PUBLISHER: TechNavio | PRODUCT CODE: 1911429
PUBLISHER: TechNavio | PRODUCT CODE: 1911429
The global game based learning market is forecasted to grow by USD 45144.5 mn during 2025-2030, accelerating at a CAGR of 21.5% during the forecast period. The report on the global game based learning market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.
The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by proliferation of advanced technologies such as immersive reality, escalating demand for engaging and effective corporate training and skill development, increasing government initiatives and institutional adoption in education sector.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.
| Market Scope | |
|---|---|
| Base Year | 2026 |
| End Year | 2030 |
| Series Year | 2026-2030 |
| Growth Momentum | Accelerate |
| YOY 2026 | 21% |
| CAGR | 21.5% |
| Incremental Value | $45144.5 mn |
Technavio's global game based learning market is segmented as below:
By Component
By End-User
By Platform
Geography
This study identifies the proliferation of artificial intelligence and adaptive learning engines as one of the prime reasons driving the global game based learning market growth during the next few years. Also, ascendancy of immersive technologies in experiential learning and expansion into corporate training with focus on soft skills development will lead to sizable demand in the market.
The report on the global game based learning market covers the following areas:
The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global game based learning market vendors that include Banzai Labs Inc., BI WORLDWIDE, BrainPOP, BrainQuake Inc., BreakAway Ltd. Inc., Docebo Inc., Duolingo Inc., EliteGamingLIVE, Filament Games, Funbrain Holdings LLC, iCivics Inc., LearningWare Inc., Lets Nurture Infotech Pvt. Ltd., Lumos Labs Inc., Microsoft Corp., PLAYKIDS INTERNET MOVEL SA, Prodigy Education, Roblox Corp., Schell Games LLC. Also, the global game based learning market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.
The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.