Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028
Market Overview: The global game-based learning market size reached US$ 15.6 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 42.3 Billion by 2028, exhibiting a grow... もっと見る
日本語のページは自動翻訳を利用し作成しています。
SummaryMarket Overview:The global game-based learning market size reached US$ 15.6 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 42.3 Billion by 2028, exhibiting a growth rate (CAGR) of 18.3% during 2023-2028. 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 Market Segmentation: IMARC Group provides an analysis of the key trends in each segment of the global game-based learning market report, along with forecasts at the global and regional levels from 2023-2028. Our report has categorized the market based on platform, revenue type and end-user. Breakup by Platform: Online Offline Based on the platform, the market has been segmented into online and offline. Breakup by Revenue Type: Game Purchase Advertising Others Based on the revenue type, the market has been segmented into game purchase, advertising and others. Breakup by End-User: K-12 Game-Based Learning Higher Game-Based Learning Based on the end-user, the market has been segmented into K-12 game-based learning, higher game-based learning. The K-12 game-based learning segment currently represent the biggest segment. Breakup by Region: North America Europe Asia Pacific Middle East and Africa Latin America Region-wise, the market has been segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America Competitive Landscape: The competitive landscape of the market has also been examined with some of the key players being Badgeville (CallidusCloud), Bunchball (BI WORLDWIDE), Classcraft Studios Inc., Six Waves Inc., Recurrence, Inc., Fundamentor (Paratus Knowledge Ventures Pvt Ltd), Gametize Pte. Ltd., GradeCraft (The Regents of the University of Michigan), Kuato Studios, BreakAway Ltd., Inc., Filament Games, LearningWare, Inc., Osmo (Tangible Play, Inc.) and Toolwire, Inc. 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? Table of Contents1 Preface2 Scope and Methodology 2.1 Objectives of the Study 2.2 Stakeholders 2.3 Data Sources 2.3.1 Primary Sources 2.3.2 Secondary Sources 2.4 Market Estimation 2.4.1 Bottom-Up Approach 2.4.2 Top-Down Approach 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 7.2.1 Market Trends 7.2.2 Market Forecast 7.3 Others 7.3.1 Market Trends 7.3.2 Market Forecast 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 8.2.1 Market Trends 8.2.2 Market Forecast 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 (CallidusCloud) 14.3.2 Bunchball (BI WORLDWIDE) 14.3.3 Classcraft Studios Inc. 14.3.4 Six Waves Inc. 14.3.5 Recurrence, Inc. 14.3.6 Fundamentor (Paratus Knowledge Ventures Pvt Ltd) 14.3.7 Gametize Pte. Ltd. 14.3.8 GradeCraft (The Regents of the University of Michigan) 14.3.9 Kuato Studios 14.3.10 BreakAway Ltd., Inc. 14.3.11 Filament Games 14.3.12 LearningWare, Inc. 14.3.13 Osmo (Tangible Play, Inc.) 14.3.14 Toolwire, Inc List of Figures Figure 1: Global: Game-Based Learning Market: Major Drivers and Challenges Figure 2: Global: Game-Based Learning Market: Sales Value (in Billion US$), 2017-2022 Figure 3: Global: Game-Based Learning Market: Breakup by Platform (in %), 2022 Figure 4: Global: Game-Based Learning Market: Breakup by Revenue Type (in %), 2022 Figure 5: Global: Game-Based Learning Market: Breakup by End-User (in %), 2022 Figure 6: Global: Game-Based Learning Market: Breakup by Region (in %), 2022 Figure 7: Global: Game-Based Learning Market Forecast: Sales Value (in Billion US$), 2023-2028 Figure 8: Global: Game-Based Learning Industry: SWOT Analysis Figure 9: Global: Game-Based Learning Industry: Value Chain Analysis Figure 10: Global: Game-Based Learning Industry: Porter’s Five Forces Analysis Figure 11: Global: Game-Based Learning (Online) Market: Sales Value (in Million US$), 2017 & 2022 Figure 12: Global: Game-Based Learning (Online) Market Forecast: Sales Value (in Million US$), 2023-2028 Figure 13: Global: Game-Based Learning (Offline) Market: Sales Value (in Million US$), 2017 & 2022 Figure 14: Global: Game-Based Learning (Offline) Market Forecast: Sales Value (in Million US$), 2023-2028 Figure 15: Global: Game-Based Learning (Game Purchase) Market: Sales Value (in Million US$), 2017 & 2022 Figure 16: Global: Game-Based Learning (Game Purchase) Market Forecast: Sales Value (in Million US$), 2023-2028 Figure 17: Global: Game-Based Learning (Advertising) Market: Sales Value (in Million US$), 2017 & 2022 Figure 18: Global: Game-Based Learning (Advertising) Market Forecast: Sales Value (in Million US$), 2023-2028 Figure 19: Global: Game-Based Learning (Others) Market: Sales Value (in Million US$), 2017 & 2022 Figure 20: Global: Game-Based Learning (Others) Market Forecast: Sales Value (in Million US$), 2023-2028 Figure 21: Global: Game-Based Learning (K-12 Game-Based Learning) Market: Sales Value (in Million US$), 2017 & 2022 Figure 22: Global: Game-Based Learning (K-12 Game-Based Learning) Market Forecast: Sales Value (in Million US$), 2023-2028 Figure 23: Global: Game-Based Learning (Higher Game-Based Learning) Market: Sales Value (in Million US$), 2017 & 2022 Figure 24: Global: Game-Based Learning (Higher Game-Based Learning) Market Forecast: Sales Value (in Million US$), 2023-2028 Figure 25: North America: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022 Figure 26: North America: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028 Figure 27: Europe: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022 Figure 28: Europe: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028 Figure 29: Asia Pacific: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022 Figure 30: Asia Pacific: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028 Figure 31: Middle East and Africa: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022 Figure 32: Middle East and Africa: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028 Figure 33: Latin America: Game-Based Learning Market: Sales Value (in Million US$), 2017 & 2022 Figure 34: Latin America: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2023-2028 List of Tables Table 1: Global: Game-Based Learning Market: Key Industry Highlights, 2022 and 2028 Table 2: Global: Game-Based Learning Market Forecast: Breakup by Platform (in Million US$), 2023-2028 Table 3: Global: Game-Based Learning Market Forecast: Breakup by Revenue Type (in Million US$), 2023-2028 Table 4: Global: Game-Based Learning Market Forecast: Breakup by End-User (in Million US$), 2023-2028 Table 5: Global: Game-Based Learning Market Forecast: Breakup by Region (in Million US$), 2023-2028 Table 6: Global: Game-Based Learning Market: Competitive Structure Table 7: Global: Game-Based Learning Market: Key Players
ご注文は、お電話またはWEBから承ります。お見積もりの作成もお気軽にご相談ください。本レポートと同分野(通信・IT)の最新刊レポート
IMARC Services Private Limited.社のテクノロジー・メディア分野での最新刊レポート
本レポートと同じKEY WORD(learning market)の最新刊レポートよくあるご質問IMARC Services Private Limited.社はどのような調査会社ですか?インドに調査拠点を持つ調査会社。幅広い分野をカバーしていますがケミカルに特に焦点を当てています。 もっと見る 調査レポートの納品までの日数はどの程度ですか?在庫のあるものは速納となりますが、平均的には 3-4日と見て下さい。
注文の手続きはどのようになっていますか?1)お客様からの御問い合わせをいただきます。
お支払方法の方法はどのようになっていますか?納品と同時にデータリソース社よりお客様へ請求書(必要に応じて納品書も)を発送いたします。
データリソース社はどのような会社ですか?当社は、世界各国の主要調査会社・レポート出版社と提携し、世界各国の市場調査レポートや技術動向レポートなどを日本国内の企業・公官庁及び教育研究機関に提供しております。
|
詳細検索
2024/11/22 10:26 155.52 円 163.34 円 198.56 円 |