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

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

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1854245

No of Pages : 102

Synopsis
Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.
The global Higher Education Game-based Learning market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of Higher Education Game-based Learning in various end use industries. The expanding demands from the Educational Institutions, Universities, Training Organizations and Others, are propelling Higher Education Game-based Learning market. Rognitive Ability-Based Game-Based Learning, 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 Language Learning-Related Game-Based Learning segment is estimated at % CAGR for the next seven-year period.
Motion-sensing technology can be used to study the motion of the learner while the learning process is in progress and can record inferences accordingly. For instance, the eye-tracking feature can be used to deduce the focus level of the student, while the facial expressions and head positions can be studied to understand the learner’s engagement and also the focus level. This helps the instructor to modify the learning environment and content according to the preference of the students. Motion-sensing technology also helps learners practice physical skills or nuances, which can be implemented into the learning activity. For instance, the incorporation of physical movements or activities trains the learner about the optimum force or pressure required for a particular task. This will people the demand for the implementation of gamification in education, especially in the higher education sector.
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 Higher Education 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 Higher Education 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 Higher Education Game-based Learning market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Higher Education 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 Higher Education Game-based Learning covered in this report include McGraw-Hill Education, PlayGen, Toolwire, Totem Learning, Lumos Labs, Triseum, Designing Digitally, Forio and Innovative Dutch, etc.
The global Higher Education 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:
McGraw-Hill Education
PlayGen
Toolwire
Totem Learning
Lumos Labs
Triseum
Designing Digitally
Forio
Innovative Dutch
LearningWare
Global Higher Education 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 Higher Education Game-based Learning market, Segment by Type:
Rognitive Ability-Based Game-Based Learning
Language Learning-Related Game-Based Learning
Stem-Based Game-Based Learning
Global Higher Education Game-based Learning market, by Application
Educational Institutions
Universities
Training Organizations
Others
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 Higher Education 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 Higher Education Game-based Learning
1.1 Higher Education Game-based Learning Market Overview
1.1.1 Higher Education Game-based Learning Product Scope
1.1.2 Higher Education Game-based Learning Market Status and Outlook
1.2 Global Higher Education Game-based Learning Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Higher Education Game-based Learning Market Size by Region (2018-2029)
1.4 Global Higher Education Game-based Learning Historic Market Size by Region (2018-2023)
1.5 Global Higher Education Game-based Learning Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Higher Education Game-based Learning Market Size (2018-2029)
1.6.1 North America Higher Education Game-based Learning Market Size (2018-2029)
1.6.2 Europe Higher Education Game-based Learning Market Size (2018-2029)
1.6.3 Asia-Pacific Higher Education Game-based Learning Market Size (2018-2029)
1.6.4 Latin America Higher Education Game-based Learning Market Size (2018-2029)
1.6.5 Middle East & Africa Higher Education Game-based Learning Market Size (2018-2029)
2 Higher Education Game-based Learning Market by Type
2.1 Introduction
2.1.1 Rognitive Ability-Based Game-Based Learning
2.1.2 Language Learning-Related Game-Based Learning
2.1.3 Stem-Based Game-Based Learning
2.2 Global Higher Education Game-based Learning Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Higher Education Game-based Learning Historic Market Size by Type (2018-2023)
2.2.2 Global Higher Education Game-based Learning Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Higher Education Game-based Learning Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Higher Education Game-based Learning Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Higher Education Game-based Learning Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Higher Education Game-based Learning Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Higher Education Game-based Learning Revenue Breakdown by Type (2018-2029)
3 Higher Education Game-based Learning Market Overview by Application
3.1 Introduction
3.1.1 Educational Institutions
3.1.2 Universities
3.1.3 Training Organizations
3.1.4 Others
3.2 Global Higher Education Game-based Learning Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Higher Education Game-based Learning Historic Market Size by Application (2018-2023)
3.2.2 Global Higher Education Game-based Learning Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Higher Education Game-based Learning Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Higher Education Game-based Learning Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Higher Education Game-based Learning Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Higher Education Game-based Learning Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Higher Education Game-based Learning Revenue Breakdown by Application (2018-2029)
4 Higher Education Game-based Learning Competition Analysis by Players
4.1 Global Higher Education 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 Higher Education Game-based Learning as of 2022)
4.3 Date of Key Players Enter into Higher Education Game-based Learning Market
4.4 Global Top Players Higher Education Game-based Learning Headquarters and Area Served
4.5 Key Players Higher Education Game-based Learning Product Solution and Service
4.6 Competitive Status
4.6.1 Higher Education Game-based Learning Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 McGraw-Hill Education
5.1.1 McGraw-Hill Education Profile
5.1.2 McGraw-Hill Education Main Business
5.1.3 McGraw-Hill Education Higher Education Game-based Learning Products, Services and Solutions
5.1.4 McGraw-Hill Education Higher Education Game-based Learning Revenue (US$ Million) & (2018-2023)
5.1.5 McGraw-Hill Education Recent Developments
5.2 PlayGen
5.2.1 PlayGen Profile
5.2.2 PlayGen Main Business
5.2.3 PlayGen Higher Education Game-based Learning Products, Services and Solutions
5.2.4 PlayGen Higher Education Game-based Learning Revenue (US$ Million) & (2018-2023)
5.2.5 PlayGen Recent Developments
5.3 Toolwire
5.3.1 Toolwire Profile
5.3.2 Toolwire Main Business
5.3.3 Toolwire Higher Education Game-based Learning Products, Services and Solutions
5.3.4 Toolwire Higher Education Game-based Learning Revenue (US$ Million) & (2018-2023)
5.3.5 Totem Learning Recent Developments
5.4 Totem Learning
5.4.1 Totem Learning Profile
5.4.2 Totem Learning Main Business
5.4.3 Totem Learning Higher Education Game-based Learning Products, Services and Solutions
5.4.4 Totem Learning Higher Education Game-based Learning Revenue (US$ Million) & (2018-2023)
5.4.5 Totem Learning Recent Developments
5.5 Lumos Labs
5.5.1 Lumos Labs Profile
5.5.2 Lumos Labs Main Business
5.5.3 Lumos Labs Higher Education Game-based Learning Products, Services and Solutions
5.5.4 Lumos Labs Higher Education Game-based Learning Revenue (US$ Million) & (2018-2023)
5.5.5 Lumos Labs Recent Developments
5.6 Triseum
5.6.1 Triseum Profile
5.6.2 Triseum Main Business
5.6.3 Triseum Higher Education Game-based Learning Products, Services and Solutions
5.6.4 Triseum Higher Education Game-based Learning Revenue (US$ Million) & (2018-2023)
5.6.5 Triseum Recent Developments
5.7 Designing Digitally
5.7.1 Designing Digitally Profile
5.7.2 Designing Digitally Main Business
5.7.3 Designing Digitally Higher Education Game-based Learning Products, Services and Solutions
5.7.4 Designing Digitally Higher Education Game-based Learning Revenue (US$ Million) & (2018-2023)
5.7.5 Designing Digitally Recent Developments
5.8 Forio
5.8.1 Forio Profile
5.8.2 Forio Main Business
5.8.3 Forio Higher Education Game-based Learning Products, Services and Solutions
5.8.4 Forio Higher Education Game-based Learning Revenue (US$ Million) & (2018-2023)
5.8.5 Forio Recent Developments
5.9 Innovative Dutch
5.9.1 Innovative Dutch Profile
5.9.2 Innovative Dutch Main Business
5.9.3 Innovative Dutch Higher Education Game-based Learning Products, Services and Solutions
5.9.4 Innovative Dutch Higher Education Game-based Learning Revenue (US$ Million) & (2018-2023)
5.9.5 Innovative Dutch Recent Developments
5.10 LearningWare
5.10.1 LearningWare Profile
5.10.2 LearningWare Main Business
5.10.3 LearningWare Higher Education Game-based Learning Products, Services and Solutions
5.10.4 LearningWare Higher Education Game-based Learning Revenue (US$ Million) & (2018-2023)
5.10.5 LearningWare Recent Developments
6 North America
6.1 North America Higher Education Game-based Learning Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Higher Education 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 Higher Education 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 Higher Education 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 Higher Education 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 Higher Education Game-based Learning Market Dynamics
11.1 Higher Education Game-based Learning Industry Trends
11.2 Higher Education Game-based Learning Market Drivers
11.3 Higher Education Game-based Learning Market Challenges
11.4 Higher Education 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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