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COVID-19インパクトを用いたゲームベースドラーニング市場:コンポーネント(ソリューションおよびサービス)、ゲームタイプ、展開モード(オンプレミスおよびクラウド)、エンドユーザー(教育、政府、消費者、企業)、地域別 - 2026年までの世界予測


Game-Based Learning Market with COVID-19 Impact, by Component (Solution and Services), Game Type, Deployment Mode (On-premises and Cloud), End User (Education, Governments, Consumers, and Enterprises) and Region - Global Forecast to 2026

ゲームベースドラーニングの市場規模は、2021年の110億米ドルから2026年には297億米ドルになると予測され、予測期間中の年平均成長率(CAGR)は21.9%となる見込みです。ゲームベースの学習市場は、世界中の学... もっと見る

 

 

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MarketsandMarkets
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2022年1月18日 US$4,950
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サマリー

ゲームベースドラーニングの市場規模は、2021年の110億米ドルから2026年には297億米ドルになると予測され、予測期間中の年平均成長率(CAGR)は21.9%となる見込みです。ゲームベースの学習市場は、世界中の学校、大学、教育機関、企業で急速に受け入れられています。ゲームベースの学習は、学習者の興味を引き、モチベーションを高め、フィードバックを提供するのに役立ちます。
サービス分野は、予測期間中、高い成長率が見込まれています。
サービスプロバイダーは、ビジネスの複雑性を解決するために、必要に応じてユーザーに継続的なサポートやメンテナンスセッションを提供します。また、新たに導入したソリューションの運用に必要な専門知識の習得を支援します。サポート・メンテナンスサービスでは、ユーザーは導入されたソリューションに関連する体系的な手順について十分な知識を得ることができます。サービスベンダーは、ユーザーが導入されたソリューションをより良く使用できるように、オンラインおよびオンサイトのサポートとメンテナンスを提供します。サポートサービスは、顧客の問題に直接対応するため非常に重要であり、ひいては顧客満足度にも影響を与えます。
AIベースのゲーム分野は高い成長率が見込まれている
3Dアニメーションは、自動化されたリアルタイムのディープラーニング技術です。現在、Walmart、Agco、Bosch、Boeingなどの企業が企業研修にARを利用しています。ゲーミフィケーションやeラーニングだけでは、エンゲージメントは生まれません。ARは、実際のトレーニングを補助する機能である。ARはシナリオベースのトレーニングにぴったりで、従業員と会話し、顧客と対話し、社会的な環境を理解します。ARやVRの開発者が使用しているApple ARKitは、すでに素晴らしい結果を出しています。Apple社のARKit 3は、AR開発者に優しいソフトウェアで、驚くべきARベースのコンテンツを比較的簡単に作成することができます。KFCでは、VRシミュレーターを使った従業員トレーニングプログラムを設計しました。
企業の中では、消費財・小売分野が予測期間中に最も高い成長率を示すと予想されている Fast-Moving Consumer Goods(FMCG)、eコマース、小売分野での激しい競争が、ゲームベースの学習市場の消費財・小売分野の垂直成長をもたらしています。消費者の間では、より良い顧客体験のために、新しい製品、強化された製品、カスタマイズされた製品に対する需要が高まっています。小売業者は、技術の発展、競争の激化、ブランドの差別化、価格圧力、動的な規制環境、顧客需要の変化などにより、複雑な市場で機能しています。小売業者は、より顧客を中心に考えるようになった。小売業者は、多様なチャネルを通じて、より高度で優れたサービス、多様な商品、より快適な購買体験を提供することで、顧客との関係を築く必要がある。これにより、従業員は、顧客が求める新製品を常に把握しておかなければならず、仕事量が増加しています。この分野は、予測期間中に最も高い成長率が見込まれており、主要企業がゲームベースの学習ソリューションを採用しています。例えば、Coca-Cola社は、数百人のディストリビューターのトレーニングにビデオゲームを使用し、革新的で効果的な、他とは異なるトレーニングを提供していました。

2021年、ゲームベースドラーニング市場は北米が優勢に
北米地域は、ゲームベースドラーニングソリューションの導入に積極的な市場です。企業が様々なチャネルパートナーや顧客とつながるために、インターネットの利用が拡大しています。北米では、顧客ベースのソリューションや企業ベースのソリューションの採用が多く、ゲームベースの学習市場を牽引しています。さらに、この地域では、米国やカナダなどの国が、マーケティング活動を強化するためにゲームベースの学習ソリューションを採用しています。さらに、導入コストの低さから、企業におけるゲームベースドラーニングソリューションの需要が高まっていることも、ゲームベースドラーニング市場の大きな成長につながっています。北米のゲームベースドラーニング市場は、他の地域に比べて収益の大部分を占めています。
二次調査で得られたいくつかのセグメントおよびサブセグメントの市場規模を決定し、検証する過程で、主要人物への広範な一次インタビューが行われました。主要関係者のプロフィールの内訳は以下の通りです。
- 企業タイプ別。ティアI:32%、ティアII:35%、ティアIII:33%。
- 呼称別Cレベル:27%、Dレベル:37%、その他:36%。
- 地域別北米:42%、欧州:23%、APAC:19%、ロー:16
このレポートでは、以下の主要ベンダーを紹介しています。
Kahoot(ノルウェー) Frontier Developments(英国) Minecraft(スウェーデン) Spin Master(カナダ) Bublar Group(スウェーデン) BreakAway games(米国) Gamelearn(スペイン) Recurrence(米国) Schell Games(米国) Stratbeans(インド) Tangible Play(米国) Simulearn(米国) Playgen(英国) Raptivity(米国) Banzai Labs(米国) Cognitive Toybox(米国),Fundamentor(インド)、Idnusgeeks(インド)、Kuato Studios(英国)、Monkimun(米国)、Smart Lumies(米国)、G-Cube(インド)、Hornbill FX(インド)、Infinite Dreams(ポーランド)、Layup(スリランカ)、MLevel(米国)、Quodeck(インド)、Threatgen(米国)、Gametize(シンガポール)、Sweetrush(米国)、Kidoz(米国)、VR Education Holdings(アイルランド)。
調査範囲
ゲームベースドラーニング市場は、コンポーネント、ゲームタイプ、開発モード、エンドユーザー、地域別に分類されます。コンポーネント別では、ゲームベースの学習市場は、ソリューションとサービスに分類されています。ゲームタイプ別では、AR VRゲーム、AIベースのゲーム、ロケーションベースのゲーム、評価・査定ゲーム、トレーニング・知識・スキルベースのゲーム、言語学習ゲーム、そしてロールベースのゲームや子供向け学習ゲームを含むその他に分類されています。導入形態別では、市場をクラウドとオンプレミスに分けています。エンドユーザー別では、一般消費者、教育機関、政府機関、企業に分かれています。企業は、BFSI、製造業、ヘルスケア・ライフサイエンス、IT・通信、消費財・小売、その他に細分化されています。その他には、エネルギー・公益事業、メディア・娯楽、輸送・物流などがあります。地域別では、北米、欧州、APAC、MEA、ラテンアメリカに分かれています。
レポートを購入する主なメリット

本レポートは、ゲームベースの学習市場のリーダー/新規参入者が、ゲームベースの学習市場全体およびサブセグメントの収益数値の最も近い近似値に関する情報を得るのに役立ちます。このレポートは、ステークホルダーが競争状況を理解し、ビジネスをより良く位置づけ、適切な市場参入戦略を計画するためのより多くの洞察を得るのに役立ちます。また、本レポートは、ステークホルダーが市場の脈動を理解するのに役立ち、主要な市場のドライバー、拘束力、課題、機会に関する情報を提供します。


 

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Summary

The game-based learning market size is expected to grow from USD 11.0 billion in 2021 to USD 29.7 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 21.9% during the forecast period. Game-based learning market is rapidly gaining acceptance worldwide by schools, colleges, institutions, corporates. It helps to engage learners, motivate them are provide feedbacks.
The service segment is expected to grow at a higher rate during the forecast period
Service providers offer continuous support and maintenance sessions to users, as and when needed, to resolve business complexities. They also support organizations by helping them gain the expertise required for operating the newly adopted solution. With support and maintenance services, users get a thorough idea about systematic procedures related to the deployed solution. Service vendors provide online, as well as onsite support and maintenance, to users so that they can use the deployed solution in a better way. Support services are crucial, as they directly deal with customer issues, which, in turn, impacts customer satisfaction.
The AI-based games segment is expected to grow at a higher rate
3D animation is an automated real-time deep learning technique. Companies such as Walmart, Agco, Bosch, and Boeing are currently using AR for corporate training. Only gamification or eLearning does not create engagement. AR is a feature that aids with the actual training. AR fits perfectly into scenario-based training, it talks to employee, interacts with clients, and understands the social surrounding. The Apple ARKit used by AR and VR developers has already yielded some amazing results. Apple’s ARKit 3 is an AR developer friendly software to create amazing AR-based content with relative ease. KFC has designed and employee training program with VR simulator.
Among enterprises, the consumer good and retail segment is expected to grow at the highest rate during the forecast period The intense competition in Fast-Moving Consumer Goods (FMCG), eCommerce, and retail has led to the growth of the consumer goods and retails vertical of the game-based learning market. There is a growing demand for new, enhanced, and customized products from consumers for better customer experience. The retailers function in a complex marketplace driven by technological developments, increasing competition, brand distinction, price pressure, dynamic regulatory environment, and changing customer demand. Retailers have become more customer-centric Retailers need to forge customer relations by offering advanced and more superior services, a distinguished variety of goods, along with more pleasing purchase experiences, through diverse channels. This has increased the workload of employees as they have to keep themselves updated with every new product that customer demands. This vertical is expected to grow at the highest growth rate during the forecast period and major companies are adopting game-based learning solution. For instance, Coca-Cola had used a videogame to train hundreds of distributors and provide innovative, effective, and different training.

North America to dominate the game-based learning market in 2021
The North American region has been a predominately receptive market toward the adoption of game-based learning solution. There has been an expansive usage of the internet to connect with various channel partners and clients among enterprises. The high adoption of customer-based solution and enterprise-based solution are driving the game-based learning market in North America. Moreover, in this region, countries such as the US and Canada are adopting game-based learning solution to enrich their marketing activities. Furthermore, the rising demand for game-based learning solution among enterprises due to its low implementation cost has helped the game-based learning market to grow at a significant pace. The game-based learning market in North America is contributing a large portion of revenue as compared to the other regions.
In the process of determining and verifying the market size for several segments and subsegments gathered through secondary research, extensive primary interviews were conducted with the key people. The breakup of the profiles of the primary participants is as follows:
• By Company Type: Tier I: 32%, Tier II: 35%, and Tier III: 33%
• By Designation: C-Level: 27%, D-Level: 37%, and Others:36%
• By Region: North America: 42%, Europe: 23%, APAC: 19%, Row: 16%
The report profiles the following key vendors:
Kahoot (Norway) Frontier Developments (UK), Minecraft (Sweden), Spin Master (Canada), Bublar Group (Sweden), BreakAway games (US), Gamelearn (Spain), Recurrence (US), Schell Games (US), Stratbeans (India), Tangible Play (US), Simulearn (US), Playgen (UK), Raptivity (US), Banzai Labs (US), Cognitive Toybox (US), Fundamentor (India), Idnusgeeks (India), Kuato Studios (UK), Monkimun (US), Smart Lumies (US), G-Cube (India), Hornbill FX (India), Infinite Dreams (Poland), Layup (Sri Lanka), MLevel (US), Quodeck (India), Threatgen (US), Gametize (Singapore), Sweetrush (US), Kidoz, (US) and VR Education Holdings (Ireland).
Research Coverage
The game-based learning market is segmented by component, game type, development mode, end-user, and region. By component, the game-based learning market has been sub-segmented into solution and services. By game type, the market has been sub-segmented into AR VR games; AI-based games; location-based games; assessment and evaluation games; training, knowledge, and skill-based games; language learning games; and others, which include role-based games and childhood learning games. By deployment mode the market has been segmented into cloud and on-premises. By end user the market is segmented into consumer, education, government, enterprises. Enterprises is sub segmented into BFSI, manufacturing, healthcare and lifesciences, IT and telecom, consumer goods and retail, others. Others include energy and utilities,media and entertainment, transport and logistics. By region the market is segmented into North America, Europe, APAC, MEA and Latin America.
Key Benefits of Buying the Report

The report will help the market leaders/new entrants in the game-based learning market with information on the closest approximations of the revenue numbers for the overall game-based learning market and the subsegments. The report will help stakeholders understand the competitive landscape and gain more insights to better position their businesses and to plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the market and provides them with information on key market drivers, restraints, challenges, and opportunities.


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Table of Contents

1 INTRODUCTION 20
1.1 INTRODUCTION TO COVID-19 20
1.2 COVID-19 HEALTH ASSESSMENT 20
FIGURE 1 COVID-19: GLOBAL PROPAGATION 20
FIGURE 2 COVID-19 PROPAGATION: SELECT COUNTRIES 21
1.3 COVID-19 ECONOMIC ASSESSMENT 22
FIGURE 3 REVISED GROSS DOMESTIC PRODUCT FORECASTS FOR SELECT G20 COUNTRIES IN 2020 22
1.3.1 COVID-19 ECONOMIC IMPACT—SCENARIO ASSESSMENT 23
FIGURE 4 CRITERIA IMPACTING THE GLOBAL ECONOMY 23
FIGURE 5 SCENARIOS IN TERMS OF RECOVERY OF THE GLOBAL ECONOMY 24
1.4 OBJECTIVES OF THE STUDY 25
1.5 MARKET DEFINITION 25
1.5.1 INCLUSIONS AND EXCLUSIONS 26
1.6 MARKET SCOPE 26
1.6.1 MARKET SEGMENTATION 27
1.6.2 REGIONS COVERED 27
1.6.3 YEARS CONSIDERED FOR THE STUDY 28
1.7 CURRENCY CONSIDERED 28
TABLE 1 UNITED STATES DOLLAR EXCHANGE RATE, 2018–2020 28
1.8 STAKEHOLDERS 28
2 RESEARCH METHODOLOGY 29
2.1 RESEARCH DATA 29
FIGURE 6 GAME-BASED LEARNING MARKET: RESEARCH DESIGN 30
2.1.1 SECONDARY DATA 31
2.1.2 PRIMARY DATA 31
2.1.2.1 Breakup of primary profiles 32
FIGURE 7 BREAKUP OF PRIMARY INTERVIEWS: BY COMPANY TYPE, DESIGNATION,
AND REGION 32
TABLE 2 PRIMARY RESPONDENTS: ENTERPRISE PERFORMANCE MANAGEMENT MARKET 32
2.1.2.2 Key industry insights 33
2.2 MARKET BREAKUP AND DATA TRIANGULATION 34
FIGURE 8 DATA TRIANGULATION 34
2.3 MARKET SIZE ESTIMATION 35
FIGURE 9 GAME-BASED LEARNING MARKET: TOP-DOWN AND BOTTOM-UP APPROACHES 35
FIGURE 10 MARKET SIZE ESTIMATION METHODOLOGY – APPROACH 1 (SUPPLY-SIDE): REVENUE OF GAME-BASED LEARNING FROM VENDORS 36
FIGURE 11 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH (SUPPLY-SIDE): COLLECTIVE REVENUE OF GAME-BASED LEARNING VENDORS 37
FIGURE 12 MARKET SIZE ESTIMATION METHODOLOGY – (SUPPLY-SIDE): ILLUSTRATION OF VENDOR REVENUE ESTIMATION 37
FIGURE 13 MARKET SIZE ESTIMATION METHODOLOGY – (SUPPLY SIDE): CAGR PROJECTIONS FROM THE SUPPLY SIDE 38
FIGURE 14 MARKET SIZE ESTIMATION METHODOLOGY – APPROACH 2 (DEMAND-SIDE): REVENUE GENERATED FROM GAME-BASED LEARNING SOLUTION AND SERVICES 39
2.4 MARKET FORECAST 39
TABLE 3 FACTOR ANALYSIS 39
2.5 ASSUMPTIONS FOR THE STUDY 40
2.6 LIMITATIONS OF THE STUDY 41
3 EXECUTIVE SUMMARY 42
FIGURE 15 GAME-BASED LEARNING MARKET: GLOBAL SNAPSHOT, 2020–2026 43
FIGURE 16 TOP-GROWING SEGMENTS IN THE GAME-BASED LEARNING MARKET 44
FIGURE 17 CLOUD SEGMENT TO ACCOUNT FOR A LARGER MARKET SIZE BY 2026 45
FIGURE 18 ASSESSMENT AND EVALUATION GAMES SEGMENT TO ACCOUNT FOR THE LARGEST MARKET SIZE BY 2026 45
FIGURE 19 SOLUTION SEGMENT TO ACCOUNT FOR A LARGER MARKET SIZE BY 2026 46
FIGURE 20 END USERS IN THE GAME-BASED LEARNING MARKET, 
2020–2026 (USD MILLION) 48
FIGURE 21 ENTERPRISES IN THE GAME-BASED LEARNING MARKET,
 2020–2026 (USD MILLION) 49
FIGURE 22 NORTH AMERICA TO ACCOUNT FOR THE LARGEST MARKET SIZE BY 2026 50
4 PREMIUM INSIGHTS 52
4.1 ATTRACTIVE GROWTH OPPORTUNITIES IN THE GAME-BASED LEARNING MARKET 52
FIGURE 23 NEED FOR INCREASED LEARNER ENGAGEMENT DRIVING THE GAME-BASED LEARNING MARKET GROWTH 52
4.2 GAME-BASED LEARNING MARKET, BY COMPONENT (2021 VS. 2026) 53
FIGURE 24 SOLUTION SEGMENT TO ACCOUNT FOR A LARGER MARKET SHARE BY 2026 53
4.3 GAME-BASED LEARNING MARKET, BY GAME TYPE (2021 VS. 2026) 53
FIGURE 25 ASSESSMENT AND EVALUATION GAMES SEGMENT TO ACCOUNT FOR THE LARGEST MARKET SHARE BY 2026 53
4.4 GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE (2021 VS. 2026) 54
FIGURE 26 CLOUD SEGMENT TO ACCOUNT FOR A LARGER MARKET SHARE BY 2026 54
4.5 GAME-BASED LEARNING MARKET, BY END USER (2021 VS. 2026) 54
FIGURE 27 ENTERPRISES SEGMENT TO ACCOUNT FOR THE LARGEST MARKET SHARE
 BY 2026 54
4.6 GAME-BASED LEARNING MARKET, BY ENTERPRISE (2021 VS. 2026) 55
FIGURE 28 HEALTHCARE AND LIFESCIENCES SEGMENT TO ACCOUNT FOR THE LARGEST MARKET SHARE BY 2026 55
4.7 GAME-BASED LEARNING MARKET INVESTMENT SCENARIO 55
FIGURE 29 EUROPE TO EMERGE AS THE BEST MARKET FOR INVESTMENTS IN 
THE NEXT FIVE YEARS 55
5 MARKET OVERVIEW AND INDUSTRY TRENDS 56
5.1 INTRODUCTION 56
5.2 MARKET DYNAMICS 57
FIGURE 30 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES 57
5.2.1 DRIVERS 57
5.2.1.1 Ownership of young learners and user engagement in learning 57
5.2.1.2 Growing demand for training, presentation, and meetings among corporates and education institutes 58
5.2.1.3 Ease of learning, problem-solving, time-saving, and cost-effective 58
5.2.1.4 Demand for immediate feedback on performance 58
5.2.2 RESTRAINTS 58
5.2.2.1 Need for high security and cybersecurity from game-based learning 58
5.2.3 OPPORTUNITIES 59
5.2.3.1 Increased demand for AR, VR, and AI for learning 59
5.2.3.2 Building an emotional connection in learning and subject matter 59
5.2.4 CHALLENGES 59
5.2.4.1 Game-based learning modules with existing LMS 59
5.2.4.2 Game design with learning objectives 59
5.2.4.3 Cultural barriers with parents and faculties 59
5.2.4.4 Availability of IT infrastructure in schools and colleges, problems in access internet, and lack of financial support 60
5.3 CASE STUDY ANALYSIS 60
5.3.1 USE CASE 1: AUTOMOBILE 60
5.3.2 USE CASE 2: EDUCATION 61
5.3.3 USE CASE 3: HEALTHCARE 61
5.4 ECOSYSTEM 62
FIGURE 31 GAME-BASED LEARNING MARKET: ECOSYSTEM 62
5.5 SUPPLY CHAIN ANALYSIS 63
FIGURE 32 GAME-BASED LEARNING MARKET: VALUE CHAIN ANALYSIS 63
TABLE 4 GAME-BASED LEARNING MARKET: VALUE CHAIN 63
5.6 PRICING ANALYSIS 64
TABLE 5 PRICING ANALYSIS: GAME-BASED LEARNING MARKET 64
5.7 PATENT ANALYSIS 65
FIGURE 33 NUMBER OF PATENTS DOCUMENTS PUBLISHED 65
FIGURE 34 TOP FIVE PATENT OWNERS (GLOBAL) 65
TABLE 6 TOP TEN PATENT OWNERS 66
5.8 TECHNOLOGICAL ANALYSIS 66
5.8.1 CLOUD COMPUTING 66
5.8.2 ARTIFICIAL INTELLIGENCE AND MACHINE LEARNING 67
5.8.3 AUGMENTED REALITY AND VIRTUAL REALITY 67
5.9 PORTER’S FIVE FORCES ANALYSIS 68
FIGURE 35 GAME-BASED LEARNING MARKET: PORTER’S FIVE FORCES ANALYSIS 68
TABLE 7 GAME-BASED LEARNING MARKET: PORTER’S FIVE FORCES ANALYSIS 69
5.9.1 THREAT OF NEW ENTRANTS 69
5.9.2 THREAT OF SUBSTITUTES 69
5.9.3 BARGAINING POWER OF SUPPLIERS 69
5.9.4 BARGAINING POWER OF BUYERS 69
5.9.5 INTENSITY OF COMPETITIVE RIVALRY 70
5.10 COVID-19 DRIVEN MARKET DYNAMICS 70
5.10.1 DRIVERS AND OPPORTUNITIES 70
5.10.2 RESTRAINTS AND CHALLENGES 71
5.11 REGULATIONS 71
5.11.1 NORTH AMERICA 71
5.11.2 EUROPE 72
5.11.3 ASIA PACIFIC 72
5.11.4 MIDDLE EAST AND SOUTH AFRICA 73
5.11.5 LATIN AMERICA 73
5.12 TRENDS/DISRUPTIONS IMPACTING BUYERS 73
FIGURE 36 GAME-BASED LEARNING MARKET: TRENDS/DISRUPTIONS IMPACTING BUYERS 73
6 GAME-BASED LEARNING MARKET, BY COMPONENT 74
6.1 INTRODUCTION 75
FIGURE 37 SERVICES SEGMENT TO GROW AT A HIGHER CAGR DURING THE FORECAST PERIOD 75
6.1.1 COMPONENTS: GAME-BASED LEARNING MARKET DRIVERS 75
6.1.2 COMPONENTS: COVID-19 IMPACT 75
TABLE 8 GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 
2020–2026 (USD MILLION) 76
TABLE 9 COMPONENTS: GAME-BASED LE
ARNING MARKET SIZE, BY REGION, 2020–2026 (USD MILLION) 76
6.2 SOLUTION 76
TABLE 10 SOLUTION: GAME-BASED LEARNING MARKET SIZE, BY REGION, 
2020–2026 (USD MILLION) 77
6.3 SERVICES 77
TABLE 11 SERVICES: GAME-BASED LEARNING MARKET SIZE, BY REGION, 
2020–2026 (USD MILLION) 78
7 GAME-BASED LEARNING MARKET, BY GAME TYPE 79
7.1 INTRODUCTION 80
FIGURE 38 AR VR GAMES SEGMENT TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD 80
7.1.1 GAME TYPES: GAME-BASED LEARNING MARKET DRIVERS 80
7.1.2 GAME TYPES: COVID-19 IMPACT 80
TABLE 12 GAME-BASED LEARNING MARKET SIZE, BY GAME TYPE, 
2020–2026 (USD MILLION) 81
7.2 AR VR GAMES 81
7.3 AI-BASED GAMES 81
7.4 LOCATION-BASED GAMES 81
7.5 ASSESSMENT AND EVALUATION GAMES 82
7.6 TRAINING, KNOWLEDGE, AND SKILL-BASED GAMES 82
7.7 LANGUAGE LEARNING GAMES 82
7.8 OTHER GAME TYPES 82
8 GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODE 83
8.1 INTRODUCTION 84
FIGURE 39 CLOUD SEGMENT TO GROW AT A HIGHER CAGR DURING THE FORECAST PERIOD 84
8.1.1 DEPLOYMENT MODES: GAME-BASED LEARNING MARKET DRIVERS 84
8.1.2 DEPLOYMENT MODES: COVID-19 IMPACT 84
TABLE 13 GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 
2020–2026 (USD MILLION) 85
8.2 ON-PREMISES 85
TABLE 14 ON-PREMISES: GAME-BASED LEARNING MARKET SIZE, BY REGION, 
2020–2026 (USD MILLION) 85
8.3 CLOUD 86
TABLE 15 CLOUD: GAME-BASED LEARNING MARKET SIZE, BY REGION, 
2020–2026 (USD MILLION) 86
9 GAME-BASED LEARNING MARKET, BY END USER 87
9.1 INTRODUCTION 88
FIGURE 40 EDUCATION SEGMENT TO HOLD THE LARGEST MARKET SHARE DURING 
THE FORECAST PERIOD 88
9.1.1 END USERS: GAME-BASED LEARNING MARKET DRIVERS 88
9.1.2 END USERS: COVID-19 IMPACT 88
TABLE 16 GAME-BASED LEARNING MARKET SIZE, BY END USER,
2020–2026 (USD MILLION) 89
9.2 CONSUMERS 89
TABLE 17 CONSUMERS: GAME-BASED LEARNING MARKET SIZE, BY REGION, 
2020–2026 (USD MILLION) 89
9.3 EDUCATION 90
TABLE 18 EDUCATION: GAME-BASED LEARNING MARKET SIZE, BY REGION, 
2020–2026 (USD MILLION) 90
9.4 GOVERNMENTS 91
TABLE 19 GOVERNMENTS: GAME-BASED LEARNING MARKET SIZE, BY REGION, 
2020–2026 (USD MILLION) 91
9.5 ENTERPRISES 91
FIGURE 41 HEALTHCARE AND LIFE SCIENCES SEGMENT TO HOLD THE LARGEST MARKET SHARE DURING THE FORECAST PERIOD 92
TABLE 20 ENTERPRISES: GAME-BASED LEARNING MARKET SIZE, BY REGION, 
2020–2026 (USD MILLION) 92
TABLE 21 GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISE, 
2020–2026 (USD MILLION) 93
9.6 BANKING, FINANCIAL SERVICES, AND INSURANCE 93
TABLE 22 BANKING, FINANCIAL SERVICES, AND INSURANCE: GAME-BASED LEARNING MARKET SIZE, BY REGION, 2020–2026 (USD MILLION) 93
9.7 MANUFACTURING 94
TABLE 23 MANUFACTURING: GAME-BASED LEARNING MARKET SIZE, BY REGION, 2020–2026 (USD MILLION) 94
9.8 HEALTHCARE AND LIFE SCIENCES 94
TABLE 24 HEALTHCARE AND LIFE SCIENCES: GAME-BASED LEARNING MARKET SIZE, BY REGION, 2020–2026 (USD MILLION) 95
9.9 IT AND TELECOMMUNICATIONS 95
TABLE 25 IT AND TELECOMMUNICATIONS: GAME-BASED LEARNING MARKET SIZE, BY REGION, 2020–2026 (USD MILLION) 95
9.10 CONSUMER GOODS AND RETAIL 96
TABLE 26 CONSUMER GOODS AND RETAIL: GAME-BASED LEARNING MARKET SIZE, BY REGION, 2020–2026 (USD MILLION) 96
9.11 OTHER ENTERPRISES 96
TABLE 27 OTHER ENTERPRISES: GAME-BASED LEARNING MARKET SIZE, BY REGION, 2020–2026 (USD MILLION) 97
10 GAME-BASED LEARNING MARKET, BY REGION 98
10.1 INTRODUCTION 99
FIGURE 42 NORTH AMERICA TO ACCOUNT FOR THE LARGEST MARKET SIZE DURING THE FORECAST PERIOD 99
TABLE 28 GAME-BASED LEARNING MARKET SIZE, BY REGION, 2020–2026 (USD MILLION) 99
10.2 NORTH AMERICA 100
10.2.1 NORTH AMERICA: GAME-BASED LEARNING MARKET DRIVERS 100
10.2.2 NORTH AMERICA: COVID-19 IMPACT 100
FIGURE 43 NORTH AMERICA: MARKET SNAPSHOT 101
TABLE 29 NORTH AMERICA: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 101
TABLE 30 NORTH AMERICA: SOLUTION MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 102
TABLE 31 NORTH AMERICA: SERVICES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 102
TABLE 32 NORTH AMERICA: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 102
TABLE 33 NORTH AMERICA: ON-PREMISES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 102
TABLE 34 NORTH AMERICA: CLOUD MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 103
TABLE 35 NORTH AMERICA: GAME-BASED LEARNING MARKET SIZE, BY END USER, 2020–2026 (USD MILLION) 103
TABLE 36 NORTH AMERICA: GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISE, 2020–2026 (USD MILLION) 103
TABLE 37 NORTH AMERICA: GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 104
10.2.3 UNITED STATES 104
TABLE 38 UNITED STATES: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 104
TABLE 39 UNITED STATES: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 105
10.2.4 CANADA 105
TABLE 40 CANADA: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 105
TABLE 41 CANADA: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 106
10.3 EUROPE 106
10.3.1 EUROPE: GAME-BASED LEARNING MARKET DRIVERS 106
10.3.2 EUROPE: COVID-19 IMPACT 106
TABLE 42 EUROPE: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 107
TABLE 43 EUROPE: SOLUTION MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 107
TABLE 44 EUROPE: SERVICES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 107
TABLE 45 EUROPE: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 108
TABLE 46 EUROPE: ON-PREMISES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 108
TABLE 47 EUROPE: CLOUD MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 108
TABLE 48 EUROPE: GAME-BASED LEARNING MARKET SIZE, BY END USER, 2020–2026 (USD MILLION) 109
TABLE 49 EUROPE: GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISE, 2020–2026 (USD MILLION) 109
TABLE 50 EUROPE: GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 109
10.3.3 UNITED KINGDOM 110
TABLE 51 UNITED KINGDOM: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 110
TABLE 52 UNITED KINGDOM: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 110
10.3.4 GERMANY 111
TABLE 53 GERMANY: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 111
TABLE 54 GERMANY: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 111
10.3.5 FRANCE 111
TABLE 55 FRANCE: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 112
TABLE 56 FRANCE: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 112
10.3.6 REST OF EUROPE 112
TABLE 57 REST OF EUROPE: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 113
TABLE 58 REST OF EUROPE: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 113
10.4 ASIA PACIFIC 113
FIGURE 44 ASIA PACIFIC: MARKET SNAPSHOT 114
10.4.1 ASIA PACIFIC: GAME-BASED LEARNING MARKET DRIVERS 114
10.4.2 ASIA PACIFIC: COVID-19 IMPACT 114
TABLE 59 ASIA PACIFIC: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 115
TABLE 60 ASIA PACIFIC: SOLUTION MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 115
TABLE 61 ASIA PACIFIC: SERVICES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 115
TABLE 62 ASIA PACIFIC: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 116
TABLE 63 ASIA PACIFIC: ON-PREMISES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 116
TABLE 64 ASIA PACIFIC: CLOUD MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 116
TABLE 65 ASIA PACIFIC: GAME-BASED LEARNING MARKET SIZE, BY END USER, 2020–2026 (USD MILLION) 117
TABLE 66 ASIA PACIFIC: GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISE, 2020–2026 (USD MILLION) 117
TABLE 67 ASIA PACIFIC: GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 117
10.4.3 CHINA 118
TABLE 68 CHINA: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 118
TABLE 69 CHINA: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 118
10.4.4 JAPAN 118
TABLE 70 JAPAN: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 119
TABLE 71 JAPAN: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 119
10.4.5 AUSTRALIA AND NEW ZEALAND 119
TABLE 72 AUSTRALIA AND NEW ZEALAND: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 120
TABLE 73 AUSTRALIA AND NEW ZEALAND: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 120
10.4.6 REST OF ASIA PACIFIC 120
TABLE 74 REST OF ASIA PACIFIC: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 120
TABLE 75 REST OF ASIA PACIFIC: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 121
10.5 MIDDLE EAST AND AFRICA 121
10.5.1 MIDDLE EAST AND AFRICA: GAME-BASED LEARNING MARKET DRIVERS 121
10.5.2 MIDDLE EAST AND AFRICA: COVID-19 IMPACT 121
TABLE 76 MIDDLE EAST AND AFRICA MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 122
TABLE 77 MIDDLE EAST AND AFRICA: SOLUTION MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 122
TABLE 78 MIDDLE EAST AND AFRICA: SERVICES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 122
TABLE 79 MIDDLE EAST AND AFRICA: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 123
TABLE 80 MIDDLE EAST AND AFRICA: ON-PREMISES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 123
TABLE 81 MIDDLE EAST AND AFRICA: CLOUD MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 123
TABLE 82 MIDDLE EAST AND AFRICA: GAME-BASED LEARNING MARKET SIZE, BY END USER, 2020–2026 (USD MILLION) 124
TABLE 83 MIDDLE EAST AND AFRICA: GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISE, 2020–2026 (USD MILLION) 124
TABLE 84 MIDDLE EAST AND AFRICA: GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 124
10.5.3 KINGDOM OF SAUDI ARABIA 125
TABLE 85 KINGDOM OF SAUDI ARABIA: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 125
TABLE 86 KINGDOM OF SAUDI ARABIA: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 125
10.5.4 UNITED ARAB EMIRATES 125
TABLE 87 UNITED ARAB EMIRATES: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 126
TABLE 88 UNITED ARAB EMIRATES: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 126
10.5.5 SOUTH AFRICA 126
TABLE 89 SOUTH AFRICA: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 126
TABLE 90 SOUTH AFRICA: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 127
10.5.6 REST OF MIDDLE EAST AND AFRICA 127
TABLE 91 REST OF MIDDLE EAST AND AFRICA: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 127
TABLE 92 REST OF MIDDLE EAST AND AFRICA: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 127
10.6 LATIN AMERICA 128
10.6.1 LATIN AMERICA: GAME-BASED LEARNING MARKET DRIVERS 128
10.6.2 LATIN AMERICA: COVID-19 IMPACT 128
TABLE 93 LATIN AMERICA: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 128
TABLE 94 LATIN AMERICA: SOLUTION MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 129
TABLE 95 LATIN AMERICA: SERVICES MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 129
TABLE 96 LATIN AMERICA: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 129
TABLE 97 LATIN AMERICA: ON-PREMISES GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 130
TABLE 98 LATIN AMERICA: CLOUD MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 130
TABLE 99 LATIN AMERICA: GAME-BASED LEARNING MARKET SIZE, BY END USER, 2020–2026 (USD MILLION) 130
TABLE 100 LATIN AMERICA: GAME-BASED LEARNING MARKET SIZE, BY ENTERPRISE, 2020–2026 (USD MILLION) 131
TABLE 101 LATIN AMERICA: GAME-BASED LEARNING MARKET SIZE, BY COUNTRY, 2020–2026 (USD MILLION) 131
10.6.3 BRAZIL 131
TABLE 102 BRAZIL: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 132
TABLE 103 BRAZIL: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 132
10.6.4 MEXICO 132
TABLE 104 MEXICO: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 132
TABLE 105 MEXICO: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 133
10.6.5 REST OF LATIN AMERICA 133
TABLE 106 REST OF LATIN AMERICA: GAME-BASED LEARNING MARKET SIZE, BY COMPONENT, 2020–2026 (USD MILLION) 133
TABLE 107 REST OF LATIN AMERICA: GAME-BASED LEARNING MARKET SIZE, BY DEPLOYMENT MODE, 2020–2026 (USD MILLION) 133
11 COMPETITIVE LANDSCAPE 134
11.1 INTRODUCTION 134
FIGURE 45 MARKET EVALUATION FRAMEWORK 134
11.2 MARKET RANKING 135
FIGURE 46 MARKET RANKING IN 2021 135
11.3 HISTORICAL REVENUE ANALYSIS OF TOP VENDORS 136
FIGURE 47 HISTORICAL REVENUE ANALYSIS 136
11.4 COMPANY EVALUATION QUADRANT 137
FIGURE 48 COMPANY EVALUATION MATRIX: CRITERIA WEIGHTAGE 137
11.4.1 STAR 137
11.4.2 EMERGING LEADER 138
11.4.3 PERVASIVE 138
11.4.4 PARTICIPANT 138
TABLE 108 GLOBAL COMPANY FOOTPRINT 138
TABLE 109 COMPANY END USER FOOTPRINT 139
TABLE 110 COMPANY REGION FOOTPRINT 139
FIGURE 49 GAME-BASED LEARNING MARKET: COMPANY EVALUATION QUADRANT 140
11.5 COMPETITIVE SCENARIO 141
11.5.1 GAME-BASED LEARNING MARKET NEW PRODUCT LAUNCHES 141
TABLE 111 GAME-BASED LEARNING MARKET: NEW PRODUCT LAUNCHES, 2019–2021 141
11.5.2 GAME-BASED LEARNING MARKET DEALS 142
TABLE 112 GAME-BASED LEARNING MARKET: DEALS, 2019–2021 142
12 COMPANY PROFILES 144
12.1 MAJOR PLAYERS 144
(Business Overview, Products & Solutions, Key Insights, Recent Developments, MnM View)*
12.1.1 KAHOOT! 144
TABLE 113 KAHOOT!: BUSINESS OVERVIEW 144
FIGURE 50 KAHOOT!: COMPANY SNAPSHOT 145
TABLE 114 KAHOOT!: SOLUTIONS OFFERED 145
TABLE 115 KAHOOT!: GAME-BASED LEARNING MARKET: PRODUCT LAUNCH 146
TABLE 116 KAHOOT!: GAME-BASED LEARNING MARKET: DEALS 146
12.1.2 FRONTIER DEVELOPMENTS 148
TABLE 117 FRONTIER DEVELOPMENTS: BUSINESS OVERVIEW 148
FIGURE 51 FRONTIER DEVELOPMENTS: COMPANY SNAPSHOT 148
TABLE 118 FRONTIER DEVELOPMENTS: SOLUTIONS OFFERED 149
12.1.3 SPIN MASTER 150
TABLE 119 SPIN MASTER: BUSINESS OVERVIEW 150
FIGURE 52 SPIN MASTER: COMPANY SNAPSHOT 151
TABLE 120 SPIN MASTER: PRODUCTS OFFERED 151
TABLE 121 SPIN MASTER: GAME-BASED LEARNING MARKET: DEALS 152
12.1.4 BUBLAR GROUP 153
TABLE 122 BUBLAR GROUP: BUSINESS OVERVIEW 153
FIGURE 53 BUBLAR GROUP: COMPANY SNAPSHOT 153
TABLE 123 BUBLAR GROUP: SERVICES OFFERED 154
TABLE 124 BUBLAR GROUP: GAME-BASED LEARNING MARKET: DEALS 154
12.1.5 MINECRAFT 156
TABLE 125 MINECRAFT: BUSINESS OVERVIEW 156
TABLE 126 MINECRAFT: SERVICES OFFERED 156
12.1.6 BREAKAWAY GAMES 157
TABLE 127 BREAKAWAY GAMES: BUSINESS OVERVIEW 157
TABLE 128 BREAKAWAY: SOLUTIONS OFFERED 157
12.1.7 GAMELEARN 159
TABLE 129 GAMELEARN: BUSINESS OVERVIEW 159
TABLE 130 GAMELEARN: SOLUTIONS OFFERED 159
12.1.8 RECURRENCE 160
TABLE 131 RECURRENCE: BUSINESS OVERVIEW 160
TABLE 132 RECURRENCE: SOLUTIONS OFFERED 160
12.1.9 SCHELL GAMES 161
TABLE 133 SCHELL GAMES: BUSINESS OVERVIEW 161
TABLE 134 SCHELL GAMES: SERVICES OFFERED 161
12.1.10 STRATBEANS 162
TABLE 135 STRATBEANS: BUSINESS OVERVIEW 162
TABLE 136 STRATBEANS: SERVICES OFFERED 162
TABLE 137 STRATBEANS: GAME-BASED LEARNING MARKET: SERVICE LAUNCH 163
12.1.11 TANGIBLE PLAY 164
TABLE 138 TANGIBLE PLAY: BUSINESS OVERVIEW 164
TABLE 139 TANGIBLE PLAY: SERVICES OFFERED 164
12.1.12 SIMULEARN 165
TABLE 140 SIMULEARN: BUSINESS OVERVIEW 165
TABLE 141 SIMULEARN: SOLUTIONS OFFERED 165
12.1.13 PLAYGEN 166
TABLE 142 PLAYGEN: BUSINESS OVERVIEW 166
TABLE 143 PLAYGEN: SERVICES OFFERED 166
12.1.14 RAPTIVITY 167
TABLE 144 RAPTIVITY: BUSINESS OVERVIEW 167
12.1.14.2 Services offered 167
TABLE 145 RAPTIVITY: SERVICES OFFERED 167
12.1.14.3 Recent developments 168
TABLE 146 RAPTIVITY: GAME-BASED LEARNING MARKET: PRODUCT LAUNCH 168
12.1.15 KIDOZ 169
12.1.16 VR EDUCATION HOLDINGS 169
12.1.17 BANZAI LABS 170
12.1.18 COGNITIVE TOYBOX 170
12.1.19 FUNDAMENTOR 171
12.1.20 INDUSGEEKS 172
12.1.21 KUATO STUDIOS 173
12.1.22 MONKIMUN 174
12.1.23 SMART LUMIES 175
12.1.24 G-CUBE 176
12.1.25 HORNBILL FX 177
12.1.26 INFINITE DREAMS 178
12.1.27 LAYUP 179
12.1.28 MLEVEL 180
12.1.29 QUODECK 180
12.1.30 THREATGEN 181
12.1.31 GAMETIZE 182
12.1.32 SWEETRUSH 183
*Details on Business Overview, Solutions & Services, Key Insights, Recent Developments, MnM View might not be captured in case of unlisted companies.
13 ADJACENT/RELATED MARKET 184
13.1 INTRODUCTION 184
13.1.1 RELATED MARKET 184
13.1.2 LIMITATIONS 184
13.2 EDTECH AND SMART CLASSROOM MARKET 185
TABLE 147 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, 
BY EDUCATION SYSTEM, 2014–2018 (USD MILLION) 185
TABLE 148 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, 
BY EDUCATION SYSTEM, 2019–2025 (USD MILLION) 186
TABLE 149 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, 
BY TECHNOLOGY, 2014–2018 (USD MILLION) 186
TABLE 150 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, 
BY TECHNOLOGY, 2019–2025 (USD MILLION) 187
TABLE 151 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, 
BY END USER, 2014–2018 (USD MILLION) 187
TABLE 152 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, 
BY END USER, 2019–2025 (USD MILLION) 187
TABLE 153 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, 
BY DEPLOYMENT TYPE, 2014–2018 (USD MILLION) 188
TABLE 154 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, 
BY DEPLOYMENT TYPE, 2019–2025 (USD MILLION) 188
TABLE 155 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, 
BY COUNTRY, 2014–2018 (USD MILLION) 188
TABLE 156 NORTH AMERICA: EDTECH AND SMART CLASSROOM MARKET SIZE, 
BY COUNTRY, 2019–2025 (USD MILLION) 188
TABLE 157 UNITED STATES: EDTECH AND SMART CLASSROOM MARKET SIZE, 
BY END USER, 2014–2018 (USD MILLION) 189
TABLE 158 UNITED STATES: EDTECH AND SMART CLASSROOM MARKET SIZE, 
BY END USER, 2019–2025 (USD MILLION) 189
TABLE 159 UNITED STATES: EDTECH AND SMART CLASSROOM MARKET SIZE, 
BY DEPLOYMENT TYPE, 2014–2018 (USD MILLION) 189
TABLE 160 UNITED STATES: EDTECH AND SMART CLASSROOM MARKET SIZE, 
BY DEPLOYMENT TYPE, 2019–2025 (USD MILLION) 189
TABLE 161 CANADA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY END USER, 2014–2018 (USD MILLION) 190
TABLE 162 CANADA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY END USER, 2019–2025 (USD MILLION) 190
TABLE 163 CANADA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY DEPLOYMENT TYPE, 2014–2018 (USD MILLION) 190
TABLE 164 CANADA: EDTECH AND SMART CLASSROOM MARKET SIZE, BY DEPLOYMENT TYPE, 2019–2025 (USD MILLION) 190
13.3 GAMIFICATION MARKET 191
TABLE 165 GAMIFICATION MARKET SIZE, BY VERTICAL, 2018–2025 (USD MILLION) 191
TABLE 166 EDUCATION: GAMIFICATION MARKET SIZE, BY REGION, 
2018–2025 (USD MILLION) 191
TABLE 167 HEALTHCARE: GAMIFICATION MARKET SIZE, BY REGION, 
2018–2025 (USD MILLION) 192
TABLE 168 BANKING, FINANCIAL SERVICES, AND INSURANCE: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION) 192
TABLE 169 RETAIL: GAMIFICATION MARKET SIZE, BY REGION, 
2018–2025 (USD MILLION) 192
TABLE 170 MANUFACTURING: GAMIFICATION MARKET SIZE, BY REGION, 
2018–2025 (USD MILLION) 193
TABLE 171 MEDIA AND ENTERTAINMENT: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION) 193
TABLE 172 TELECOM: GAMIFICATION MARKET SIZE, BY REGION, 
2018–2025 (USD MILLION) 193
TABLE 173 IT AND ITES: GAMIFICATION MARKET SIZE, BY REGION, 
2018–2025 (USD MILLION) 194
TABLE 174 HOSPITALITY: GAMIFICATION MARKET SIZE, BY REGION, 
2018–2025 (USD MILLION) 194
TABLE 175 OTHERS: GAMIFICATION MARKET SIZE, BY REGION,
2018–2025 (USD MILLION) 194
14 APPENDIX 195
14.1 DISCUSSION GUIDE 195
14.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 199
14.3 AVAILABLE CUSTOMIZATIONS 201
14.4 RELATED REPORTS 201
14.5 AUTHOR DETAILS 202

 

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