ゲームベース学習市場 – 2030年までの世界予測

Game-based Learning Market - Global Forecast to 2030

ゲームベース学習市場 - 提供内容(ゲーミフィケーション学習、マイクロラーニング、シミュレーション学習、LMS、アダプティブラーニング、オーサリングツール)、用途(K-12、高等教育、企業研修、STEM、認知開発) - 2030年までの世界予測
Game-based Learning Market by Offering (Gamified Learning, Microlearning, Simulation Learning, LMS, Adaptive Learning, Authoring Tools), Application (K-12, Higher Education, Corporate Training, STEM, Cognitive Development) - Global Forecast to 2030

商品番号 : SMB-10678

出版社MarketsandMarkets
出版年月2025年6月
ページ数365
図表数438
価格タイプシングルユーザライセンス
価格USD 4,950
種別英文調査報告書

この調査レポートでは、ゲームベース学習市場を、提供内容(ソフトウェアおよびサービス)、展開モード(クラウドおよびオンプレミス)、ゲームの種類(ARおよびVRゲーム、AI駆動型学習ゲーム、位置情報に基づく教育ゲーム、クイズ、ロジックおよび戦略ゲーム、スキルベース、評価および評価ゲーム、言語およびコミュニケーションゲーム、シミュレーションおよびシナリオベースゲーム、ロールプレイングおよび物語ベースゲーム、およびその他のゲームの種類(マルチプレイヤーおよび共同学習ゲーム、ウェルネス、マインドフルネス、および社会情動的学習ゲーム))、統合タイプ(Webベースの展開、モバイルベースの展開、没入型ハードウェア(AR / VRヘッドセット、スマートグラス、複合現実ツール)、インタラクティブディスプレイインターフェース(スマートボード、インタラクティブホワイトボード、タッチスクリーンキオスク)、およびゲームコンソール)、用途(学術教育(K-12、高等教育、およびその他(職業および技術教育、成人および継続教育))、企業および従業員トレーニング(BFSI、通信、製造、テクノロジーおよびソフトウェア、小売およびeコマース、およびその他(エネルギーおよび公共事業および輸送・物流)、医療・ヘルスケア研修(安全・コンプライアンス、臨床スキルシミュレーション)、個別学習・開発(認知・情緒発達、神経多様性・特別支援学習、社会情緒学習、マインドフルネス、セラピー、ウェルネスゲーム)、スキルベース・科目別学習(言語学習、コーディング・プログラミング、STEM・科目別ゲーム、その他(文化・遺産学習、シミュレーション・試験準備))、および地域(北米、ヨーロッパ、アジア太平洋、中東およびアフリカ、ラテンアメリカ)。

本レポートは、ゲームベース学習市場の成長に影響を与える主要な要因(促進要因、制約要因、課題、機会など)に関する詳細な情報を網羅しています。主要プレーヤーの詳細な分析により、事業概要、ソリューション、サービス、主要戦略、契約、パートナーシップ、合意、新製品・新サービスの発売、合併・買収、そしてゲームベースラーニング市場に関連する最近の動向に関する洞察を提供しています。また、本レポートでは、ゲームベース学習市場エコシステムにおける新興スタートアップ企業の競合分析も取り上げています。

The game-based learning market is expanding rapidly, with a projected market size rising from USD 6.23 billion in 2025 to USD 17.82 billion by 2030, at a CAGR of 23.4% during the forecast period. The game-based learning market is driven by the increasing adoption of digital learning tools, rising demand for personalized and engaging content, and growing applications across corporate and academic sectors. However, high development costs, limited digital infrastructure in some regions, and resistance to technology adoption act as key restraints.

ゲームベース学習市場は急速に拡大しており、市場規模は2025年の62億3,000万米ドルから2030年には178億2,000万米ドルに拡大すると予測されています。予測期間中の年平均成長率(CAGR)は23.4%です。ゲームベース学習市場は、デジタル学習ツールの導入拡大、パーソナライズされた魅力的なコンテンツへの需要の高まり、そして企業や教育機関におけるアプリケーションの拡大によって牽引されています。しかしながら、開発コストの高さ、一部の地域におけるデジタルインフラの不足、そして技術導入への抵抗感が、市場拡大の大きな阻害要因となっています。

ゲームベース学習市場 - 2030年までの世界予測
game-based-learning-market-newone

“Neurodiversity & special needs learning segment to account for the fastest growth rate during the forecast period”

The neurodiversity and special needs learning segment within personalized learning and development is expected to witness the fastest growth in the game-based learning market during the forecast period. This growth is driven by the rising awareness and acceptance of neurodiverse learners, including individuals with autism, ADHD, and dyslexia, and the urgent need for inclusive education solutions. Game-based learning offers highly adaptable, visually rich, and interactive environments that cater to various cognitive and learning styles, helping improve engagement and retention. Advancements in assistive technologies and increased investments in inclusive education initiatives by governments and private institutions fuel demand for personalized, game-based interventions.

“Language learning segment of skill-based & subject-specific games to hold the largest market share during the forecast period”

The language learning segment of skill-based and subject-specific games is projected to hold a significant market share in the game-based learning market due to the growing global demand for multilingual proficiency, especially in English, Mandarin, and Spanish. Game-based platforms offer interactive and immersive environments that enhance vocabulary, pronunciation, and grammar skills through repetition, storytelling, and contextual gameplay. These tools are particularly effective in maintaining learner engagement and motivation, making them ideal for children and adults. The rising popularity of mobile-based language learning apps, combined with increased cross-border communication needs and the integration of AI for personalized learning paths, further strengthens the segment’s market position.

ゲームベース学習市場 - 2030年までの世界予測 region
game-based-learning-market-new-region

“North America leads in market share while Asia Pacific emerges as the fastest-growing region in the game-based learning market”

North America is anticipated to hold the largest share in the game-based learning market, driven by the widespread integration of digital learning tools across educational institutions and corporate environments, robust technological infrastructure, and strong government and private sector support for innovation in learning methodologies. The region also benefits from a high level of digital literacy and early adoption of emerging educational technologies. In contrast, Asia Pacific is expected to witness the fastest growth rate during the forecast period, fueled by a rapidly growing student population, increasing investments in educational technology, expanding internet and smartphone penetration, and rising demand for scalable, engaging, and skill-based learning solutions across emerging economies.

Breakdown of Primaries

In-depth interviews were conducted with chief executive officers (CEOs), innovation and technology directors, system integrators, and executives from various key organizations operating in the game-based learning market.

  • By Company: Tier I – 30%, Tier II – 45%, and Tier III – 25%
  • By Designation: C-Level Executives – 35%, D-Level Executives –25%, and others – 40%
  • By Region: North America – 35%, Europe – 20%, Asia Pacific – 30%, Middle East & Africa – 10%, and Latin America – 5%

The report includes a study of key players offering game-based learning. It profiles major vendors in the game-based learning market. These include Duolingo (US), Kahoot! (Norway), Skillsoft Corp (US), Stride Inc. (US), Frontier Developments (US), Pearson (UK), PRELOADED (UK), Game Strategies (Spain), Prodigy Education (Canada), Spin Master (Canada), Mojang Studios (Stockholm), BreakAway Games (US), Adobe (US), Schell Games (US), Stratbeans Learning Solutions (India), SimuLearn (US), Raptivity (US), Archy Learning (Australia), EI (US), Fundamentor (India), Indusgeeks (India), Kuato Studios (UK), Lingokids (Spain), Tenneo (US), Hornbill FX (India), Axonify (Canada), Kognito (US), QuoDeck Technologies Pvt. Ltd (India), Litmos (US), Gametize (Singapore), SweetRush Inc. (US), Quizizz (US), Simformer (US), Quizlet (US), SafetyCulture (Australia), Centrical (US), Extramarks (India), The Gamification Company (India), BI WORLDWIDE (US), and Age of Learning (US).

ゲームベース学習市場 - 2030年までの世界予測 ecosystem
game-based-learning-market-new-ecosystem

Research Coverage

This research report categorizes the game-based learning market based on offering (software and services), deployment mode (cloud & on-premises), game type (AR & VR games, AI-driven learning games, location-based education games, quiz, logic, & strategy games, skill-based, assessment & evaluation games, language & communication games, simulation & scenario-based games, role-playing & narrative-based games, and other game types (multiplayer & collaborative learning games and wellness, mindfulness, & social emotional learning games)), integration Type (web-based deployment, mobile-based deployment, immersive hardware (AR/VR headsets, smart glasses, mixed-reality tools), interactive display interfaces (smartboards, interactive whiteboards, touchscreen kiosks), and gaming consoles), application (academic education (K-12, higher education, and others (vocational & technical education and adult & continuing education)), corporate & workforce training (BFSI, telecommunications, manufacturing, technology & software, retail & ecommerce, and others (energy & utilities and transportation & logistics)), medical & healthcare training (safety & compliance and clinical skills simulation), personalized learning & development (cognitive & emotional development, neurodiversity & special needs learning, social-emotional learning, and mindfulness, therapy & wellness games), skill-based & subject-specific learning (language learning, coding & programming, STEM & subject-specific games, and others (cultural & heritage learning and simulation & exam preparation)), and region (North America, Europe, Asia Pacific, Middle East & Africa, and Latin America).

The scope of the report covers detailed information regarding the major factors, such as drivers, restraints, challenges, and opportunities, influencing the growth of the game-based learning market. A detailed analysis of the key industry players was done to provide insights into their business overview, solutions, and services; key strategies; contracts, partnerships, agreements, new product & service launches, and mergers and acquisitions; and recent developments associated with the game-based learning market. This report also covers the competitive analysis of upcoming startups in the game-based learning market ecosystem.

Key Benefits of Buying the Report

The report would provide the market leaders/new entrants with information on the closest approximations of the revenue numbers for the overall game-based learning market and its subsegments. It would help stakeholders understand the competitive landscape and gain more insights to better position their business and plan suitable go-to-market strategies. It also helps stakeholders understand the market’s pulse and provides information on key market drivers, restraints, challenges, and opportunities.

The report provides insights on the following pointers:

  • Analysis of key drivers (cognitive and psychological benefits of gamification increase its acceptance in learning environments, rising mobile technology penetration is expanding game-based learning accessibility, rising corporate focus on employee engagement and upskilling drives gbl integration in training), restraints (resistance from traditional educators and institutions slows down implementation, concerns over screen time and digital addiction affect adoption in younger demographics, difficulty in integrating GBL into existing curriculum structures acts as a deterrent), opportunities (growing demand for skill-based and experiential learning creates space for GBL expansion, Integration of AI and analytics into GBL platforms offers personalization at scale, growing use of GBL in language learning and STEM education presents niche opportunities), and challenges (balancing educational content with engaging gameplay while maintaining curriculum alignment standards, teacher training and digital competency gaps hinder effective GBL integration, limited infrastructure and internet access in rural regions hinder penetration)
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the game-based learning market
  • Market Development: Comprehensive information about lucrative markets – analysis of the game-based learning market across varied regions
  • Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the game-based learning market
  • Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players, such as Duolingo (US), Kahoot! (Norway), Skillsoft Corp (US), Stride Inc. (US), Frontier Developments (US), Pearson (UK), PRELOADED (UK), Game Strategies (Spain), Prodigy Education (Canada), Spin Master (Canada), Mojang Studios (Stockholm), BreakAway Games (US), Adobe (US), Schell Games (US), Stratbeans Learning Solutions (India), SimuLearn (US), Raptivity (US), Archy Learning (Australia), EI (US), Fundamentor (India), Indusgeeks (India), Kuato Studios (UK), Lingokids (Spain), Tenneo (US), Hornbill FX (India), Axonify (Canada), Kognito (US), QuoDeck Technologies Pvt. Ltd (India), Litmos (US), Gametize (Singapore), SweetRush Inc. (US), Quizizz (US), Simformer (US), Quizlet (US), SafetyCulture (Australia), Centrical (US), Extramarks (India), The Gamification Company (India), BI WORLDWIDE (US), and Age of Learning (US)

The report also helps stakeholders understand the pulse of the game-based learning market and provides them with information on key market drivers, restraints, challenges, and opportunities.

Table of Contents

1               INTRODUCTION              35

1.1           STUDY OBJECTIVES       35

1.2           MARKET DEFINITION   35

1.3           MARKET SCOPE                36

1.3.1        MARKET SEGMENTATION AND REGIONAL SCOPE                 36

1.3.2        INCLUSIONS AND EXCLUSIONS 37

1.3.3        YEARS CONSIDERED      38

1.3.4        CURRENCY CONSIDERED            38

1.4           STAKEHOLDERS               39

1.5           SUMMARY OF CHANGES               39

2               RESEARCH METHODOLOGY       41

2.1           RESEARCH DATA              41

2.1.1        SECONDARY DATA          42

2.1.2        PRIMARY DATA 42

2.1.2.1    List of primary participants 42

2.1.2.2    Breakdown of primaries      43

2.1.2.3    Key industry insights           43

2.2           MARKET BREAKUP AND DATA TRIANGULATION                 44

2.3           MARKET SIZE ESTIMATION         45

2.3.1        TOP-DOWN APPROACH                45

2.3.2        BOTTOM-UP APPROACH              46

2.4           MARKET FORECAST       50

2.5           RESEARCH ASSUMPTIONS           51

2.6           RESEARCH LIMITATIONS             53

3               EXECUTIVE SUMMARY  54

4               PREMIUM INSIGHTS       60

4.1           ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN GAME-BASED LEARNING MARKET         60

4.2           GAME-BASED LEARNING MARKET, BY SOFTWARE                 61

4.3           NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE AND APPLICATION           61

4.4           GAME-BASED LEARNING MARKET, BY REGION 62

5               MARKET OVERVIEW AND INDUSTRY TRENDS    63

5.1           INTRODUCTION              63

5.2           MARKET DYNAMICS       63

5.2.1        DRIVERS               64

5.2.1.1    Cognitive and psychological benefits of gamification to enhance learner engagement and motivation  64

5.2.1.2    Rising mobile technology penetration to expand game-based learning accessibility            65

5.2.1.3    Increasing corporate focus on employee engagement and upskilling               65

5.2.2        RESTRAINTS      65

5.2.2.1    Resistance from traditional educators and institutions  65

5.2.2.2    Concerns over screen time and digital addiction affect adoption in younger population          66

5.2.2.3    Difficulty in integrating GBL into existing curriculum structures                 66

5.2.3        OPPORTUNITIES              66

5.2.3.1    Growing demand for skill-based and experiential learning to create space for GBL expansion         66

5.2.3.2    Integration of AI and analytics into GBL platforms to unlock new opportunities for personalized education         67

5.2.3.3    Growing use of GBL in language learning and STEM education to present niche opportunities            67

5.2.4        CHALLENGES    68

5.2.4.1    Balancing educational content with engaging gameplay while maintaining curriculum alignment standards  68

5.2.4.2    Teacher training and digital competency gaps to hinder effective GBL integration    68

5.2.4.3    Limited infrastructure and internet access in rural regions to hamper GBL adoption         68

5.3           IMPACT OF 2025 US TARIFF – GAME-BASED LEARNING MARKET               69

5.3.1        INTRODUCTION              69

5.3.2        KEY TARIFF RATES          70

5.3.3        PRICE IMPACT ANALYSIS             70

5.3.3.1    Strategic shifts and emerging trends 71

5.3.4        IMPACT ON COUNTRY/REGION                71

5.3.4.1    US           71

5.3.4.1.1 Strategic shifts and key observations 71

5.3.4.2    China      72

5.3.4.2.1 Strategic shifts and key observations 72

5.3.4.3    Europe   73

5.3.4.3.1 Strategic shifts and key observations 73

5.3.4.4    India       74

5.3.4.4.1 Strategic shifts and key observations 74

5.3.5        IMPACT ON END-USE INDUSTRIES          75

5.3.5.1    Education (K-12 and Higher Education)         75

5.3.5.2    Corporate Training & Development 75

5.3.5.3    Defense & Security Training              76

5.3.5.4    Healthcare Education & Training      76

5.4           EVOLUTION OF GAME-BASED LEARNING            76

5.5           SUPPLY CHAIN ANALYSIS             78

5.6           IMPACT OF GENERATIVE AI ON GAME-BASED LEARNING           79

5.6.1        TOP USE CASES & MARKET POTENTIAL                 79

5.6.1.1    Key use cases         80

5.6.2        PERSONALIZED LEARNING PATHS           80

5.6.3        NARRATIVE-DRIVEN ROLEPLAY AND SIMULATION                 81

5.6.4        ASSESSMENT AND FEEDBACK   81

5.6.5        LANGUAGE LEARNING 81

5.6.6        PUZZLE/STRATEGY GAME DESIGN         81

5.6.7        VIRTUAL FACILITATORS/TUTORS           81

5.7           ECOSYSTEM ANALYSIS  82

5.7.1        GAME-BASED LEARNING MARKET, SOFTWARE TYPE                 84

5.7.1.1    Gamified Learning Platforms             84

5.7.1.2    Microlearning Platforms     84

5.7.1.3    Simulation-based Learning Platforms               84

5.7.1.4    Integrated LMS Platforms  84

5.7.1.5    Adaptive Learning Systems 84

5.7.1.6    AI Authoring Tools & Development Platforms               85

5.8           INVESTMENT AND FUNDING SCENARIO               85

5.9           CASE STUDY ANALYSIS 86

5.9.1        CASE STUDY 1: HYUNDAI IMPROVES EMPLOYEE DEVELOPMENT AND PRODUCTIVITY WITH GAME-BASED LEARNING           86

5.9.2        CASE STUDY 2: CLIFTON PUBLIC SCHOOLS ACCELERATES MATH ENGAGEMENT AND ACHIEVEMENT WITH PRODIGY MATH GAME 87

5.9.3        CASE STUDY 3: UNIVERSITY OF ILLINOIS ENHANCES NUTRITION EDUCATION WITH KAHOOT! AND AI            87

5.9.4        CASE STUDY 4: MARUTI SUZUKI OPTIMIZES WORKFORCE TRAINING WITH TENNEO’S (FORMERLY G-CUBE) DIGITAL LEARNING PLATFORM                88

5.9.5        CASE STUDY 5: LARGE HEALTHCARE CORPORATE REDUCES COSTS WITH STRATBEANS’ ONLINE LEARNING PLATFORM         88

5.10         TECHNOLOGY ANALYSIS             89

5.10.1      KEY TECHNOLOGIES     89

5.10.1.1  Game Engines       89

5.10.1.2  Artificial Intelligence (AI)  89

5.10.1.3  Learning Analytics                89

5.10.1.4  Instructional Design Technologies    90

5.10.2      COMPLIMENTARY TECHNOLOGIES        90

5.10.2.1  Immersive Audio Technologies          90

5.10.2.2  Procedural Content Generation         90

5.10.2.3  Haptics   90

5.10.3      ADJACENT TECHNOLOGIES       91

5.10.3.1  Augmented Reality/Virtual Reality   91

5.10.3.2  Cloud Computing 91

5.10.3.3  Internet of Things (IoT)     91

5.11         REGULATORY LANDSCAPE         91

5.11.1      REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS             92

5.11.2      KEY REGULATIONS         94

5.11.2.1  North America      94

5.11.2.2  Europe   95

5.11.2.3  Asia Pacific            95

5.11.2.4  Middle East & Africa            96

5.11.2.5  Latin America       96

5.12         PATENT ANALYSIS          96

5.12.1      METHODOLOGY              96

5.12.2      PATENTS FILED, BY DOCUMENT TYPE  96

5.12.3      INNOVATION AND PATENT APPLICATIONS        96

5.13         PRICING ANALYSIS          102

5.13.1      AVERAGE SELLING PRICE OF OFFERING, BY KEY PLAYERS, 2025   103

5.13.2      INDICATIVE PRICING ANALYSIS, BY GAME TYPE, 2025                 104

5.14         KEY CONFERENCES AND EVENTS, 2025–2026        105

5.15         PORTER’S FIVE FORCES ANALYSIS           106

5.15.1      THREAT OF NEW ENTRANTS      107

5.15.2      THREAT OF SUBSTITUTES          107

5.15.3      BARGAINING POWER OF SUPPLIERS       107

5.15.4      BARGAINING POWER OF BUYERS             107

5.15.5      INTENSITY OF COMPETITIVE RIVALRY 107

5.16         TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS            108

5.17         KEY STAKEHOLDERS AND BUYING CRITERIA     109

5.17.1      KEY STAKEHOLDERS IN BUYING PROCESS           109

5.17.2      BUYING CRITERIA           110

6               GAME-BASED LEARNING MARKET, BY OFFERING                 111

6.1           INTRODUCTION              112

6.1.1        OFFERING: GAME-BASED LEARNING MARKET DRIVERS                 112

6.2           SOFTWARE         114

6.2.1        GAMIFIED LEARNING PLATFORMS          115

6.2.1.1    Driving engagement and knowledge retention with points, badges, and leaderboards    115

6.2.2        MICROLEARNING PLATFORMS 116

6.2.2.1    Providing quick, focused modules tailored for on-the-go and just-in-time training     116

6.2.3        SIMULATION-BASED LEARNING PLATFORMS    117

6.2.3.1    Enhancing skill development through risk-free, experiential learning scenarios 117

6.2.4        INTEGRATED LMS PLATFORMS                 118

6.2.4.1    Streamlining training delivery and tracking while boosting learner engagement              118

6.2.5        OTHER SOFTWARE         119

6.3           SERVICES             120

6.3.1        PROFESSIONAL SERVICES            122

6.3.1.1    Driving tailored solutions through consulting, integration, and ongoing support   122

6.3.1.2    Consulting services               123

6.3.1.3    System integration & implementation               124

6.3.1.4    Support & maintenance       125

6.3.2        MANAGED SERVICES      126

6.3.2.1    Ensuring platform stability, performance, and user support through outsourced management      126

7               GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE   127

7.1           INTRODUCTION              128

7.1.1        DEPLOYMENT MODE: GAME-BASED LEARNING MARKET DRIVERS            128

7.2           ON-PREMISES   130

7.2.1        OFFERS SECURITY, CUSTOMIZATION, AND CONTROL FOR REGULATED SECTORS AND DATA-SENSITIVE INSTITUTIONS 130

7.3           CLOUD 131

7.3.1        PROVIDES SCALABLE, COST-EFFECTIVE, AND ACCESSIBLE SOLUTIONS, SUPPORTING REAL-TIME UPDATES AND REMOTE LEARNING             131

8               GAME-BASED LEARNING MARKET, BY GAME TYPE                 132

8.1           INTRODUCTION              133

8.1.1        GAME TYPE: GAME-BASED LEARNING MARKET DRIVERS               133

8.2           AR & VR GAMES                 136

8.2.1        PROVIDE IMMERSIVE, EXPERIENTIAL LEARNING FOR PRACTICAL, SPATIAL, AND SCENARIO-BASED TRAINING                 136

8.3           AI-DRIVEN LEARNING GAMES   137

8.3.1        PERSONALIZED, ADAPTIVE, AND INTERACTIVE EXPERIENCES ACROSS ACADEMIC AND CORPORATE TRAINING                 137

8.4           LOCATION-BASED EDUCATIONAL GAMES          138

8.4.1        REAL-WORLD SETTINGS TO PROMOTE EXPERIENTIAL, MOBILE, AND INTERACTIVE LEARNING                138

8.5           QUIZ, LOGIC, AND STRATEGY GAMES   139

8.5.1        ENHANCE CRITICAL THINKING AND RETENTION THROUGH INTERACTIVE, GOAL-BASED CHALLENGES  139

8.6           SKILL-BASED, ASSESSMENT & EVALUATION GAMES                 140

8.6.1        ASSESS LEARNER COMPETENCIES THROUGH INTERACTIVE, PERFORMANCE-DRIVEN TRAINING ENVIRONMENTS              140

8.7           LANGUAGE & COMMUNICATION GAMES             141

8.7.1        BUILD FLUENCY AND CONFIDENCE THROUGH INTERACTIVE, SPEECH- AND TEXT-BASED CHALLENGES                 141

8.8           SIMULATION & SCENARIO-BASED GAMES            142

8.8.1        REPLICATE REAL-LIFE SCENARIOS TO DEVELOP CRITICAL THINKING AND DECISION-MAKING SKILLS    142

8.9           ROLE-PLAYING & NARRATIVE-BASED GAMES    143

8.9.1        USE STORYTELLING TO BUILD EMPATHY, DECISION-MAKING, AND COMMUNICATION SKILLS             143

8.10         OTHER GAME TYPES      144

9               GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE     145

9.1           INTRODUCTION              146

9.1.1        INTEGRATION TYPE: GAME-BASED LEARNING MARKET DRIVERS               146

9.2           WEB-BASED DEPLOYMENT         148

9.2.1        OFFERS ACCESSIBLE, SCALABLE, AND COST-EFFECTIVE SOLUTIONS WITH BROAD PLATFORM COMPATIBILITY                 148

9.3           MOBILE-BASED DEPLOYMENT 149

9.3.1        ENABLES FLEXIBLE, PERSONALIZED, AND ON-THE-GO LEARNING THROUGH SMARTPHONES AND TABLETS    149

9.4           IMMERSIVE HARDWARE                150

9.4.1        ENABLES HANDS-ON, INTERACTIVE LEARNING THROUGH AR, VR, AND MIXED REALITY TOOLS                150

9.4.2        AR/VR HEADSETS            151

9.4.3        SMART GLASSES               151

9.4.4        MIXED REALITY TOOLS                 151

9.5           INTERACTIVE DISPLAY INTERFACES      151

9.5.1        SUPPORT COLLABORATIVE, TOUCH-ENABLED LEARNING USING SMARTBOARDS, WHITEBOARDS, AND KIOSKS                 151

9.5.2        SMARTBOARDS 152

9.5.3        INTERACTIVE WHITEBOARDS   152

9.5.4        TOUCHSCREEN KIOSKS                 153

9.6           GAMING CONSOLES       153

9.6.1        OFFER IMMERSIVE, STORY-DRIVEN EDUCATIONAL EXPERIENCES WITH MULTIPLAYER AND INTERACTIVE CAPABILITIES   153

10            GAME-BASED LEARNING MARKET, BY APPLICATION                 155

10.1         INTRODUCTION              156

10.1.1      APPLICATION: GAME-BASED LEARNING MARKET DRIVERS               156

10.2         ACADEMIC EDUCATION               158

10.2.1      K-12        160

10.2.1.1  Interactive tools, digital access, and skill-focused learning to increase GBL demand across primary and secondary education segments                 160

10.2.2      HIGHER EDUCATION     161

10.2.2.1  Fostering real-world skill development and supporting digital-first academic strategies to boost demand for GBL        161

10.2.3      OTHER ACADEMIC EDUCATION               162

10.3         CORPORATE AND WORKFORCE TRAINING          163

10.3.1      BFSI       165

10.3.1.1  Simulation-based learning to boost performance, engagement, and adaptability in finance  165

10.3.2      TELECOMMUNICATIONS             166

10.3.2.1  Interactive, mobile-friendly training solutions to improve technical expertise and customer service across telecom operations                 166

10.3.3      MANUFACTURING          167

10.3.3.1  Simulations and gamified modules to support skill development and enhance SOP compliance in modern industrial operations   167

10.3.4      TECHNOLOGY & SOFTWARE      168

10.3.4.1  Interactive modules and simulations to help teams master complex technologies and adapt to rapid innovation cycles          168

10.3.5      RETAIL & E-COMMERCE                169

10.3.5.1  Gamified training to equip staff with practical skills, driving efficiency and customer satisfaction in fast-paced retail settings 169

10.3.6      OTHER CORPORTAE & WORKFORCE TRAINING                 170

10.4         MEDICAL & HEALTHCARE TRAINING     171

10.4.1      SAFETY & COMPLIANCE                172

10.4.1.1  Interactive modules to reinforce critical protocols and regulations across diverse clinical environments  172

10.4.2      CLINICAL SKILLS SIMULATION 173

10.4.2.1  Immersive learning environments to improve diagnosis and decision-making in clinical procedures             173

10.5         PERSONALIZED LEARNING & DEVELOPMENT   174

10.5.1      COGNITIVE & EMOTIONAL DEVELOPMENT       176

10.5.1.1  Interactive games to enhance brain function and emotional regulation, offering a dynamic approach to holistic learner development                 176

10.5.2      NEURODIVERSITY & SPECIAL NEEDS LEARNING                 177

10.5.2.1  Customizable, accessible games to support cognitive, social, and emotional growth in learners with diverse developmental needs  177

10.5.3      SOCIAL-EMOTIONAL LEARNING               178

10.5.3.1  Interactive games to foster empathy and self-regulation, supporting emotional wellness in education and therapeutic settings                 178

10.5.4      MINDFULNESS, THERAPY & WELLNESS GAMES 179

10.5.4.1  Gamified experiences to support stress relief and mental health through personalized, engaging, and non-invasive tools                179

10.6         SKILL-BASED & SUBJECT-SPECIFIC LEARNING   180

10.6.1      LANGUAGE LEARNING 181

10.6.1.1  Gamified modules to enhance vocabulary and retention by simulating real-world communication and adapting to learner proficiency levels       181

10.6.2      CODING & PROGRAMMING         182

10.6.2.1  Gamified learning platforms to foster logic, creativity, and career-ready tech skills    182

10.6.3      STEM & SUBJECT-SPECIFIC GAMES          183

10.6.3.1  Interactive simulations and subject-based games to deepen understanding across core STEM and academic disciplines         183

10.6.4      OTHER SKILL-BASED & SUBJECT-SPECIFIC LEARNING                 184

11            GAME-BASED LEARNING MARKET, BY REGION 186

11.1         INTRODUCTION              187

11.2         NORTH AMERICA             189

11.2.1      NORTH AMERICA: GAME-BASED LEARNING MARKET DRIVERS               189

11.2.2      NORTH AMERICA: MACROECONOMIC OUTLOOK                 189

11.2.3      US           200

11.2.3.1  Early adoption combined with its decentralized education system to drive market      200

11.2.4      CANADA               201

11.2.4.1  Proactive government stance on EdTech adoption to drive market    201

11.3         EUROPE               202

11.3.1      EUROPE: GAME-BASED LEARNING MARKET DRIVERS                 202

11.3.2      EUROPE: MACROECONOMIC OUTLOOK               202

11.3.3      UK          212

11.3.3.1  Focus on digital transformation in education and workplace upskilling to drive market   212

11.3.4      GERMANY           213

11.3.4.1  Driving AI-based diagnostics and ensuring GDPR-compliant NLP solutions in healthcare systems to drive market     213

11.3.5      FRANCE                214

11.3.5.1  National digital inclusion programs to drive market       214

11.3.6      ITALY    215

11.3.6.1  Integrating game-based learning in K–12 digital transformation to drive market      215

11.3.7      SPAIN    216

11.3.7.1  Wide use of game-based learning approaches in bilingual education to drive market   216

11.3.8      REST OF EUROPE             217

11.4         ASIA PACIFIC     218

11.4.1      ASIA PACIFIC: GAME-BASED LEARNING MARKET DRIVERS               218

11.4.2      ASIA PACIFIC: MACROECONOMIC OUTLOOK     218

11.4.3      CHINA  229

11.4.3.1  Large-scale digitalization plans, AI-powered platforms, and integration of game-based content to drive market        229

11.4.4      INDIA    230

11.4.4.1  Mobile-first solutions, curriculum reform, and widespread adoption in K–12 and skill development to boost demand             230

11.4.5      JAPAN   231

11.4.5.1  Curriculum-integrated digital tools, AI-enhanced simulations, and cross-sector partnerships to drive market 231

11.4.6      SOUTH KOREA  232

11.4.6.1  Strong infrastructure, AI research, and surge in digital learning to drive market      232

11.4.7      AUSTRALIA & NEW ZEALAND     233

11.4.7.1  Rising demand for indigenous learning and vocational training to boost market          233

11.4.8      SINGAPORE        234

11.4.8.1  Integration of GBL into national learning ecosystems through EdTech hubs, AI-powered platforms to drive market    234

11.4.9      REST OF ASIA PACIFIC   235

11.5         MIDDLE EAST & AFRICA                236

11.5.1      MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET DRIVERS            236

11.5.2      MIDDLE EAST & AFRICA: MACROECONOMIC OUTLOOK                 236

11.5.3      SAUDI ARABIA  246

11.5.3.1  Collaboration with global and local tech providers to integrate GBL into national education reforms                246

11.5.4      UAE        247

11.5.4.1  Smart education policies, AI integration, and collaboration with global EdTech and gaming firms to drive market            247

11.5.5      QATAR 248

11.5.5.1  Integration of gamified STEM and language platforms across schools and technical education institutes to drive market            248

11.5.6      SOUTH AFRICA 249

11.5.6.1  Expanding STEM access and supporting skill development through mobile and hybrid learning models to boost demand      249

11.5.7      REST OF MIDDLE EAST & AFRICA             250

11.6         LATIN AMERICA                251

11.6.1      LATIN AMERICA: GAME-BASED LEARNING MARKET DRIVERS               251

11.6.2      LATIN AMERICA: MACROECONOMIC OUTLOOK                 251

11.6.3      BRAZIL 261

11.6.3.1  Government-backed pilot programs and rising EdTech funding to drive market      261

11.6.4      MEXICO                262

11.6.4.1  National education reform and workforce development to boost market    262

11.6.5      ARGENTINA       263

11.6.5.1  Adoption of interactive and gamified learning experiences in primary and secondary schools to drive market               263

11.6.6      REST OF LATIN AMERICA             264

12            COMPETITIVE LANDSCAPE         265

12.1         OVERVIEW          265

12.2         KEY PLAYER STRATEGIES/RIGHT TO WIN, 2022–2025                 265

12.3         REVENUE ANALYSIS, 2020–2024  267

12.4         MARKET SHARE ANALYSIS, 2024                 268

12.5         BRAND/PRODUCT COMPARATIVE ANALYSIS     271

12.5.1      PRODUCT COMPARATIVE ANALYSIS, BY OFFERING (GAME-BASED LEARNING PLATFORM)  271

12.5.1.1  Duolingo App (Duolingo)  271

12.5.1.2  Kahoot! At Home (Kahoot!)               271

12.5.1.3  Stride Learning/K12 Games (Stride Inc.)        272

12.5.1.4  Pearson Interactive Labs/Revel/MyLab (Pearson)        272

12.5.1.5  Quizlet Learn/Quizlet Live (Quizlet)               272

12.6         COMPANY VALUATION AND FINANCIAL METRICS                 272

12.7         COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024                 273

12.7.1      STARS   273

12.7.2      EMERGING LEADERS     273

12.7.3      PERVASIVE PLAYERS      274

12.7.4      PARTICIPANTS 274

12.7.5      COMPANY FOOTPRINT: KEY PLAYERS, 2024         275

12.7.5.1  Company footprint               275

12.7.5.2  Regional footprint                 276

12.7.5.3  Offering footprint 277

12.7.5.4  Game type footprint             278

12.7.5.5  Application footprint            279

12.8         COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024        280

12.8.1      PROGRESSIVE COMPANIES         280

12.8.2      RESPONSIVE COMPANIES            280

12.8.3      DYNAMIC COMPANIES  280

12.8.4      STARTING BLOCKS         280

12.8.5      COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2024                 282

12.8.5.1  Detailed list of key startups/SMEs    282

12.8.5.2  Competitive benchmarking of key startups/SMEs          283

12.9         COMPETITIVE SCENARIO AND TRENDS                284

12.9.1      PRODUCT LAUNCHES AND ENHANCEMENTS    284

12.9.2      DEALS  286

13            COMPANY PROFILES      288

13.1         INTRODUCTION              288

13.1.1      DUOLINGO        288

13.1.1.1  Business overview 288

13.1.1.2  Products/Solutions/Services offered 290

13.1.1.3  Recent developments           291

13.1.1.3.1                Product launches and enhancements                 291

13.1.1.3.2                Deals      291

13.1.1.4  MnM view              292

13.1.1.4.1                Key strengths        292

13.1.1.4.2                Strategic choices   292

13.1.1.4.3                Weaknesses and competitive threats 293

13.1.2      KAHOOT!             294

13.1.2.1  Business overview 294

13.1.2.2  Products/Solutions/Services offered 294

13.1.2.3  Recent developments           296

13.1.2.3.1                Product launches and enhancements                 296

13.1.2.3.2                Deals      297

13.1.2.4  MnM view              297

13.1.2.4.1                Key strengths        297

13.1.2.4.2                Strategic choices   298

13.1.2.4.3                Weaknesses and competitive threats 298

13.1.3      SKILLSOFT          299

13.1.3.1  Business overview 299

13.1.3.2  Products/Solutions/Services offered 300

13.1.3.3  Recent developments           301

13.1.3.3.1                Product launches and enhancements                 301

13.1.3.3.2                Deals      301

13.1.3.4  MnM view              302

13.1.3.4.1                Key strengths        302

13.1.3.4.2                Strategic choices   302

13.1.3.4.3                Weaknesses and competitive threats 302

13.1.4      STRIDE, INC.      303

13.1.4.1  Business overview 303

13.1.4.2  Products/Solutions/Services offered 304

13.1.4.3  Recent developments           304

13.1.4.3.1                Product launches and enhancements                 304

13.1.4.3.2                Deals      305

13.1.4.4  MnM view              305

13.1.4.4.1                Key strengths        305

13.1.4.4.2                Strategic choices   305

13.1.4.4.3                Weaknesses and competitive threats 305

13.1.5      FRONTIER DEVELOPMENTS       306

13.1.5.1  Business overview 306

13.1.5.2  Products/Solutions/Services offered 307

13.1.5.3  MnM view              308

13.1.5.3.1                Key strengths        308

13.1.5.3.2                Strategic choices   308

13.1.5.3.3                Weaknesses and competitive threats 308

13.1.6      PEARSON             309

13.1.6.1  Business overview 309

13.1.6.2  Products/Solutions/Services offered 310

13.1.6.3  Recent developments           311

13.1.6.3.1                Product launches and enhancements                 311

13.1.6.3.2                Deals      311

13.1.7      SPIN MASTER     312

13.1.7.1  Business overview 312

13.1.7.2  Products/Solutions/Services offered 313

13.1.7.3  Recent developments           314

13.1.7.3.1                Product launches and enhancements                 314

13.1.7.3.2                Deals      314

13.1.8      ADOBE 315

13.1.8.1  Business overview 315

13.1.8.2  Products/Solutions/Services offered 316

13.1.8.3  Recent developments           317

13.1.8.3.1                Product launches and enhancements                 317

13.1.8.3.2                Deals      317

13.1.9      MOJANG STUDIOS          318

13.1.10   EI            319

13.1.11   QUIZLET              320

13.1.12   SAFETYCULTURE             321

13.1.13   EXTRAMARKS    322

13.1.14   BI WORLDWIDE                323

13.1.15   AGE OF LEARNING          324

13.2         OTHER PLAYERS              325

13.2.1      PRELOADED      325

13.2.2      GAME STRATEGIES         326

13.2.3      PRODIGY EDUCATION  327

13.2.4      BREAKAWAY GAMES      328

13.2.5      SCHELL GAMES 329

13.2.6      STRATBEANS LEARNING SOLUTIONS    330

13.2.7      SIMULEARN        331

13.2.8      RAPTIVITY          332

13.2.9      FUNDAMENTOR               332

13.2.10   INDUSGEEKS     333

13.2.11   KUATO STUDIOS             334

13.2.12   HORNBILL FX    334

13.2.13   QUODECK TECHNOLOGIES        335

13.2.14   GAMETIZE          335

13.2.15   SWEETRUSH      336

13.2.16   ARCHY LEARNING           337

13.2.17   LINGOKIDS        338

13.2.18   TENNEO               339

13.2.19   AXONIFY              340

13.2.20   KOGNITO            341

13.2.21   LITMOS                342

13.2.22   QUIZIZZ               343

13.2.23   SIMFORMER       344

13.2.24   CENTRICAL        345

13.2.25   THE GAMIFICATION COMPANY                 346

14            ADJACENT AND RELATED MARKETS      347

14.1         INTRODUCTION              347

14.2         SMART LEARNING MARKET – GLOBAL FORECAST TO 2029        347

14.2.1      MARKET DEFINITION   347

14.2.2      MARKET OVERVIEW       347

14.2.2.1  Smart Learning Market, By Offering                 347

14.2.2.2  Smart Learning Market, By Learning Type     348

14.2.2.3  Smart Learning Market, By End User               349

14.2.2.4  Smart Learning Market, By Region   350

14.3         EDTECH AND SMART CLASSROOMS MARKET— GLOBAL FORECAST TO 2027          351

14.3.1      MARKET DEFINITION   351

14.3.2      MARKET OVERVIEW       351

14.3.2.1  EdTech and Smart Classrooms Market, by Hardware    351

14.3.2.2  EdTech and Smart Classrooms Market, by Education System Solution 352

14.3.2.3  EdTech and Smart Classrooms Market, by End User     353

14.3.2.4  Edtech and Smart Classrooms Market, by Region           354

15            APPENDIX           355

15.1         DISCUSSION GUIDE        355

15.2         KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL                361

15.3         AVAILABLE CUSTOMIZATIONS 363

15.4         RELATED REPORTS         363

15.5         AUTHOR DETAILS           364

LIST OF TABLES

TABLE 1                UNITED STATES DOLLAR EXCHANGE RATE, 2020–2024              39

TABLE 2                FACTOR ANALYSIS          50

TABLE 3                GLOBAL GAME-BASED LEARNING MARKET SIZE AND GROWTH RATE,

2020–2024 (USD MILLION, Y-O-Y %)          55

TABLE 4                GLOBAL GAME-BASED LEARNING MARKET SIZE AND GROWTH RATE,

2025–2030 (USD MILLION, Y-O-Y %)          55

TABLE 5                US ADJUSTED RECIPROCAL TARIFF RATES                 70

TABLE 6                ROLE OF PLAYERS IN GAME-BASED LEARNING MARKET               82

TABLE 7                NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS             92

TABLE 8                EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS                 92

TABLE 9                ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS                 93

TABLE 10              ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS                 93

TABLE 11              PATENTS FILED, 2016–2025           96

TABLE 12              LIST OF TOP PATENTS IN GAME-BASED LEARNING MARKET, 2024–2025   98

TABLE 13              AVERAGE SELLING PRICE OF OFFERING, BY KEY PLAYERS, 2025   103

TABLE 14              INDICATIVE PRICING ANALYSIS OF GAME-BASED LEARNING, BY GAME TYPE, 2025                 104

TABLE 15              GAME-BASED LEARNING MARKET: DETAILED LIST OF CONFERENCES AND EVENTS, 2025–2026                105

TABLE 16              PORTER’S FIVE FORCES’ IMPACT ON GAME-BASED LEARNING MARKET         106

TABLE 17              INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE APPLICATIONS           109

TABLE 18              KEY BUYING CRITERIA FOR TOP THREE APPLICATIONS 110

TABLE 19              GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)     113

TABLE 20              GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)     113

TABLE 21              GAME-BASED LEARNING MARKET, BY SOFTWARE, 2020–2024 (USD MILLION)   115

TABLE 22              GAME-BASED LEARNING MARKET, BY SOFTWARE, 2025–2030 (USD MILLION)   115

TABLE 23              GAMIFIED LEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)            116

TABLE 24              GAMIFIED LEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)            116

TABLE 25              MICROLEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)                 117

TABLE 26              MICROLEARNING PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)                 117

TABLE 27              SIMULATION-BASED LEARNING PLATFORMS: GAME-BASED LEARNING MARKET,

BY REGION, 2020–2024 (USD MILLION)   118

TABLE 28              SIMULATION-BASED LEARNING PLATFORMS: GAME-BASED LEARNING MARKET,

BY REGION, 2025–2030 (USD MILLION)   118

TABLE 29              INTEGRATED LMS PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)                 119

TABLE 30              INTEGRATED LMS PLATFORMS: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)                 119

TABLE 31              OTHER SOFTWARE: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            120

TABLE 32              OTHER SOFTWARE: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            120

TABLE 33             GAME-BASED LEARNING MARKET, BY SERVICES, 2020–2024 (USD MILLION)            121

TABLE 34             GAME-BASED LEARNING MARKET, BY SERVICES, 2025–2030 (USD MILLION)            121

TABLE 35              GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES,

2020–2024 (USD MILLION)            122

TABLE 36              GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES,

2025–2030 (USD MILLION)            122

TABLE 37              CONSULTING SERVICES: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            123

TABLE 38              CONSULTING SERVICES: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            123

TABLE 39              SYSTEM INTEGRATION & IMPLEMENTATION: GAME-BASED LEARNING MARKET,

BY REGION, 2020–2024 (USD MILLION)   124

TABLE 40              SYSTEM INTEGRATION & IMPLEMENTATION: GAME-BASED LEARNING MARKET,

BY REGION, 2025–2030 (USD MILLION)   124

TABLE 41              SUPPORT & MAINTENANCE: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            125

TABLE 42              SUPPORT & MAINTENANCE: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            125

TABLE 43              MANAGED SERVICES: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            126

TABLE 44              MANAGED SERVICES: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            126

TABLE 45              GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE,

2020–2024 (USD MILLION)            129

TABLE 46              GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE,

2025–2030 (USD MILLION)            129

TABLE 47              ON-PREMISES: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            130

TABLE 48              ON-PREMISES: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            130

TABLE 49              CLOUD: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            131

TABLE 50              CLOUD: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            131

TABLE 51              GAME-BASED LEARNING MARKET, BY GAME TYPE, 2020–2024 (USD MILLION)                135

TABLE 52              GAME-BASED LEARNING MARKET, BY GAME TYPE, 2025–2030 (USD MILLION)                135

TABLE 53              AR & VR GAMES: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            136

TABLE 54              AR & VR GAMES: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            136

TABLE 55              AI-DRIVEN LEARNING GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)                 137

TABLE 56              AI-DRIVEN LEARNING GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)                 137

TABLE 57              LOCATION-BASED EDUCATIONAL GAMES: GAME-BASED LEARNING MARKET,

BY REGION, 2020–2024 (USD MILLION)   138

TABLE 58              LOCATION-BASED EDUCATIONAL GAMES: GAME-BASED LEARNING MARKET,

BY REGION, 2025–2030 (USD MILLION)   138

TABLE 59              QUIZ, LOGIC, AND STRATEGY GAMES: GAME-BASED LEARNING MARKET,

BY REGION, 2020–2024 (USD MILLION)   139

TABLE 60              QUIZ, LOGIC, AND STRATEGY GAMES: GAME-BASED LEARNING MARKET,

BY REGION, 2025–2030 (USD MILLION)   139

TABLE 61              SKILL-BASED, ASSESSMENT & EVALUATION GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)       140

TABLE 62              SKILL-BASED, ASSESSMENT & EVALUATION GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)       140

TABLE 63              LANGUAGE & COMMUNICATION GAMES: GAME-BASED LEARNING MARKET,

BY REGION, 2020–2024 (USD MILLION)   141

TABLE 64              LANGUAGE & COMMUNICATION GAMES: GAME-BASED LEARNING MARKET,

BY REGION, 2025–2030 (USD MILLION)   141

TABLE 65              SIMULATION & SCENARIO-BASED GAMES: GAME-BASED LEARNING MARKET,

BY REGION, 2020–2024 (USD MILLION) 142

TABLE 66              SIMULATION & SCENARIO-BASED GAMES: GAME-BASED LEARNING MARKET,

BY REGION, 2025–2030 (USD MILLION)   142

TABLE 67              ROLE-PLAYING & NARRATIVE-BASED GAMES: GAME-BASED LEARNING MARKET,

BY REGION, 2020–2024 (USD MILLION)   143

TABLE 68              ROLE-PLAYING & NARRATIVE-BASED GAMES: GAME-BASED LEARNING MARKET,

BY REGION, 2025–2030 (USD MILLION)   143

TABLE 69              OTHER GAME TYPES: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            144

TABLE 70              OTHER GAME TYPES: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            144

TABLE 71              GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE,

2020–2024 (USD MILLION)            147

TABLE 72              GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE,

2025–2030 (USD MILLION)            147

TABLE 73              WEB-BASED DEPLOYMENT: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            148

TABLE 74              WEB-BASED DEPLOYMENT: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            148

TABLE 75              MOBILE-BASED DEPLOYMENT: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)                 149

TABLE 76              MOBILE-BASED DEPLOYMENT: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)                 149

TABLE 77              IMMERSIVE HARDWARE: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            150

TABLE 78              IMMERSIVE HARDWARE: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)          150

TABLE 79              INTERACTIVE DISPLAY INTERFACES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)            152

TABLE 80              INTERACTIVE DISPLAY INTERFACES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)            152

TABLE 81              GAMING CONSOLES: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            153

TABLE 82              GAMING CONSOLES: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            154

TABLE 83              GAME-BASED LEARNING MARKET, BY APPLICATION, 2020–2024 (USD MILLION)              157

TABLE 84              GAME-BASED LEARNING MARKET, BY APPLICATION, 2025–2030 (USD MILLION)              158

TABLE 85              GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION,

2020–2024 (USD MILLION)            159

TABLE 86              GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION,

2025–2030 (USD MILLION)            159

TABLE 87              K-12: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)          160

TABLE 88              K-12: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)          160

TABLE 89              HIGHER EDUCATION: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            161

TABLE 90              HIGHER EDUCATION: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            161

TABLE 91              OTHER ACADEMIC EDUCATION: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)                 162

TABLE 92              OTHER ACADEMIC EDUCATION: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)                 162

TABLE 93              GAME-BASED LEARNING MARKET, BY CORPORATE AND WORKFORCE TRAINING, 2020–2024 (USD MILLION)            164

TABLE 94              GAME-BASED LEARNING MARKET, BY CORPORATE AND WORKFORCE TRAINING, 2025–2030 (USD MILLION)            164

TABLE 95              BFSI: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)          165

TABLE 96              BFSI: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)          165

TABLE 97              TELECOMMUNICATIONS: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            166

TABLE 98              TELECOMMUNICATIONS: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            166

TABLE 99              MANUFACTURING: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            167

TABLE 100            MANUFACTURING: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            167

TABLE 101            TECHNOLOGY & SOFTWARE: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            168

TABLE 102            TECHNOLOGY & SOFTWARE: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            168

TABLE 103            RETAIL & E-COMMERCE: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            169

TABLE 104            RETAIL & E-COMMERCE: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            169

TABLE 105            OTHER CORPORATE & WORKFORCE TRAINING: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)            170

TABLE 106            OTHER CORPORATE & WORKFORCE TRAINING: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)            170

TABLE 107            GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING,

2020–2024 (USD MILLION)            171

TABLE 108            GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING,

2025–2030 (USD MILLION)            172

TABLE 109            SAFETY & COMPLIANCE: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            172

TABLE 110            SAFETY & COMPLIANCE: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            173

TABLE 111            CLINICAL SKILLS SIMULATION: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)                 173

TABLE 112            CLINICAL SKILLS SIMULATION: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)                 174

TABLE 113            GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020–2024 (USD MILLION)            175

TABLE 114            GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025–2030 (USD MILLION)            175

TABLE 115            COGNITIVE & EMOTIONAL DEVELOPMENT: GAME-BASED LEARNING MARKET,

BY REGION, 2020–2024 (USD MILLION)   176

TABLE 116            COGNITIVE & EMOTIONAL DEVELOPMENT: GAME-BASED LEARNING MARKET,

BY REGION, 2025–2030 (USD MILLION)   176

TABLE 117            NEURODIVERSITY & SPECIAL NEEDS LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)            177

TABLE 118            NEURODIVERSITY & SPECIAL NEEDS LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)            177

TABLE 119            SOCIAL-EMOTIONAL LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)                 178

TABLE 120            SOCIAL-EMOTIONAL LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)                 178

TABLE 121            MINDFULNESS, THERAPY & WELLNESS GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)            179

TABLE 122            MINDFULNESS, THERAPY & WELLNESS GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)            179

TABLE 123            GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020–2024 (USD MILLION)            181

TABLE 124            GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025–2030 (USD MILLION)            181

TABLE 125            LANGUAGE LEARNING: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            182

TABLE 126            LANGUAGE LEARNING: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            182

TABLE 127            CODING & PROGRAMMING: GAME-BASED LEARNING MARKET, BY REGION,

2020–2024 (USD MILLION)            183

TABLE 128            CODING & PROGRAMMING: GAME-BASED LEARNING MARKET, BY REGION,

2025–2030 (USD MILLION)            183

TABLE 129            STEM & SUBJECT-SPECIFIC GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)            184

TABLE 130            STEM & SUBJECT-SPECIFIC GAMES: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)            184

TABLE 131            OTHER SKILL-BASED & SUBJECT-SPECIFIC LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)            185

TABLE 132            OTHER SKILL-BASED & SUBJECT-SPECIFIC LEARNING: GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)            185

TABLE 133            GAME-BASED LEARNING MARKET, BY REGION, 2020–2024 (USD MILLION)            188

TABLE 134            GAME-BASED LEARNING MARKET, BY REGION, 2025–2030 (USD MILLION)            188

TABLE 135            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            191

TABLE 136            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            191

TABLE 137            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE,

2020–2024 (USD MILLION)            191

TABLE 138            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE,

2025–2030 (USD MILLION)            192

TABLE 139            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SERVICES,

2020–2024 USD MILLION)              192

TABLE 140            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SERVICES,

2025–2030 (USD MILLION)            192

TABLE 141            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020–2024 (USD MILLION)            192

TABLE 142            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025–2030 (USD MILLION)            193

TABLE 143            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020–2024 (USD MILLION)                 193

TABLE 144            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025–2030 (USD MILLION)                 193

TABLE 145            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY GAME TYPE,

2020–2024 (USD MILLION)            194

TABLE 146            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY GAME TYPE,

2025–2030 (USD MILLION)            194

TABLE 147            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2020–2024 (USD MILLION)                 195

TABLE 148            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025–2030 (USD MILLION)                 195

TABLE 149            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY APPLICATION,

2020–2024 (USD MILLION)            195

TABLE 150            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY APPLICATION,

2025–2030 (USD MILLION)            196

TABLE 151            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020–2024 (USD MILLION)                 196

TABLE 152            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025–2030 (USD MILLION)                 196

TABLE 153            NORTH AMERICA: GAME-BASED LEARNING MARKET,

BY CORPORATE & WORKFORCE TRAINING, 2020–2024 (USD MILLION)            197

TABLE 154            NORTH AMERICA: GAME-BASED LEARNING MARKET,

BY CORPORATE & WORKFORCE TRAINING, 2025–2030 (USD MILLION)            197

TABLE 155            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020–2024 (USD MILLION) 197

TABLE 156            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025–2030 (USD MILLION) 198

TABLE 157            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020–2024 (USD MILLION)            198

TABLE 158            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025–2030 (USD MILLION)            198

TABLE 159            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020–2024 (USD MILLION)            199

TABLE 160            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025–2030 (USD MILLION)            199

TABLE 161            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY COUNTRY,

2020–2024 (USD MILLION)            199

TABLE 162            NORTH AMERICA: GAME-BASED LEARNING MARKET, BY COUNTRY,

2025–2030 (USD MILLION)            200

TABLE 163            US: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)     200

TABLE 164            US: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)     201

TABLE 165            CANADA: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            201

TABLE 166            CANADA: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)          201

TABLE 167            EUROPE: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            203

TABLE 168            EUROPE: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            203

TABLE 169            EUROPE: GAME-BASED LEARNING MARKET, BY SOFTWARE,

2020–2024 (USD MILLION)            203

TABLE 170            EUROPE: GAME-BASED LEARNING MARKET, BY SOFTWARE,

2025–2030 (USD MILLION)            204

TABLE 171            EUROPE: GAME-BASED LEARNING MARKET, BY SERVICES,

2020–2024 USD MILLION)              204

TABLE 172            EUROPE: GAME-BASED LEARNING MARKET, BY SERVICES,

2025–2030 (USD MILLION)            204

TABLE 173            EUROPE: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES,

2020–2024 (USD MILLION)            204

TABLE 174            EUROPE: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES,

2025–2030 (USD MILLION)            205

TABLE 175            EUROPE: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE,

2020–2024 (USD MILLION)            205

TABLE 176            EUROPE: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE,

2025–2030 (USD MILLION)            205

TABLE 177            EUROPE: GAME-BASED LEARNING MARKET, BY GAME TYPE,

2020–2024 (USD MILLION)            206

TABLE 178            EUROPE: GAME-BASED LEARNING MARKET, BY GAME TYPE,

2025–2030 (USD MILLION)            206

TABLE 179            EUROPE: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE,

2020–2024 (USD MILLION)            207

TABLE 180            EUROPE: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE,

2025–2030 (USD MILLION)            207

TABLE 181            EUROPE: GAME-BASED LEARNING MARKET, BY APPLICATION,

2020–2024 (USD MILLION)            207

TABLE 182            EUROPE: GAME-BASED LEARNING MARKET, BY APPLICATION,

2025–2030 (USD MILLION)            208

TABLE 183            EUROPE: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION,

2020–2024 (USD MILLION)            208

TABLE 184            EUROPE: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION,

2025–2030 (USD MILLION)            208

TABLE 185            EUROPE: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2020–2024 (USD MILLION)            209

TABLE 186            EUROPE: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2025–2030 (USD MILLION)            209

TABLE 187            EUROPE: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020–2024 (USD MILLION)                 209

TABLE 188            EUROPE: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025–2030 (USD MILLION)                 210

TABLE 189            EUROPE: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020–2024 (USD MILLION)            210

TABLE 190            EUROPE: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025–2030 (USD MILLION)            210

TABLE 191            EUROPE: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020–2024 (USD MILLION)            211

TABLE 192            EUROPE: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025–2030 (USD MILLION)            211

TABLE 193            EUROPE: GAME-BASED LEARNING MARKET, BY COUNTRY,

2020–2024 (USD MILLION)            211

TABLE 194            EUROPE: GAME-BASED LEARNING MARKET, BY COUNTRY,

2025–2030 (USD MILLION)            212

TABLE 195            UK: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)     212

TABLE 196            UK: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)     213

TABLE 197            GERMANY: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            213

TABLE 198            GERMANY: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            213

TABLE 199            FRANCE: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            214

TABLE 200            FRANCE: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            214

TABLE 201            ITALY: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            215

TABLE 202            ITALY: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            215

TABLE 203            SPAIN: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            216

TABLE 204            SPAIN: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            216

TABLE 205            REST OF EUROPE: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            217

TABLE 206            REST OF EUROPE: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            217

TABLE 207            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            220

TABLE 208            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            220

TABLE 209            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SOFTWARE,

2020–2024 (USD MILLION)            220

TABLE 210            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SOFTWARE,

2025–2030 (USD MILLION)            221

TABLE 211            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SERVICES,

2020–2024 USD MILLION)              221

TABLE 212            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SERVICES,

2025–2030 (USD MILLION)            221

TABLE 213            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020–2024 (USD MILLION)            221

TABLE 214            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025–2030 (USD MILLION)            222

TABLE 215            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE,

2020–2024 (USD MILLION)            222

TABLE 216            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE,

2025–2030 (USD MILLION)            222

TABLE 217            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY GAME TYPE,

2020–2024 (USD MILLION)            223

TABLE 218            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY GAME TYPE,

2025–2030 (USD MILLION)            223

TABLE 219            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE,

2020–2024 (USD MILLION)            224

TABLE 220            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE,

2025–2030 (USD MILLION)            224

TABLE 221            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY APPLICATION,

2020–2024 (USD MILLION)            224

TABLE 222            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY APPLICATION,

2025–2030 (USD MILLION)            225

TABLE 223            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020–2024 (USD MILLION)                 225

TABLE 224            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025–2030 (USD MILLION)                 225

TABLE 225            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2020–2024 (USD MILLION) 226

TABLE 226            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2025–2030 (USD MILLION) 226

TABLE 227            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020–2024 (USD MILLION) 226

TABLE 228            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025–2030 (USD MILLION) 227

TABLE 229            ASIA PACIFIC: GAME-BASED LEARNING MARKET,

BY PERSONALIZED LEARNING & DEVELOPMENT, 2020–2024 (USD MILLION) 227

TABLE 230            ASIA PACIFIC: GAME-BASED LEARNING MARKET,

BY PERSONALIZED LEARNING & DEVELOPMENT, 2025–2030 (USD MILLION) 227

TABLE 231            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020–2024 (USD MILLION)            228

TABLE 232            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025–2030 (USD MILLION)            228

TABLE 233            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY COUNTRY,

2020–2024 (USD MILLION)            228

TABLE 234            ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY COUNTRY,

2025–2030 (USD MILLION)            229

TABLE 235            CHINA: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            229

TABLE 236            CHINA: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            230

TABLE 237            INDIA: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            230

TABLE 238            INDIA: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            230

TABLE 239            JAPAN: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            231

TABLE 240            JAPAN: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            231

TABLE 241            SOUTH KOREA: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            232

TABLE 242            SOUTH KOREA: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            232

TABLE 243            AUSTRALIA & NEW ZEALAND: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)                 233

TABLE 244            AUSTRALIA & NEW ZEALAND: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)                 233

TABLE 245            SINGAPORE: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            234

TABLE 246            SINGAPORE: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            234

TABLE 247            REST OF ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            235

TABLE 248            REST OF ASIA PACIFIC: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            235

TABLE 249            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            237

TABLE 250            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            237

TABLE 251            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SOFTWARE,

2020–2024 (USD MILLION)            237

TABLE 252            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SOFTWARE,

2025–2030 (USD MILLION)            238

TABLE 253            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SERVICES,

2020–2024 (USD MILLION)            238

TABLE 254            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY SERVICES,

2025–2030 (USD MILLION)            238

TABLE 255            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020–2024 (USD MILLION) 238

TABLE 256            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025–2030 (USD MILLION) 239

TABLE 257            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020–2024 (USD MILLION)            239

TABLE 258            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025–2030 (USD MILLION)            239

TABLE 259            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY GAME TYPE,

2020–2024 (USD MILLION)            240

TABLE 260            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY GAME TYPE,

2025–2030 (USD MILLION)            240

TABLE 261            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2020–2024 (USD MILLION)            241

TABLE 262            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE, 2025–2030 (USD MILLION)            241

TABLE 263            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY APPLICATION, 2020–2024 (USD MILLION)            241

TABLE 264            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY APPLICATION, 2025–2030 (USD MILLION)            242

TABLE 265            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020–2024 (USD MILLION) 242

TABLE 266            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025–2030 (USD MILLION) 242

TABLE 267            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET,

BY CORPORATE & WORKFORCE TRAINING, 2020–2024 (USD MILLION)            243

TABLE 268            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET,

BY CORPORATE & WORKFORCE TRAINING, 2025–2030 (USD MILLION)            243

TABLE 269            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET,

BY MEDICAL & HEALTHCARE TRAINING, 2020–2024 (USD MILLION)            243

TABLE 270            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET,

BY MEDICAL & HEALTHCARE TRAINING, 2025–2030 (USD MILLION)            244

TABLE 271            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET,

BY PERSONALIZED LEARNING & DEVELOPMENT, 2020–2024 (USD MILLION) 244

TABLE 272            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET,

BY PERSONALIZED LEARNING & DEVELOPMENT, 2025–2030 (USD MILLION) 244

TABLE 273            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET,

BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020–2024 (USD MILLION) 245

TABLE 274            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET,

BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025–2030 (USD MILLION) 245

TABLE 275            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY COUNTRY,

2020–2024 (USD MILLION)            245

TABLE 276            MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY COUNTRY,

2025–2030 (USD MILLION)            246

TABLE 277            SAUDI ARABIA: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            246

TABLE 278            SAUDI ARABIA: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            247

TABLE 279            UAE: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)     247

TABLE 280            UAE: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)     247

TABLE 281            QATAR: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            248

TABLE 282            QATAR: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            248

TABLE 283            SOUTH AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            249

TABLE 284            SOUTH AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            249

TABLE 285            REST OF MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2020–2024 (USD MILLION)                 250

TABLE 286            REST OF MIDDLE EAST & AFRICA: GAME-BASED LEARNING MARKET, BY OFFERING, 2025–2030 (USD MILLION)                 250

TABLE 287            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            252

TABLE 288            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            252

TABLE 289            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE,

2020–2024 (USD MILLION)          252

TABLE 290            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE,

2025–2030 (USD MILLION)            253

TABLE 291            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SERVICES,

2020–2024 USD MILLION)              253

TABLE 292            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SERVICES,

2025–2030 (USD MILLION)            253

TABLE 293            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2020–2024 (USD MILLION)            253

TABLE 294            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY PROFESSIONAL SERVICES, 2025–2030 (USD MILLION)            254

TABLE 295            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2020–2024 (USD MILLION)                 254

TABLE 296            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE, 2025–2030 (USD MILLION)                 254

TABLE 297            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY GAME TYPE,

2020–2024 (USD MILLION)            255

TABLE 298            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY GAME TYPE,

2025–2030 (USD MILLION)            255

TABLE 299            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE,

2020–2024 (USD MILLION)            256

TABLE 300            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY INTEGRATION TYPE,

2025–2030 (USD MILLION)            256

TABLE 301            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY APPLICATION,

2020–2024 (USD MILLION)            256

TABLE 302            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY APPLICATION,

2025–2030 (USD MILLION)            257

TABLE 303            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2020–2024 (USD MILLION)                 257

TABLE 304            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY ACADEMIC EDUCATION, 2025–2030 (USD MILLION)                 257

TABLE 305            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2020–2024 (USD MILLION) 258

TABLE 306            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY CORPORATE & WORKFORCE TRAINING, 2025–2030 (USD MILLION) 258

TABLE 307            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2020–2024 (USD MILLION) 258

TABLE 308            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY MEDICAL & HEALTHCARE TRAINING, 2025–2030 (USD MILLION) 259

TABLE 309            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2020–2024 (USD MILLION)            259

TABLE 310            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY PERSONALIZED LEARNING & DEVELOPMENT, 2025–2030 (USD MILLION)            259

TABLE 311            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2020–2024 (USD MILLION)            260

TABLE 312            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY SKILL-BASED & SUBJECT-SPECIFIC LEARNING, 2025–2030 (USD MILLION)            260

TABLE 313            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY COUNTRY,

2020–2024 (USD MILLION)            260

TABLE 314            LATIN AMERICA: GAME-BASED LEARNING MARKET, BY COUNTRY,

2025–2030 (USD MILLION)            261

TABLE 315            BRAZIL: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            261

TABLE 316            BRAZIL: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            262

TABLE 317            MEXICO: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            262

TABLE 318            MEXICO: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            262

TABLE 319            ARGENTINA: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            263

TABLE 320            ARGENTINA: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            263

TABLE 321            REST OF LATIN AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING,

2020–2024 (USD MILLION)            264

TABLE 322            REST OF LATIN AMERICA: GAME-BASED LEARNING MARKET, BY OFFERING,

2025–2030 (USD MILLION)            264

TABLE 323            OVERVIEW OF STRATEGIES ADOPTED BY KEY GAME-BASED LEARNING VENDORS, 2022–2025   265

TABLE 324            GAME-BASED LEARNING MARKET: DEGREE OF COMPETITION 269

TABLE 325            REGIONAL FOOTPRINT                 276

TABLE 326            OFFERING FOOTPRINT 277

TABLE 327            GAME TYPE FOOTPRINT              278

TABLE 328            APPLICATION FOOTPRINT         279

TABLE 329            GAME-BASED LEARNING MARKET: KEY STARTUPS/SMES, 2024   282

TABLE 330            GAME-BASED LEARNING MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES                 283

TABLE 331            GAME-BASED LEARNING MARKET: PRODUCT LAUNCHES AND

ENHANCEMENTS, 2022–2025        284

TABLE 332            GAME-BASED LEARNING MARKET: DEALS, 2022–2025        286

TABLE 333            DUOLINGO: COMPANY OVERVIEW         289

TABLE 334            DUOLINGO: PRODUCTS/SOLUTIONS/SERVICES OFFERED             290

TABLE 335            DUOLINGO: PRODUCT LAUNCHES AND ENHANCEMENTS             291

TABLE 336            DUOLINGO: DEALS         291

TABLE 337            KAHOOT!: COMPANY OVERVIEW             294

TABLE 338            KAHOOT!: PRODUCTS/SOLUTIONS/SERVICES OFFERED             294

TABLE 339            KAHOOT!: PRODUCT LAUNCHES AND ENHANCEMENTS             296

TABLE 340            KAHOOT!: DEALS             297

TABLE 341            SKILLSOFT: COMPANY OVERVIEW           299

TABLE 342            SKILLSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED             300

TABLE 343            SKILLSOFT: PRODUCT LAUNCHES AND ENHANCEMENTS             301

TABLE 344            SKILLSOFT: DEALS          301

TABLE 345            STRIDE, INC.: COMPANY OVERVIEW       303

TABLE 346            STRIDE, INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED    304

TABLE 347            STRIDE, INC.: PRODUCT LAUNCHES AND ENHANCEMENTS             304

TABLE 348            STRIDE, INC.: DEALS      305

TABLE 349            FRONTIER DEVELOPMENTS: COMPANY OVERVIEW          306

TABLE 350            FRONTIER DEVELOPMENTS: PRODUCTS/SOLUTIONS/SERVICES OFFERED    307

TABLE 351            PEARSON: COMPANY OVERVIEW              309

TABLE 352            PEARSON: PRODUCTS/SOLUTIONS/SERVICES OFFERED             310

TABLE 353            PEARSON: PRODUCT LAUNCHES AND ENHANCEMENTS             311

TABLE 354            PEARSON: DEALS             311

TABLE 355            SPIN MASTER: COMPANY OVERVIEW     312

TABLE 356            SPIN MASTER: PRODUCTS/SOLUTIONS/SERVICES OFFERED    313

TABLE 357            SPIN MASTER: PRODUCT LAUNCHES AND ENHANCEMENTS             314

TABLE 358            SPIN MASTER: DEALS     314

TABLE 359            ADOBE: COMPANY OVERVIEW  315

TABLE 360            ADOBE: PRODUCTS/SOLUTIONS/SERVICES OFFERED             316

TABLE 361            ADOBE: PRODUCT LAUNCHES AND ENHANCEMENTS             317

TABLE 362            ADOBE: DEALS 317

TABLE 363            SMART LEARNING MARKET, BY OFFERING, 2018–2023 (USD MILLION)            348

TABLE 364            SMART LEARNING MARKET, BY OFFERING, 2024–2029 (USD MILLION)            348

TABLE 365          SMART LEARNING MARKET, BY LEARNING TYPE, 2018–2023 (USD MILLION)            348

TABLE 366          SMART LEARNING MARKET, BY LEARNING TYPE, 2024–2029 (USD MILLION)            349

TABLE 367            SMART LEARNING MARKET, BY END USER, 2018–2023 (USD MILLION)       349

TABLE 368            SMART LEARNING MARKET, BY END USER, 2024–2029 (USD MILLION)       349

TABLE 369            SMART LEARNING MARKET, BY REGION, 2018–2023 (USD MILLION)       350

TABLE 370            SMART LEARNING MARKET, BY REGION, 2024–2029 (USD MILLION)       350

TABLE 371            EDTECH AND SMART CLASSROOMS MARKET, BY HARDWARE,

2017–2021 (USD MILLION)            351

TABLE 372            EDTECH AND SMART CLASSROOMS MARKET, BY HARDWARE,

2022–2027 (USD MILLION)            352

TABLE 373            EDTECH AND SMART CLASSROOMS MARKET, BY EDUCATION SYSTEM SOLUTION, 2017–2021 (USD MILLION)                 352

TABLE 374            EDTECH AND SMART CLASSROOMS MARKET, BY EDUCATION SYSTEM SOLUTION, 2022–2027 (USD MILLION)                 353

TABLE 375            EDTECH AND SMART CLASSROOMS MARKET, BY END USER,

2017–2021 (USD MILLION)            353

TABLE 376            EDTECH AND SMART CLASSROOMS MARKET, BY END USER,

2022–2027 (USD MILLION)            353

TABLE 377            EDTECH AND SMART CLASSROOMS MARKET, BY REGION,

2017–2021 (USD MILLION)            354

TABLE 378            EDTECH AND SMART CLASSROOMS MARKET, BY REGION,

2022–2027 (USD MILLION)            354

LIST OF FIGURES

FIGURE 1              GAME-BASED LEARNING MARKET: RESEARCH DESIGN                41

FIGURE 2              GAME-BASED LEARNING MARKET: DATA TRIANGULATION             44

FIGURE 3              GAME-BASED LEARNING MARKET: TOP-DOWN AND BOTTOM-UP APPROACHES              45

FIGURE 4              MARKET SIZE ESTIMATION METHODOLOGY—APPROACH 1, BOTTOM-UP

(SUPPLY-SIDE): REVENUE FROM SOFTWARE AND SERVICES IN GAME-BASED LEARNING MARKET           46

FIGURE 5              MARKET SIZE ESTIMATION METHODOLOGY—APPROACH 2, BOTTOM-UP

(SUPPLY-SIDE): COLLECTIVE REVENUE FROM KEY COMPANIES IN GAME-BASED LEARNING MARKET           47

FIGURE 6              MARKET SIZE ESTIMATION METHODOLOGY—APPROACH 3, BOTTOM-UP

(SUPPLY-SIDE): COLLECTIVE REVENUE FROM BUSINESS UNITS OF KEY VENDORS IN GAME-BASED LEARNING MARKET                 48

FIGURE 7              MARKET SIZE ESTIMATION METHODOLOGY—APPROACH 4, BOTTOM-UP

(DEMAND-SIDE): SHARE OF GAME-BASED LEARNING THROUGH OVERALL IT SPENDING ON GBL SOLUTIONS                 49

FIGURE 8              SOFTWARE SEGMENT TO HOLD LARGEST MARKET SHARE IN 2025 56

FIGURE 9              CLOUD SEGMENT ESTIMATED TO DOMINATE MARKET IN 2025                56

FIGURE 10            WEB-BASED DEPLOYMENT SEGMENT TO HOLD LARGEST MARKET SHARE IN 2025             57

FIGURE 11            ACADEMIC EDUCATION SEGMENT TO HOLD LARGEST MARKET SHARE IN 2025             57

FIGURE 12            TECHNOLOGY & SOFTWARE TO BE LARGEST MARKET DURING FORECAST PERIOD    58

FIGURE 13            ASIA PACIFIC TO RECORD FASTEST GROWTH BETWEEN 2025 AND 2030               59

FIGURE 14            RISING DIGITAL INFRASTRUCTURE AND WIDESPREAD SMARTPHONE USAGE TO DRIVE MARKET                 60

FIGURE 15            SIMULATION-BASED LEARNING PLATFORMS SEGMENT TO ACCOUNT FOR HIGHEST GROWTH RATE DURING FORECAST PERIOD         61

FIGURE 16            GAMIFIED LEARNING PLATFORMS AND ACADEMIC EDUCATION TO BE LARGEST SHAREHOLDERS IN NORTH AMERICAN GBL MARKET IN 2025              61

FIGURE 17            NORTH AMERICA TO HOLD LARGEST MARKET SHARE IN 2025   62

FIGURE 18            GAME-BASED LEARNING MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES         64

FIGURE 19            GAME-BASED LEARNING MARKET EVOLUTION                 76

FIGURE 20            GAME-BASED LEARNING MARKET: SUPPLY CHAIN ANALYSIS              78

FIGURE 21            MARKET POTENTIAL OF GENERATIVE AI IN ENHANCING GAME-BASED LEARNING ACROSS INDUSTRIES                 80

FIGURE 22            GAME-BASED LEARNING MARKET ECOSYSTEM                 83

FIGURE 23            GAME-BASED LEARNING MARKET: INVESTMENT AND FUNDING SCENARIO               85

FIGURE 24            NUMBER OF PATENTS GRANTED IN LAST 10 YEARS, 2016–2025               97

FIGURE 25            REGIONAL ANALYSIS OF PATENTS GRANTED, 2016–2025              102

FIGURE 26            GAME-BASED LEARNING MARKET: PORTER’S FIVE FORCES ANALYSIS 106

FIGURE 27            GAME-BASED LEARNING MARKET: TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS                 108

FIGURE 28            INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP THREE APPLICATIONS           109

FIGURE 29            KEY BUYING CRITERIA FOR TOP THREE APPLICATIONS 110

FIGURE 30            SERVICES SEGMENT TO GROW AT HIGHER CAGR DURING FORECAST PERIOD          113

FIGURE 31            SIMULATION-BASED LEARNING PLATFORMS TO GROW AT HIGHER CAGR DURING FORECAST PERIOD                 114

FIGURE 32            MANAGED SERVICES TO GROW AT HIGHER CAGR DURING FORECAST PERIOD          121

FIGURE 33            CLOUD DEPLOYMENT MODE TO REGISTER A HIGHER CAGR DURING FORECAST PERIOD        129

FIGURE 34            AI-DRIVEN LEARNING GAMES SEGMENT TO GROW AT A HIGHEST CAGR DURING FORECAST PERIOD                 134

FIGURE 35            IMMERSIVE HARDWARE SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD      147

FIGURE 36            MEDICAL & HEALTHCARE TRAINING APPLICATION SEGMENT TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD         157

FIGURE 37            HIGHER EDUCATION SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD      159

FIGURE 38            TECHNOLOGY & SOFTWARE TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD      163

FIGURE 39            CLINICAL SKILLS SIMULATION TO GROW AT HIGHER CAGR DURING FORECAST PERIOD        171

FIGURE 40            NEURODIVERSITY & SPECIAL NEEDS LEARNING TO RECORD HIGHEST CAGR DURING FORECAST PERIOD                 175

FIGURE 41            CODING & PROGRAMMING TO GROW AT HIGHEST CAGR DURING

FORECAST PERIOD         180

FIGURE 42            NORTH AMERICA TO BE LARGEST REGIONAL MARKET DURING FORECAST PERIOD    187

FIGURE 43            INDIA TO WITNESS FASTEST GROWTH DURING FORECAST PERIOD         188

FIGURE 44            NORTH AMERICA: GAME-BASED LEARNING MARKET SNAPSHOT       190

FIGURE 45            ASIA PACIFIC: GAME-BASED LEARNING MARKET SNAPSHOT       219

FIGURE 46            TOP FIVE PUBLIC PLAYERS IN GAME-BASED LEARNING MARKET, 2020–2024 (USD MILLION) 267

FIGURE 47            SHARE OF LEADING COMPANIES IN GAME-BASED LEARNING MARKET, 2024               268

FIGURE 48            PRODUCT COMPARATIVE ANALYSIS (GAME-BASED LEARNING PLATFORM) 271

FIGURE 49            FINANCIAL METRICS OF KEY VENDORS 272

FIGURE 50            YEAR-TO-DATE (YTD) PRICE TOTAL RETURN AND 5-YEAR STOCK BETA OF

KEY VENDORS  273

FIGURE 51            GAME-BASED LEARNING MARKET:

COMPANY EVALUATION MATRIX (KEY PLAYERS), 2024  274

FIGURE 52            COMPANY FOOTPRINT 275

FIGURE 53            GAME-BASED LEARNING MARKET: COMPANY EVALUATION MATRIX (STARTUPS/SMES), 2024 281

FIGURE 54            DUOLINGO: COMPANY SNAPSHOT         289

FIGURE 55            SKILLSOFT: COMPANY SNAPSHOT          300

FIGURE 56            STRIDE, INC.: COMPANY SNAPSHOT       304

FIGURE 57            FRONTIER DEVELOPMENTS: COMPANY SNAPSHOT          307

FIGURE 58            PEARSON: COMPANY SNAPSHOT             310

FIGURE 59            SPIN MASTER: COMPANY SNAPSHOT     313

FIGURE 60            ADOBE: COMPANY SNAPSHOT  316