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Game-based Learning-Global Market Insights and Sales Trends 2025

Game-based Learning-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1844611

No of Pages : 102

Synopsis
Game-based learning or serious game refers to all digital applications that are developed to impart learning through games.
The global Game-based Learning market size is expected to reach US$ 18120 million by 2029, growing at a CAGR of 17.3% from 2023 to 2029. The market is mainly driven by the significant applications of Game-based Learning in various end use industries. The expanding demands from the Educational Institutions, Healthcare Organizations, Defense Organizations and Corporate Employee Training, are propelling Game-based Learning market. E-Learning Courseware, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Online Audio and Video Content segment is estimated at % CAGR for the next seven-year period.
Game-based learning includes digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. It is mainly used in educational institutions, healthcare organizations, and defense organizations. It is also used in employee training programs in corporate business houses.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Game-based Learning, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Game-based Learning market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Game-based Learning market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Game-based Learning sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Game-based Learning covered in this report include LearningWare, BreakAway, Lumos Labs, PlayGen.com, Corporate Internet Games, Games2Train, HealthTap, RallyOn, Inc and MAK Technologies, etc.
The global Game-based Learning market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
LearningWare
BreakAway
Lumos Labs
PlayGen.com
Corporate Internet Games
Games2Train
HealthTap
RallyOn, Inc
MAK Technologies
SCVNGR
SimuLearn
Will Interactive
Global Game-based Learning market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Game-based Learning market, Segment by Type:
E-Learning Courseware
Online Audio and Video Content
Social Games
Mobile Games
Other
Global Game-based Learning market, by Application
Educational Institutions
Healthcare Organizations
Defense Organizations
Corporate Employee Training
Other
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Game-based Learning companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Game-based Learning
1.1 Game-based Learning Market Overview
1.1.1 Game-based Learning Product Scope
1.1.2 Game-based Learning Market Status and Outlook
1.2 Global Game-based Learning Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Game-based Learning Market Size by Region (2018-2029)
1.4 Global Game-based Learning Historic Market Size by Region (2018-2023)
1.5 Global Game-based Learning Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Game-based Learning Market Size (2018-2029)
1.6.1 North America Game-based Learning Market Size (2018-2029)
1.6.2 Europe Game-based Learning Market Size (2018-2029)
1.6.3 Asia-Pacific Game-based Learning Market Size (2018-2029)
1.6.4 Latin America Game-based Learning Market Size (2018-2029)
1.6.5 Middle East & Africa Game-based Learning Market Size (2018-2029)
2 Game-based Learning Market by Type
2.1 Introduction
2.1.1 E-Learning Courseware
2.1.2 Online Audio and Video Content
2.1.3 Social Games
2.1.4 Mobile Games
2.1.5 Other
2.2 Global Game-based Learning Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Game-based Learning Historic Market Size by Type (2018-2023)
2.2.2 Global Game-based Learning Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Game-based Learning Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Game-based Learning Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Game-based Learning Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Game-based Learning Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Game-based Learning Revenue Breakdown by Type (2018-2029)
3 Game-based Learning Market Overview by Application
3.1 Introduction
3.1.1 Educational Institutions
3.1.2 Healthcare Organizations
3.1.3 Defense Organizations
3.1.4 Corporate Employee Training
3.1.5 Other
3.2 Global Game-based Learning Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Game-based Learning Historic Market Size by Application (2018-2023)
3.2.2 Global Game-based Learning Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Game-based Learning Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Game-based Learning Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Game-based Learning Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Game-based Learning Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Game-based Learning Revenue Breakdown by Application (2018-2029)
4 Game-based Learning Competition Analysis by Players
4.1 Global Game-based Learning Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Game-based Learning as of 2022)
4.3 Date of Key Players Enter into Game-based Learning Market
4.4 Global Top Players Game-based Learning Headquarters and Area Served
4.5 Key Players Game-based Learning Product Solution and Service
4.6 Competitive Status
4.6.1 Game-based Learning Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 LearningWare
5.1.1 LearningWare Profile
5.1.2 LearningWare Main Business
5.1.3 LearningWare Game-based Learning Products, Services and Solutions
5.1.4 LearningWare Game-based Learning Revenue (US$ Million) & (2018-2023)
5.1.5 LearningWare Recent Developments
5.2 BreakAway
5.2.1 BreakAway Profile
5.2.2 BreakAway Main Business
5.2.3 BreakAway Game-based Learning Products, Services and Solutions
5.2.4 BreakAway Game-based Learning Revenue (US$ Million) & (2018-2023)
5.2.5 BreakAway Recent Developments
5.3 Lumos Labs
5.3.1 Lumos Labs Profile
5.3.2 Lumos Labs Main Business
5.3.3 Lumos Labs Game-based Learning Products, Services and Solutions
5.3.4 Lumos Labs Game-based Learning Revenue (US$ Million) & (2018-2023)
5.3.5 PlayGen.com Recent Developments
5.4 PlayGen.com
5.4.1 PlayGen.com Profile
5.4.2 PlayGen.com Main Business
5.4.3 PlayGen.com Game-based Learning Products, Services and Solutions
5.4.4 PlayGen.com Game-based Learning Revenue (US$ Million) & (2018-2023)
5.4.5 PlayGen.com Recent Developments
5.5 Corporate Internet Games
5.5.1 Corporate Internet Games Profile
5.5.2 Corporate Internet Games Main Business
5.5.3 Corporate Internet Games Game-based Learning Products, Services and Solutions
5.5.4 Corporate Internet Games Game-based Learning Revenue (US$ Million) & (2018-2023)
5.5.5 Corporate Internet Games Recent Developments
5.6 Games2Train
5.6.1 Games2Train Profile
5.6.2 Games2Train Main Business
5.6.3 Games2Train Game-based Learning Products, Services and Solutions
5.6.4 Games2Train Game-based Learning Revenue (US$ Million) & (2018-2023)
5.6.5 Games2Train Recent Developments
5.7 HealthTap
5.7.1 HealthTap Profile
5.7.2 HealthTap Main Business
5.7.3 HealthTap Game-based Learning Products, Services and Solutions
5.7.4 HealthTap Game-based Learning Revenue (US$ Million) & (2018-2023)
5.7.5 HealthTap Recent Developments
5.8 RallyOn, Inc
5.8.1 RallyOn, Inc Profile
5.8.2 RallyOn, Inc Main Business
5.8.3 RallyOn, Inc Game-based Learning Products, Services and Solutions
5.8.4 RallyOn, Inc Game-based Learning Revenue (US$ Million) & (2018-2023)
5.8.5 RallyOn, Inc Recent Developments
5.9 MAK Technologies
5.9.1 MAK Technologies Profile
5.9.2 MAK Technologies Main Business
5.9.3 MAK Technologies Game-based Learning Products, Services and Solutions
5.9.4 MAK Technologies Game-based Learning Revenue (US$ Million) & (2018-2023)
5.9.5 MAK Technologies Recent Developments
5.10 SCVNGR
5.10.1 SCVNGR Profile
5.10.2 SCVNGR Main Business
5.10.3 SCVNGR Game-based Learning Products, Services and Solutions
5.10.4 SCVNGR Game-based Learning Revenue (US$ Million) & (2018-2023)
5.10.5 SCVNGR Recent Developments
5.11 SimuLearn
5.11.1 SimuLearn Profile
5.11.2 SimuLearn Main Business
5.11.3 SimuLearn Game-based Learning Products, Services and Solutions
5.11.4 SimuLearn Game-based Learning Revenue (US$ Million) & (2018-2023)
5.11.5 SimuLearn Recent Developments
5.12 Will Interactive
5.12.1 Will Interactive Profile
5.12.2 Will Interactive Main Business
5.12.3 Will Interactive Game-based Learning Products, Services and Solutions
5.12.4 Will Interactive Game-based Learning Revenue (US$ Million) & (2018-2023)
5.12.5 Will Interactive Recent Developments
6 North America
6.1 North America Game-based Learning Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Game-based Learning Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Game-based Learning Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Game-based Learning Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Game-based Learning Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Game-based Learning Market Dynamics
11.1 Game-based Learning Industry Trends
11.2 Game-based Learning Market Drivers
11.3 Game-based Learning Market Challenges
11.4 Game-based Learning Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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