Game-based Learning Market - 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。

“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.

“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).

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
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