Information & Communications Technology // Software and Services
The global Game-based
learning market is foreseen to grow by 21.2%, from USD 11.67 Billion in 2021 to
USD 54.34 Billion in 2029. Demand for immediate feedback on performance, ease
of learning, problem-solving, time-saving, and cost-effective, growing demand
for training, presentation, and meetings among corporates and education
institutes is to drive the market for the upcoming forecast period. However, need
for high security and cybersecurity from game-based learning remains one factor
hindering the market growth over the anticipated period.
Market Definition
What is Game-based
learning?
Market Overview
The
Game-based learning market search study helps to thoroughly understand the
current trend in the market competitive analysis of the players in the emerging
market. Moreover, the DRO in the Game-based learning market offers valuable
perspicuity and a current scenario for making the right decision. The research
study covers the eminent players in the market with a detailed analysis of the
company and a financial overview containing their net sales, business mix and
geographical reach It mainly focuses on the key developments of the
products/services offered by the company in recent years. Besides, we at
Zettabyte have the expertise to analyses the global Game-based learning market player's
competitive landscape helping the client comprehend their specific strategic
growth approaches.
Game-based
learning market study by "Zettabyte Analytics" offers details about
the market scope, market segmentation, technological advancement in the Game-based
learning market and highlights the optimistic, competitive landscape and trends
enduring over the years.
Major players in
the Game-based learning market include Banzai Labs, Breakaway Games, Bublar
Group, Cognitive Toybox, Frontier Developments, Fundamentor, Gamelearn,
Gametize, G-Cube, Hornbill Fx, Indusgeeks, Infinite Dreams, Kahoot!, Kidoz,
Kuato Studios, Layup, Minecraft, Mlevel, Monkimun, Playgen, Quodeck.
COVID-19 Impact on Global Game-based
learning Market
The global impact
of COVID-19 has lost millions of lives with a massive cost to the healthcare
system. Moreover, the treatment cost for patients with COVID-19 has also had a
financial impact globally. the impact of COVID-19 on the Game-based learning
market has forced the companies to change their sourcing, pricing, and
promotion strategies. the Game-based learning market players are seen focusing
more on optimizing the e-commerce networks with the rising innovations in the
digital sector, which are creating new business models for the Semiconductor
& Electronics industry player.
Research Scope
The report
provides market value for the base year 2021 and a yearly forecast from 2022 to
2029 in revenue (USD Million/ Billion). the market for each segment is present
in North America, Europe, Asia Pacific, Latin America, Middle East &
Africa, and the regional basis for the forecast mentioned above.
Key industry
dynamics, regulatory scenarios, major material dynamics and Game-based learning
market future markets are analyzed to understand their impact on demand for the
forecast period. Growth rates have been estimated using correlation, regression
and time-series analysis.
Market Segmentation
For the purpose
of this report, the global Game-based learning market segmented on the basis of
component type, game type, deployment mode, end user, and region:
Component Type Outlook:
On the basis of component type, the market is segmented
into solution, services.
Game Type Outlook:
On the basis of
Game Type, the market is segmented into AI-based games, AR VR games, Assessment
and evaluation games, Language learning games, Location-based games, Training,
knowledge and skill-based games, Others.
Figure 1 Game-based Learning Market By Game
Type (Market Size And Forecast By Value - USD Million, 2021 & 2029)
Deployment Mode Outlook:
On the basis of
deployment mode, the market is segmented into cloud, on-premise.
End User Outlook:
On the basis of
end user, the market is segmented into consumer, academic, government,
enterprises.
Regional Outlook (Revenue, USD million; 2021
& 2029)
Regional Outlook
(Revenue, USD million; 2018-2029) |
|
North America |
U.S. |
Canada |
|
Europe |
Germany |
U.K. |
|
France |
|
Spain |
|
Italy |
|
Rest of the Europe |
|
Asia Pacific |
India |
Japan |
|
China |
|
South Korea |
|
Australia |
|
Rest of Asia-Pacific |
|
Middle East & Africa |
UAE |
Saudi Arabia |
|
South Africa |
|
Rest of Middle East & Africa |
|
Latin America |
Brazil |
Mexico |
|
Argentina |
|
Rest of Latin America |
Figure 2 Game-based learning Market: Regional
Dynamics
An exclusive Game-based
learning market research report provides an in-depth analysis of the market
dynamics across five regions: North America, Europe, South America,
Asia-Pacific, Middle East, and Africa. Furthermore, the market has been
evaluated by utilizing diverse research methodologies and internal statistical model.
Companies Considered And Profiled In This
Market Study
The players
operating in the market have undertaken several strategies related to the
market in the period 2019-2021. some of the prominent players in the Game-based
learning market include
· Banzai Labs
· Breakaway Games
· Bublar Group
· Cognitive Toybox
· Frontier
Developments
· Fundamentor
· Gamelearn
· Gametize
· G-Cube
· Hornbill Fx
· Indusgeeks
· Infinite Dreams
· Kahoot!
· Kidoz
· Kuato Studios
· Layup
· Minecraft
· Mlevel
· Monkimun
· Playgen
· Quodeck
· Raptivity
· Recurrence
· Schell Games
· Simulearn
· Smart Lumies
· Spin Master
· Stratbeans
· Sweetrush
· Tangible Play
· Threatgen
· Vr Education
Holdings
Global Game-based learning market Report
Scope
Historical
data |
2018 - 2020 |
Base
year for estimation |
2021 |
Forecast
period |
2022 - 2029 |
Market
size value in 2022 |
USD XX Billion |
Revenue
forecast in 2029 |
USD 54.34 Billion |
Growth
Rate |
CAGR of 21.2%
from 2022 to 2029 |
Quantitative
units |
Revenue in USD Million/Billion & CAGR
from 2022 to 2029 |
Report
coverage |
Revenue
forecast, company share, competitive landscape, growth factors, and trends |
Segments
covered |
Component Type, Game Type, Deployment Mode,
End User |
Key
companies profiled |
Kahoot!, Frontier
Developments, Spin Master, Bublar Group |
Regional
Scope |
North America, Europe, Asia Pacific, Middle
East & Africa, Latin America |
Country
Scope |
U.S.,
Canada, Germany, U.K., France, Italy, Spain, India, Japan, China, Australia,
South Korea, Saudi Arabia, UAE, South Africa, Brazil, Mexico, Argentina |
Customization
scope |
Free report customization (equivalent to up
to 8 analysts’ working days) with purchase. Addition or alteration to
country, regional & segment scope. |
Component Type Outlook (Revenue, USD Million/Billion;
2018-2029)
· Solution
· Services
Game Type Outlook (Revenue, USD
Million/Billion; 2018-2029)
· AI-based games
· AR VR games
· Assessment and
evaluation games
· Language learning
games
· Location-based
games
· Training, knowledge
and skill-based games
· Others
Deployment Mode Outlook (Revenue, USD
Million/Billion; 2018-2029)
· Cloud
· On-premise
End User Outlook (Revenue, USD
Million/Billion; 2018-2029)
· Consumer
· Academic
o K-12
o Higher education
o Vocational training
· Government
· Enterprises
o BFSI
o Manufacturing
o Healthcare and life
sciences
o Consumer goods and
retail
o Others
Regional Outlook (Revenue, USD
Million/Billion; 2018-2029)
· North America
o U.S.
o Canada
· Europe
o Germany
o U.K.
o France
o Spain
o Italy
o Rest of the Europe
· Asia Pacific
o India
o Japan
o China
o South Korea
o Australia
o Rest of
Asia-Pacific
· Middle East &
Africa
o UAE
o Saudi Arabia
o South Africa
o Rest of Middle East
& Africa
· Latin America
o Brazil
o Mexico
o Argentina
o Rest of Latin
America
Reasons to Buy the Report:
· Save and reduce
time carrying out entry-level research by identifying the growth, size, leading
players and segments in the global Game-based learning market
· Highlights key
business priorities in order to guide the companies to reform their business strategies
and establish themselves in the wide geography.
· The key findings
and recommendations highlight crucial progressive industry trends in the Game-based
learning market, thereby allowing players to develop effective long-term
strategies in order to garner their market revenue.
· Develop/modify
business expansion plans by using substantial growth offering developed and
emerging markets.
· Scrutinize in-depth
global market trends and outlook coupled with the factors driving the market,
as well as those restraining the growth at a certain extent.
· Enhance the
decision-making Application by understanding the strategies that underpin
commercial interest with respect to products, segmentation and industry
verticals.
Chapter
1. Introduction |
|
1.1. Market Definition |
|
1.2. Research Scope |
|
1.2.1. Markets Covered |
|
1.2.2. Years Considered for
Study |
|
Chapter 2. Executive
Summary |
|
2.1. Summary Snapshot Market Size
and Forecast, 2018-2029 |
|
2.2. Game-Based Learning Market Share by
Component Type, 2021 vs 2029 (USD Million) |
|
2.3. Game-Based Learning Market Share by
Game Type, 2021 vs 2029 (USD Million) |
|
2.4. Game-Based Learning Market Share by
Deployment Mode, 2021 vs 2029 (USD Million) |
|
2.5. Game-Based Learning Market Share by
End User, 2021 vs 2029 (USD Million) |
|
2.6. Game-Based Learning Market Share by
Region, 2021 vs 2029 (USD Million) |
|
Chapter 3. Key Insights |
|
Chapter 4. Game-Based
Learning Market Segmentation & Impact Analysis |
|
4.1. Game-Based Learning Market
Indicators Analysis |
|
4.1.1. Market Drivers
Analysis |
|
4.1.1.1. Demand for
immediate feedback on performance |
|
4.1.1.2. Ease of learning,
problem-solving, time-saving, and cost-effective |
|
4.1.1.3. Growing
demand for training, presentation, and meetings among corporates and
education institutes |
|
4.1.2. Market Restraint
Analysis |
|
4.1.2.1. Need for high security
and cybersecurity from game-based learning |
|
4.1.3. Market Opportunity
Analysis |
|
4.1.3.1. Increased
demand for AR, VR, and AI for learning |
|
4.1.3.2. Building an
emotional connection in learning and subject matter |
|
4.2. Regulatory Analysis |
|
4.2.1. North America |
|
4.2.1.1. U.S. |
|
4.2.1.2. Canada |
|
4.2.2. Europe |
|
4.2.3. Asia Pacific |
|
4.2.3.1. India |
|
4.2.3.2. Japan |
|
4.2.3.3. China |
|
4.3. Technological Insights |
|
4.4. COVID-19 Impact analysis on
Game-Based Learning Market |
|
4.5. Porter’s Five Forces Analysis |
|
4.5.1. Bargaining Power of
Buyers/Consumers |
|
4.5.2. Bargaining Power of
Suppliers |
|
4.5.3. Threat of New Entrants |
|
4.5.4. Threat of Substitute
Products |
|
4.5.5. Intensity of Competitive
Rivalry |
|
4.6. Competitive Metric Space Analysis |
|
Chapter 5. Game-Based
Learning Market, By Component Type (Market Size and Forecast by Value - USD
Million, 2018 - 2029) |
|
5.1. Game-Based Learning Market, By
Component Type (Market Size and Forecast by Value - USD Million, 2021 &
2029) |
|
5.1.1. Solution |
|
5.1.1.1. Solution Market Estimates and Forecast,
2019-2029 (USD Million) |
|
5.1.1.2. Solution Market Estimates and Forecast, By
Region, 2019-2029 (USD Million) |
|
5.1.2. Services |
|
5.1.2.1. Services
Market Estimates and Forecast, 2019-2029 (USD Million) |
|
5.1.2.2. Services
Market Estimates and Forecast, By Region, 2019-2029 (USD Million) |
|
5.1.3. |
|
5.1.3.1.
Market Estimates and Forecast, 2019-2029 (USD Million) |
|
5.1.3.2. Market Estimates and Forecast, By Region,
2019-2029 (USD Million) |
|
5.1.4. |
|
5.1.4.1. Market Estimates and Forecast, 2019-2029
(USD Million) |
|
5.1.4.2. Market Estimates and Forecast, By Region,
2019-2029 (USD Million) |
|
5.1.5. |
|
5.1.5.1. Market Estimates and Forecast, 2019-2029
(USD Million) |
|
5.1.5.2. Market Estimates and Forecast, By Region,
2019-2029 (USD Million) |
|
Chapter
6. Game-Based Learning Market, By Game Type (Market Size and Forecast by
Value - USD Million, 2018 - 2029) |
|
6.1. Game-Based Learning Market, By
Game Type (Market Size and Forecast by Value - USD Million, 2021 & 2029) |
|
6.1.1. AI-based games |
|
6.1.1.1. AI-based games Market Estimates and
Forecast, 2019-2029 (USD Million) |
|
6.1.1.2. AI-based games Market Estimates and
Forecast, By Region, 2019-2029 (USD Million) |
|
6.1.2. AR VR games |
|
6.1.2.1. AR VR games Market Estimates and Forecast,
2019-2029 (USD Million) |
|
6.1.2.2. AR VR games Market Estimates and Forecast,
By Region, 2019-2029 (USD Million) |
|
6.1.3. Assessment and
evaluation games |
|
6.1.3.1. Assessment and
evaluation games Market Estimates and Forecast, 2019-2029 (USD Million) |
|
6.1.3.2. Assessment
and evaluation games Market Estimates and Forecast, By Region, 2019-2029 (USD
Million) |
|
6.1.4. Language learning games |
|
6.1.4.1. Language
learning games Market Estimates and Forecast, 2019-2029 (USD Million) |
|
6.1.4.2. Language
learning games Market Estimates and Forecast, By Region, 2019-2029 (USD
Million) |
|
6.1.5. Location-based games |
|
6.1.5.1.
Location-based games Market Estimates and Forecast, 2019-2029 (USD Million) |
|
6.1.5.2. Location-based
games Market Estimates and Forecast, By Region, 2019-2029 (USD Million) |
|
6.1.6. Training, knowledge and
skill-based games |
|
6.1.6.1. Training,
knowledge and skill-based games Market Estimates and Forecast, 2019-2029 (USD
Million) |
|
6.1.6.2. Training,
knowledge and skill-based games Market Estimates and Forecast, By Region,
2019-2029 (USD Million) |
|
6.1.7. Others |
|
6.1.7.1. Others
Market Estimates and Forecast, 2019-2029 (USD Million) |
|
6.1.7.2. Others
Market Estimates and Forecast, By Region, 2019-2029 (USD Million) |
|
Chapter
7. Game-Based Learning Market, By Deployment Mode (Market Size and
Forecast by Value - USD Million, 2017 - 2029) |
|
7.1. Game-Based Learning Market, By
Deployment Mode (Market Size and Forecast by Value - USD Million, 2021 &
2029) |
|
7.1.1. Cloud |
|
7.1.1.1. Cloud Market Estimates and Forecast,
2019-2029 (USD Million) |
|
7.1.1.2. Cloud Market Estimates and Forecast, By
Region, 2019-2029 (USD Million) |
|
7.1.2. On-premise |
|
7.1.2.1. On-premise Market Estimates and Forecast,
2019-2029 (USD Million) |
|
7.1.2.2. On-premise Market Estimates and Forecast,
By Region, 2019-2029 (USD Million) |
|
Chapter
8. Game-Based Learning Market, By End User (Market Size and Forecast by
Value - USD Million, 2018 - 2028) |
|
8.1. Game-Based Learning Market, By End
User (Market Size and Forecast by Value - USD Million, 2021 & 2028) |
|
8.1.1. Consumer |
|
8.1.1.1. Consumer Market Estimates and Forecast,
2018-2028 (USD Million) |
|
8.1.1.2. Consumer Market Estimates and Forecast, By
Region, 2018-2028 (USD Million) |
|
8.1.2. Academic |
|
8.1.2.1. Academic Market Estimates and Forecast,
2018-2028 (USD Million) |
|
8.1.2.2. Academic Market Estimates and Forecast, By
Region, 2018-2028 (USD Million) |
|
8.1.2.3. K-12 |
|
8.1.2.3.1. K-12 Market Estimates and
Forecast, 2019-2029 (USD Million) |
|
8.1.2.3.2. K-12 Market Estimates and Forecast, By Region, 2019-2029
(USD Million) |
|
8.1.2.4. Higher education |
|
8.1.2.4.1. Higher education Market Estimates and Forecast, 2019-2029
(USD Million) |
|
8.1.2.4.2. Higher education Market Estimates and Forecast, By Region,
2019-2029 (USD Million) |
|
8.1.2.5. Vocational training |
|
8.1.2.5.1. Vocational training Market Estimates and Forecast,
2019-2029 (USD Million) |
|
8.1.2.5.2. Vocational training Market Estimates and Forecast, By
Region, 2019-2029 (USD Million) |
|
8.1.3. Government |
|
8.1.3.1. Government Market
Estimates and Forecast, 2018-2028 (USD Million) |
|
8.1.3.2. Government
Market Estimates and Forecast, By Region, 2018-2028 (USD Million) |
|
8.1.4. Enterprises |
|
8.1.4.1. Enterprises
Market Estimates and Forecast, 2018-2028 (USD Million) |
|
8.1.4.2. Enterprises
Market Estimates and Forecast, By Region, 2018-2028 (USD Million) |
|
8.1.4.3. BFSI |
|
8.1.4.3.1. BFSI Market Estimates and Forecast, 2019-2029 (USD Million) |
|
8.1.4.3.2. BFSI Market Estimates and Forecast, By Region, 2019-2029
(USD Million) |
|
8.1.4.4. Manufacturing |
|
8.1.4.4.1.
Manufacturing Market Estimates and Forecast, 2019-2029 (USD Million) |
|
8.1.4.4.2. Manufacturing Market Estimates and Forecast, By Region,
2019-2029 (USD Million) |
|
8.1.4.5. Healthcare and lifesciences |
|
8.1.4.5.1. Healthcare and lifesciences Market Estimates and Forecast,
2019-2029 (USD Million) |
|
8.1.4.5.2. Healthcare and lifesciences Market Estimates and Forecast,
By Region, 2019-2029 (USD Million) |
|
8.1.4.5. Consumer goods and retail |
|
8.1.4.5.1. Consumer goods and retail Market Estimates and Forecast,
2019-2029 (USD Million) |
|
8.1.4.5.2. Consumer goods and retail Market Estimates and Forecast, By
Region, 2019-2029 (USD Million) |
|
8.1.4.5. Others |
|
8.1.4.5.1.
Others Market Estimates and Forecast, 2019-2029 (USD Million) |
|
8.1.4.5.2. Others Market Estimates and Forecast, By Region, 2019-2029
(USD Million) |
|
Chapter 9. Game-Based
Learning Market, By Region (Market Size and Forecast by Value - USD Million,
2018 - 2029) |
|
9.1. Game-Based Learning Market, By
Region (Market Size and Forecast by Value - USD Million, 2021 & 2029) |
|
9.2. North America |
|
9.2.1. North America Game-Based
Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.2.2. North America Game-Based
Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.2.3. North America Game-Based
Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
|
9.2.4. North America Game-Based
Learning Market, By End User, 2018-2029 (USD Million) |
|
9.2.5. North America Game-Based
Learning Market, By Country, 2018-2029 (USD Million) |
|
9.2.6. U.S. |
|
9.2.6.1. U.S.
Game-Based Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.2.6.2. U.S.
Game-Based Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.2.6.3. U.S.
Game-Based Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
|
9.2.6.4. U.S.
Game-Based Learning Market, By End User, 2018-2029 (USD Million) |
|
9.2.7. Canada |
|
9.2.7.1. Canada
Game-Based Learning Market, By Component Type, 2017-2029 (USD Million) |
|
9.2.7.2. Canada Game-Based
Learning Market, By Game Type, 2017-2029 (USD Million) |
|
9.2.7.3. Canada
Game-Based Learning Market, By Deployment Mode, 2017-2029 (USD Million) |
|
9.2.7.4. Canada
Game-Based Learning Market, By End User, 2017-2029 (USD Million) |
|
9.3. Europe |
|
9.3.1. Europe Game-Based
Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.3.2. Europe Game-Based
Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.3.3. Europe Game-Based
Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
|
9.3.4. Europe Game-Based
Learning Market, By End User, 2018-2029 (USD Million) |
|
9.3.5. Europe Game-Based
Learning Market, By Country, 2018-2029 (USD Million) |
|
9.3.6. Germany |
|
9.3.6.1. Germany
Game-Based Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.3.6.2. Germany Game-Based Learning Market,
By Game Type, 2018-2029 (USD Million) |
|
9.3.6.3. Germany
Game-Based Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
|
9.3.6.4. Germany
Game-Based Learning Market, By End User, 2018-2029 (USD Million) |
|
9.3.7. U.K. |
|
9.3.7.1. U.K.
Game-Based Learning Market, By Component Type, 2017-2029 (USD Million) |
|
9.3.7.2. U.K.
Game-Based Learning Market, By Game Type, 2017-2029 (USD Million) |
|
9.3.7.3. U.K.
Game-Based Learning Market, By Deployment Mode, 2017-2029 (USD Million) |
|
9.3.7.4. U.K.
Game-Based Learning Market, By End User, 2017-2029 (USD Million) |
|
9.3.8. France |
|
9.3.8.1. France
Game-Based Learning Market, By Component Type, 2019-2029 (USD Million) |
|
9.3.8.2. France
Game-Based Learning Market, By Game Type, 2019-2029 (USD Million) |
|
9.3.8.3. France
Game-Based Learning Market, By Deployment Mode, 2019-2029 (USD Million) |
|
9.3.8.4. France
Game-Based Learning Market, By End User, 2019-2029 (USD Million) |
|
9.3.9. Spain |
|
9.3.9.1. Spain
Game-Based Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.3.9.2. Spain Game-Based
Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.3.9.3. Spain
Game-Based Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
|
9.3.9.4. Spain
Game-Based Learning Market, By End User, 2018-2029 (USD Million) |
|
9.3.10. Italy |
|
9.3.10.1. Italy
Game-Based Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.3.10.2. Italy
Game-Based Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.3.10.3. Italy
Game-Based Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
|
9.3.10.4. Italy Game-Based
Learning Market, By End User, 2018-2029 (USD Million) |
|
9.3.11. Rest of Europe |
|
9.3.11.1. Rest of
Europe Game-Based Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.3.11.2. Rest of Europe Game-Based
Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.3.11.3. Rest of
Europe Game-Based Learning Market, By Deployment Mode, 2018-2029 (USD
Million) |
|
9.3.11.4. Rest of
Europe Game-Based Learning Market, By End User, 2018-2029 (USD Million) |
|
9.4. Asia Pacific |
|
9.4.1. Asia Pacific Game-Based
Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.4.2. Asia Pacific Game-Based
Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.4.3. Asia Pacific Game-Based
Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
|
9.4.4. Asia Pacific Game-Based
Learning Market, By End User, 2018-2029 (USD Million) |
|
9.4.5. Asia Pacific Game-Based
Learning Market, By Country, 2018-2029 (USD Million) |
|
9.4.6. India |
|
9.4.6.1. India Game-Based
Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.4.6.2. India
Game-Based Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.4.6.3. India
Game-Based Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
|
9.4.6.4. India
Game-Based Learning Market, By End User, 2018-2029 (USD Million) |
|
9.4.7. Japan |
|
9.4.7.1. Japan Game-Based
Learning Market, By Component Type, 2017-2029 (USD Million) |
|
9.4.7.2. Japan
Game-Based Learning Market, By Game Type, 2017-2029 (USD Million) |
|
9.4.7.3. Japan
Game-Based Learning Market, By Deployment Mode, 2017-2029 (USD Million) |
|
9.4.7.4. Japan
Game-Based Learning Market, By End User, 2017-2029 (USD Million) |
|
9.4.8. China |
|
9.4.8.1. China
Game-Based Learning Market, By Component Type, 2019-2029 (USD Million) |
|
9.4.8.2. China
Game-Based Learning Market, By Game Type, 2019-2029 (USD Million) |
|
9.4.8.3. China Game-Based
Learning Market, By Deployment Mode, 2019-2029 (USD Million) |
|
9.4.8.4. China
Game-Based Learning Market, By End User, 2019-2029 (USD Million) |
|
9.4.9. South Korea |
|
9.4.9.1. South
Korea Game-Based Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.4.9.2. South
Korea Game-Based Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.4.9.3. South
Korea Game-Based Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
|
9.4.9.4. South
Korea Game-Based Learning Market, By End User, 2018-2029 (USD Million) |
|
9.4.10. Australia |
|
9.4.10.1.
Australia Game-Based Learning Market, By Component Type, 2018-2029 (USD
Million) |
|
9.4.10.2. Australia
Game-Based Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.4.10.3.
Australia Game-Based Learning Market, By Deployment Mode, 2018-2029 (USD
Million) |
|
9.4.10.4.
Australia Game-Based Learning Market, By End User, 2018-2029 (USD Million) |
|
9.4.11. Rest of Asia Pacific |
|
9.4.11.1. Rest of
Asia Pacific Game-Based Learning Market, By Component Type, 2018-2029 (USD
Million) |
|
9.4.11.2. Rest of Asia Pacific
Game-Based Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.4.11.3. Rest of
Asia Pacific Game-Based Learning Market, By Deployment Mode, 2018-2029 (USD
Million) |
|
9.4.11.4. Rest of Asia Pacific
Game-Based Learning Market, By End User, 2018-2029 (USD Million) |
|
9.5. Middle East & Africa |
|
9.5.1. Middle East & Africa
Game-Based Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.5.2. Middle East & Africa
Game-Based Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.5.3. Middle East & Africa
Game-Based Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
|
9.5.4. Middle East & Africa
Game-Based Learning Market, By End User, 2018-2029 (USD Million) |
|
9.5.5. Middle East & Africa
Game-Based Learning Market, By Country, 2018-2029 (USD Million) |
|
9.5.6. UAE |
|
9.5.6.1. UAE
Game-Based Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.5.6.2. UAE Game-Based
Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.5.6.3. UAE
Game-Based Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
|
9.5.6.4. UAE
Game-Based Learning Market, By End User, 2018-2029 (USD Million) |
|
9.5.7. Saudi Arabia |
|
9.5.7.1. Saudi
Arabia Game-Based Learning Market, By Component Type, 2017-2029 (USD Million) |
|
9.5.7.2. Saudi
Arabia Game-Based Learning Market, By Game Type, 2017-2029 (USD Million) |
|
9.5.7.3. Saudi
Arabia Game-Based Learning Market, By Deployment Mode, 2017-2029 (USD
Million) |
|
9.5.7.4. Saudi
Arabia Game-Based Learning Market, By End User, 2017-2029 (USD Million) |
|
9.5.8. South Africa |
|
9.5.8.1. South Africa
Game-Based Learning Market, By Component Type, 2019-2029 (USD Million) |
|
9.5.8.2. South
Africa Game-Based Learning Market, By Game Type, 2019-2029 (USD Million) |
|
9.5.8.3. South
Africa Game-Based Learning Market, By Deployment Mode, 2019-2029 (USD
Million) |
|
9.5.8.4. South
Africa Game-Based Learning Market, By End User, 2019-2029 (USD Million) |
|
9.5.9. Rest of Middle East
& Africa |
|
9.5.9.1. Rest of Middle East &
Africa Game-Based Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.5.9.2. Rest of
Middle East & Africa Game-Based Learning Market, By Game Type, 2018-2029
(USD Million) |
|
9.5.9.3. Rest of
Middle East & Africa Game-Based Learning Market, By Deployment Mode,
2018-2029 (USD Million) |
|
9.5.9.4. Rest of
Middle East & Africa Game-Based Learning Market, By End User, 2018-2029
(USD Million) |
|
9.6. Latin America |
|
9.6.1. Latin America Game-Based
Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.6.2. Latin America Game-Based
Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.6.3. Latin America Game-Based
Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
|
9.6.4. Latin America Game-Based
Learning Market, By End User, 2018-2029 (USD Million) |
|
9.6.5. Latin America Game-Based
Learning Market, By Country, 2018-2029 (USD Million) |
|
9.6.6. Brazil |
|
9.6.6.1. Brazil Game-Based
Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.6.6.2. Brazil
Game-Based Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.6.6.3. Brazil
Game-Based Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
|
9.6.6.4. Brazil
Game-Based Learning Market, By End User, 2018-2029 (USD Million) |
|
9.6.7. Mexico |
|
9.6.7.1. Mexico
Game-Based Learning Market, By Component Type, 2018-2029 (USD Million) |
|
9.6.7.2. Mexico
Game-Based Learning Market, By Game Type, 2018-2029 (USD Million) |
|
9.6.7.3. Mexico
Game-Based Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
|
9.6.7.4. Mexico
Game-Based Learning Market, By 10A, 2018-2029 (USD Million) |
|
9.6.8. Argentina |
|
9.6.8.1. Argentina
Game-Based Learning Market, By Component Type, 2019-2029 (USD Million) |
|
9.6.8.2.
Argentina Game-Based Learning Market, By Game Type, 2019-2029 (USD Million) |
|
9.6.8.3.
Argentina Game-Based Learning Market, By Deployment Mode, 2019-2029 (USD
Million) |
|
9.6.8.4.
Argentina Game-Based Learning Market, By End User, 2019-2029 (USD Million) |
|
9.6.9. Rest of Latin America |
|
9.6.9.1. Rest of
Latin America Game-Based Learning Market, By Component Type, 2018-2029 (USD
Million) |
|
9.6.9.2. Rest of
Latin America Game-Based Learning Market, By Game Type, 2018-2029 (USD
Million) |
|
9.6.9.3. Rest of
Latin America Game-Based Learning Market, By Deployment Mode, 2018-2029 (USD
Million) |
|
9.6.9.4. Rest of Latin
America Game-Based Learning Market, By End User, 2018-2029 (USD Million) |
|
Chapter 10. Competitive Landscape |
|
10.1. Market Revenue Share by
Manufacturers |
|
10.2. Competitor’s Positioning |
|
10.3. Strategy Benchmarking |
|
10.3.1. Partnership & Agreement |
|
10.3.2. New Product
Development |
|
10.3.3. Mergers &
Acquisitions |
|
10.3.4. Investment &
Expansion |
|
10.4. Vendor Landscape |
|
10.4.1. Distributors |
|
10.4.2. North America |
|
10.4.3. Europe |
|
10.4.4. Asia Pacific |
|
10.4.5. Middle East &
Africa |
|
10.4.6. Latin America |
|
10.5. Zettabyte Analytics Insights for
Competitive Landscape |
|
Chapter 11. Company
Profiles |
|
11.1. Banzai Labs |
|
11.1.1. Company Overview |
|
11.1.2. Products Offered |
|
11.1.3. Financials |
|
11.1.4. Recent Development |
|
11.2. Breakaway Games |
|
11.2.1. Company Overview |
|
11.2.2. Products Offered |
|
11.2.3. Financials |
|
11.2.4. Recent
Development |
|
11.3. Bublar Group |
|
11.3.1. Company Overview |
|
11.3.2. Products Offered |
|
11.3.3. Financials |
|
11.3.4. Recent
Development |
|
11.4. Cognitive Toybox |
|
11.4.1. Company Overview |
|
11.4.2. Products Offered |
|
11.4.3. Financials |
|
11.4.4. Recent
Development |
|
11.5. Frontier Developments |
|
11.5.1. Company Overview |
|
11.5.2. Products Offered |
|
11.5.3. Financials |
|
11.5.4. Recent
Development |
|
11.6. Fundamentor |
|
11.6.1. Company Overview |
|
11.6.2. Products Offered |
|
11.6.3. Financials |
|
11.6.4. Recent
Development |
|
11.7. Gamelearn |
|
11.7.1. Company Overview |
|
11.7.2. Products Offered |
|
11.7.3. Financials |
|
11.7.4. Recent
Development |
|
11.8. Gametize |
|
11.8.1. Company Overview |
|
11.8.2. Products Offered |
|
11.8.3. Financials |
|
11.8.4. Recent
Development |
|
11.9. G-Cube |
|
11.9.1. Company Overview |
|
11.9.2. Products Offered |
|
11.9.3. Financials |
|
11.9.4. Recent
Development |
|
11.10. Hornbill Fx |
|
11.10.1. Company Overview |
|
11.10.2. Products Offered |
|
11.10.3. Financials |
|
11.10.4. Recent
Development |
|
11.11. Indusgeeks |
|
11.11.1. Company Overview |
|
11.11.2. Products Offered |
|
11.11.3. Financials |
|
11.11.4. Recent
Development |
|
11.12. Infinite Dreams |
|
11.12.1. Company Overview |
|
11.12.2. Products Offered |
|
11.12.3. Financials |
|
11.12.4. Recent
Development |
|
11.13. Kahoot! |
|
11.13.1. Company Overview |
|
11.13.2. Products Offered |
|
11.13.3. Financials |
|
11.13.4. Recent
Development |
|
11.14. Kidoz |
|
11.14.1. Company Overview |
|
11.14.2. Products Offered |
|
11.14.3. Financials |
|
11.14.4. Recent
Development |
|
11.15. Kuato Studios |
|
11.15.1. Company Overview |
|
11.15.2. Products Offered |
|
11.15.3. Financials |
|
11.15.4. Recent
Development |
|
11.16. Layup |
|
11.16.1. Company Overview |
|
11.16.2. Products Offered |
|
11.16.3. Financials |
|
11.16.4. Recent
Development |
|
11.17. Minecraft |
|
11.17.1. Company Overview |
|
11.17.2. Products Offered |
|
11.17.3. Financials |
|
11.17.4. Recent
Development |
|
11.18. Mlevel |
|
11.18.1. Company Overview |
|
11.18.2. Products Offered |
|
11.18.3. Financials |
|
11.18.4. Recent
Development |
|
13.19. Monkimun |
|
13.19.1. Company Overview |
|
13.19.2. Products Offered |
|
13.19.3. Financials |
|
13.19.4. Recent
Development |
|
13.20. Playgen |
|
13.20.1. Company Overview |
|
13.20.2. Products Offered |
|
13.20.3. Financials |
|
13.20.4. Recent Development |
|
13.21. Quodeck |
|
13.21.1. Company Overview |
|
13.21.2. Products Offered |
|
13.21.3. Financials |
|
13.21.4. Recent
Development |
|
13.22. Raptivity |
|
13.22.1. Company Overview |
|
13.22.2. Products Offered |
|
13.22.3. Financials |
|
13.22.4. Recent
Development |
|
13.23. Recurrence |
|
13.23.1. Company Overview |
|
13.23.2. Products Offered |
|
13.23.3. Financials |
|
13.23.4. Recent
Development |
|
13.24. Schell Games |
|
13.24.1. Company Overview |
|
13.24.2. Products Offered |
|
13.24.3. Financials |
|
13.24.4. Recent
Development |
|
13.25. Simulearn |
|
13.25.1. Company Overview |
|
13.25.2. Products Offered |
|
13.25.3. Financials |
|
13.25.4. Recent
Development |
|
13.26. Smart Lumies |
|
13.26.1. Company Overview |
|
13.26.2. Products Offered |
|
13.26.3. Financials |
|
13.26.4. Recent
Development |
|
13.27. Spin Master |
|
13.27.1. Company Overview |
|
13.27.2. Products Offered |
|
13.27.3. Financials |
|
13.27.4. Recent
Development |
|
13.28. Stratbeans |
|
13.28.1. Company Overview |
|
13.28.2. Products Offered |
|
13.28.3. Financials |
|
13.28.4. Recent
Development |
|
13.29. Sweetrush |
|
13.29.1. Company Overview |
|
13.29.2. Products Offered |
|
13.29.3. Financials |
|
13.29.4. Recent
Development |
|
13.30. Tangible Play |
|
13.30.1. Company Overview |
|
13.30.2. Products Offered |
|
13.30.3. Financials |
|
13.30.4. Recent
Development |
|
13.31. Threatgen |
|
13.31.1. Company Overview |
|
13.31.2. Products Offered |
|
13.31.3. Financials |
|
13.31.4. Recent
Development |
|
13.32. VR Education Holdings |
|
13.32.1. Company Overview |
|
13.32.2. Products Offered |
|
13.32.3. Financials |
|
13.32.4. Recent
Development |
|
Chapter 12. Research
Methodology |
|
12.1. Research Sources |
|
12.1.1. Primary |
|
12.1.2. Secondary |
|
12.12. Market Size Estimation |
|
Chapter 13. Appendix |
|
13.1. Discussion guide |
|
13.2. Knowledge Store:
Zettabyte Analytics Subscription Portal |
|
13.3. Available
Customizations |
|
13.4. Associated
Zettabyte Analytics Reports |
|
List of Tables |
|
Table 1 |
Game-Based Learning
Market, By Component Type (Market Size and Forecast by Value - USD Million,
2021 & 2029) |
Table 2 |
Solution Market Estimates
and Forecast, 2019-2029 (USD Million) |
Table 3 |
Solution Market Estimates
and Forecast, By Region, 2019-2029 (USD Million) |
Table 4 |
Services Market Estimates
and Forecast, 2019-2029 (USD Million) |
Table 5 |
Services Market Estimates
and Forecast, By Region, 2019-2029 (USD Million) |
Table 6 |
Game-Based Learning
Market, By Game Type (Market Size and Forecast by Value - USD Million, 2021
& 2029) |
Table 7 |
AI-based games Market
Estimates and Forecast, 2019-2029 (USD Million) |
Table 8 |
AI-based games Market
Estimates and Forecast, By Region, 2019-2029 (USD Million) |
Table 9 |
Game-Based Learning
Market, By Deployment Mode (Market Size and Forecast by Value - USD Million,
2021 & 2029) |
Table 10 |
Cloud Market Estimates
and Forecast, 2019-2029 (USD Million) |
Table 11 |
Cloud Market Estimates
and Forecast, By Region, 2019-2029 (USD Million) |
Table 12 |
On-premise Market
Estimates and Forecast, 2019-2029 (USD Million) |
Table 13 |
On-premise Market
Estimates and Forecast, By Region, 2019-2029 (USD Million) |
Table 14 |
Market Estimates and Forecast, 2019-2029
(USD Million) |
Table 15 |
Market Estimates and Forecast, By Region,
2019-2029 (USD Million) |
Table 16 |
Game-Based Learning
Market, By End User (Market Size and Forecast by Value - USD Million, 2021
& 2029) |
Table 17 |
Consumer Market Estimates
and Forecast, 2019-2029 (USD Million) |
Table 18 |
Consumer Market Estimates
and Forecast, By Region, 2019-2029 (USD Million) |
Table 19 |
Academic Market Estimates
and Forecast, 2019-2029 (USD Million) |
Table 20 |
Academic Market Estimates
and Forecast, By Region, 2019-2029 (USD Million) |
Table 21 |
North America Game-Based
Learning Market, By Component Type, 2018-2029 (USD Million) |
Table 22 |
North America Game-Based
Learning Market, By Game Type, 2018-2029 (USD Million) |
Table 23 |
North America Game-Based
Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
Table 24 |
North America Game-Based
Learning Market, By End User, 2018-2029 (USD Million) |
Table 25 |
North America Game-Based
Learning Market, By Country, 2018-2029 (USD Million) |
Table 26 |
U.S. Game-Based Learning
Market, By Component Type, 2018-2029 (USD Million) |
Table 27 |
U.S. Game-Based Learning
Market, By Game Type, 2018-2029 (USD Million) |
Table 28 |
U.S. Game-Based Learning
Market, By Deployment Mode, 2018-2029 (USD Million) |
Table 29 |
U.S. Game-Based Learning
Market, By End User, 2018-2029 (USD Million) |
Table 30 |
Canada Game-Based
Learning Market, By Component Type, 2018-2029 (USD Million) |
Table 31 |
Canada Game-Based
Learning Market, By Game Type, 2018-2029 (USD Million) |
Table 32 |
Canada Game-Based
Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
Table 33 |
Canada Game-Based
Learning Market, By End User, 2018-2029 (USD Million) |
Table 34 |
Europe Game-Based
Learning Market, By Component Type, 2018-2029 (USD Million) |
Table 35 |
Europe Game-Based
Learning Market, By Game Type, 2018-2029 (USD Million) |
Table 36 |
Europe Game-Based
Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
Table 37 |
Europe Game-Based
Learning Market, By End User, 2018-2029 (USD Million) |
Table 38 |
Europe Game-Based
Learning Market, By Country, 2018-2029 (USD Million) |
Table 39 |
Germany Game-Based
Learning Market, By Component Type, 2018-2029 (USD Million) |
Table 40 |
Germany Game-Based
Learning Market, By Game Type, 2018-2029 (USD Million) |
Table 41 |
Germany Game-Based
Learning Market, By Deployment Mode, 2018-2029 (USD Million) |
Table 42 |
Germany Game-Based
Learning Market, By End User, 2018-2029 (USD Million) |
Table 43 |
U.K. Game-Based Learning
Market, By Component Type, 2018-2029 (USD Million) |
Table 44 |
U.K. Game-Based Learning
Market, By Game Type, 2018-2029 (USD Million) |
Table 45 |
U.K. Game-Based Learning
Market, By Deployment Mode, 2018-2029 (USD Million) |
Table 46 |
|