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Game-Based Learning Market Report 2021 - Global $5.8 Billion Market Trends, Share, Size, Growth, Opportunity and Forecast to 2026 - ResearchAndMarkets.com

DUBLIN--(BUSINESS WIRE)--The "Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026" report has been added to ResearchAndMarkets.com's offering.

The global game-based learning market reached a value of US$ 5.8 Billion in 2020. Looking forward, the publisher expects the global game-based learning market to exhibit strong growth during the next five years.

Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning.

Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.

Global Game-Based Learning Market Drivers:

The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market.

Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience. The other factors influencing the growth of the market include the rapid emergence of social media, rising income levels, increasing penetration of smart phones, rising access to high speed internet, etc.

Key Questions Answered in This Report:

  • How has the global game-based learning market performed so far and how will it perform in the coming years?
  • What are the key regional markets in the global game-based learning market?
  • What has been the impact of COVID-19 on the global game-based learning market?
  • What is the breakup of the global game-based learning market on the basis of platform?
  • What is the breakup of the global game-based learning market on the basis of revenue type?
  • What is the breakup of the global game-based learning market on the basis of end-user?
  • What are the various stages in the value chain of the global game-based learning market?
  • What are the key driving factors and challenges in the global game-based learning market?
  • What is the structure of the global game-based learning market and who are the key players?
  • What is the degree of competition in the global game-based learning market?

Key Topics Covered:

1 Preface

2 Scope and Methodology

2.1 Objectives of the Study

2.2 Stakeholders

2.3 Data Sources

2.4 Market Estimation

2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

4.1 Overview

4.2 Key Industry Trends

5 Global Game-Based Learning Market

5.1 Market Overview

5.2 Market Performance

5.3 Impact of COVID-19

5.4 Market Breakup by Platform

5.5 Market Breakup by Revenue Type

5.6 Market Breakup by End-User

5.7 Market Breakup by Region

5.8 Market Forecast

6 Market Breakup by Platform

6.1 Online

6.1.1 Market Trends

6.1.2 Market Forecast

6.2 Offline

6.2.1 Market Trends

6.2.2 Market Forecast

7 Market Breakup by Revenue Type

7.1 Game Purchase

7.1.1 Market Trends

7.1.2 Market Forecast

7.2 Advertising

7.3 Others

8 Market Breakup by End-User

8.1 K-12 Game-Based Learning

8.1.1 Market Trends

8.1.2 Market Forecast

8.2 Higher Game-Based Learning

9 Market Breakup by Region

9.1 North America

9.1.1 Market Trends

9.1.2 Market Forecast

9.2 Europe

9.2.1 Market Trends

9.2.2 Market Forecast

9.3 Asia Pacific

9.3.1 Market Trends

9.3.2 Market Forecast

9.4 Middle East and Africa

9.4.1 Market Trends

9.4.2 Market Forecast

9.5 Latin America

9.5.1 Market Trends

9.5.2 Market Forecast

10 Global Game-Based Learning Industry: SWOT Analysis

10.1 Overview

10.2 Strengths

10.3 Weaknesses

10.4 Opportunities

10.5 Threats

11 Global Game-Based Learning Industry: Value Chain Analysis

12 Global Game-Based Learning Industry: Porters Five Forces Analysis

12.1 Overview

12.2 Bargaining Power of Buyers

12.3 Bargaining Power of Suppliers

12.4 Degree of Competition

12.5 Threat of New Entrants

12.6 Threat of Substitutes

13 Global Game-Based Learning Industry: Price Analysis

14 Competitive Landscape

14.1 Market Structure

14.2 Key Players

14.3 Profiles of Key Players

14.3.1 Badgeville

14.3.2 Bunchball

14.3.3 Classcraft Studios

14.3.4 GoGo Labs

14.3.5 6waves

14.3.6 Recurrence

14.3.7 Fundamentor

14.3.8 Gametize

14.3.9 GradeCraft

14.3.10 Kuato Studios

14.3.11 BreakAway Games

14.3.12 Filament Games

14.3.13 LearningWare

14.3.14 Playgen

14.3.15 Tangible Play

14.3.16 Toolwire

For more information about this report visit https://www.researchandmarkets.com/r/ve68xu

Contacts

ResearchAndMarkets.com
Laura Wood, Senior Press Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
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Research and Markets


Release Versions

Contacts

ResearchAndMarkets.com
Laura Wood, Senior Press Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900

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