YoY (2017-2028) & (US$ Million)
    Figure 21. North America Game-based Learning Market Size Market Share by Type (2017-2028)
    Figure 22. North America Game-based Learning Market Size Market Share by Application (2017-2028)
    Figure 23. North America Game-based Learning Market Size Share by Country (2017-2028)
    Figure 24. United States Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 25. Canada Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 26. Europe Game-based Learning Market Size YoY (2017-2028) & (US$ Million)
    Figure 27. Europe Game-based Learning Market Size Market Share by Type (2017-2028)
    Figure 28. Europe Game-based Learning Market Size Market Share by Application (2017-2028)
    Figure 29. Europe Game-based Learning Market Size Share by Country (2017-2028)
    Figure 30. Germany Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 31. France Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 32. U.K. Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 33. Italy Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 34. Russia Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 35. Nordic Countries Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 36. Asia-Pacific Game-based Learning Market Size YoY (2017-2028) & (US$ Million)
    Figure 37. Asia Pacific Game-based Learning Market Size Market Share by Type (2017-2028)
    Figure 38. Asia Pacific Game-based Learning Market Size Market Share by Application (2017-2028)
    Figure 39. Asia Pacific Game-based Learning Market Size Share by Region (2017-2028)
    Figure 40. China Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 41. Japan Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 42. South Korea Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 43. Southeast Asia Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 44. India Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 45. Australia Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 46. Latin America Game-based Learning Market Size YoY (2017-2028) & (US$ Million)
    Figure 47. Latin America Game-based Learning Market Size Market Share by Type (2017-2028)
    Figure 48. Latin America Game-based Learning Market Size Market Share by Application (2017-2028)
    Figure 49. Latin America Game-based Learning Market Size Share by Country (2017-2028)
    Figure 50. Mexico Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 51. Brazil Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 52. Middle East & Africa Game-based Learning Market Size YoY (2017-2028) & (US$ Million)
    Figure 53. Middle East and Africa Game-based Learning Market Size Market Share by Type (2017-2028)
    Figure 54. Middle East and Africa Game-based Learning Market Size Market Share by Application (2017-2028)
    Figure 55. Middle East and Africa Game-based Learning Market Size Share by Country (2017-2028)
    Figure 56. Turkey Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 57. Saudi Arabia Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 58. UAE Game-based Learning Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 59. LearningWare Revenue Growth Rate in Game-based Learning Business (2017-2022)
    Figure 60. BreakAway Revenue Growth Rate in Game-based Learning Business (2017-2022)
    Figure 61. Lumos Labs Revenue Growth Rate in Game-based Learning Business (2017-2022)
    Figure 62. PlayGen.com Revenue Growth Rate in Game-based Learning Business (2017-2022)
    Figure 63. Corporate Internet Games Revenue Growth Rate in Game-based Learning Business (2017-2022)
    Figure 64. Games2Train Revenue Growth Rate in Game-based Learning Business (2017-2022)
    Figure 65. HealthTap Revenue Growth Rate in Game-based Learning Business (2017-2022)
    Figure 66. RallyOn, Inc Revenue Growth Rate in Game-based Learning Business (2017-2022)
    Figure 67. MAK Technologies Revenue Growth Rate in Game-based Learning Business (2017-2022)
    Figure 68. SCVNGR Revenue Growth Rate in Game-based Learning Business (2017-2022)
    Figure 69. SimuLearn Revenue Growth Rate in Game-based Learning Business (2017-2022)
    Figure 70. Will Interactive Revenue Growth Rate in Game-based Learning Business (2017-2022)
    Figure 71. Bottom-up and Top-down Approaches for This Report
    Figure 72. Data Triangulation
    Figure 73. Key Executives Interviewed
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