PUBLISHER: The Business Research Company | PRODUCT CODE: 1973539
PUBLISHER: The Business Research Company | PRODUCT CODE: 1973539
Game-based learning is an instructional approach that harnesses the efficacy of games to define and support learning outcomes.
Game-based learning comprises solutions and services, with the solution segment involving the sales of game-based learning solutions by entities providing engaging learning experiences. These solutions enhance content understanding and overall performance, fostering problem-solving, risk-taking, decision-making, and analytical thinking. Deployment modes include cloud and on-premises, offering games such as AR VR games, AI-based games, location-based games, assessment and evaluation games, training, knowledge, skill-based games, language learning games, and more. End-users range from consumers and education to government and enterprises.
Tariffs have moderately impacted the game based learning market by increasing costs associated with imported hardware such as vr headsets, gaming devices, and interactive learning equipment. These impacts are most visible in education and enterprise training deployments across north america and asia pacific. Higher equipment costs have influenced procurement decisions and slowed adoption in budget sensitive institutions. At the same time, tariffs have encouraged software centric learning solutions and cloud delivered game based platforms that reduce dependence on physical devices.
The game based learning market research report is one of a series of new reports from The Business Research Company that provides game based learning market statistics, including game based learning industry global market size, regional shares, competitors with a game based learning market share, detailed game based learning market segments, market trends and opportunities, and any further data you may need to thrive in the game based learning industry. This game based learning market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The game based learning market size has grown exponentially in recent years. It will grow from $20.71 billion in 2025 to $26.28 billion in 2026 at a compound annual growth rate (CAGR) of 26.9%. The growth in the historic period can be attributed to digital education adoption, growth of e learning platforms, demand for interactive content, early serious games usage, expansion of mobile learning.
The game based learning market size is expected to see exponential growth in the next few years. It will grow to $68.16 billion in 2030 at a compound annual growth rate (CAGR) of 26.9%. The growth in the forecast period can be attributed to AI enabled adaptive learning, growth of remote education, enterprise training digitization, demand for experiential learning, rising edtech investments. Major trends in the forecast period include gamified skill development, AI personalized learning games, ar vr educational games, assessment driven learning games, cloud based learning platforms.
The rise in smartphone penetration is expected to substantially drive the game-based learning market over the forecast period. As global smartphone ownership continues to increase, learners will gain easier access to interactive educational content anytime and anywhere, supporting continuous learning beyond conventional classroom settings. Features like touch screens and motion sensors improve the user experience, making game-based learning more engaging and effective. For example, in December 2023, Oberlo, a Lithuania-based cloud drop-shipping solution for online retailers, reported that the number of global smartphone users is projected to reach 4.74 billion in 2024, representing a 2.2% annual increase. By 2028, global smartphone usage is expected to grow to 5.14 billion users, increasing by roughly 100,000 people per year. Hence, the expanding smartphone penetration is set to drive the game-based learning market.
Major companies in the game-based learning market are concentrating on integrating media and education to improve user engagement with complex subjects. A collaboration between a prominent media outlet and an established game-based learning platform highlights the recognition of game-based learning as an effective means of enhancing financial literacy. For example, in August 2024, CNBC, a US-based business news channel, launched a new channel on Kahoot!, a Norwegian online game-based learning platform, to boost educational engagement around business and financial topics. This initiative will provide users worldwide with access to short-form videos and quiz games organized under the 'CNBC Explains' series, covering subjects such as Crypto, Economy, Politics, and Tech. This move reinforces CNBC's commitment to improving financial literacy and personal finance understanding among users, allowing them to engage with essential business news and concepts interactively.
In July 2023, Goldman Sachs Asset Management, a US-based investment and advisory services provider, acquired Kahoot for $1.7 billion. Through this acquisition, Kahoot is expected to benefit from operating as a private company, allowing for greater investment in product innovation and future growth through both organic development and additional acquisitions. Access to private capital is also anticipated to strengthen the company's go-to-market strategy. Kahoot, based in Norway, specializes in game-based learning.
Major companies operating in the game based learning market are Kahoot!; G-Cube; Schell Games; LearningWare; BanzAI Labs; StratBeans Consulting; Raptivity Technologies; MAK Technologies; Tangible Play; BreakAway Games; Gamelearn; Classcraft; Simulearn; Growth Engineering; Playgen; Kuato Studios; Recurrence; Fundamentor Learning; Will Interactive; Cognite ToyBox; Indusgeeks Learning Solutions; MLevel; Gametize Learning Labs; Games2Train; SCVNGR
North America was the largest region in the game-based learning market in 2025. North America is expected to be the fastest-growing region in the forecast period. The regions covered in the game based learning market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the game based learning market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain
The game-based learning market includes revenues earned by entities by providing game-based learning solutions for engaging the learners. Game-based learning refers to embedding the gaming principles within learning activities to improve the users' motivation and engagement. The components involved in game-based learning include badges, points systems, leader boards, quizzes, classroom response systems, and discussion boards. Game-based learning is using active learning techniques through various games to enhance student learning. The user gains knowledge by playing the game, improving problem-solving and critical thinking skills. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
Game Based Learning Market Global Report 2026 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses game based learning market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Where is the largest and fastest growing market for game based learning ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The game based learning market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
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