The global game-based learning market size was USD 10.88 Billion in 2021 and is expected to register a revenue CAGR of 19.5% during the forecast period, according to latest analysis by Emergen Research. Rapid adoption of digital learning solutions along with increasing implementation of immersive technologies, such as Artificial Intelligence (AI), Augmented Reality (AR), and Virtual Reality (VR), is a key factor driving market revenue growth. Growing digitization is one of the key factor driving demand for game-based learning solutions, particularly in the educational sector. Such solutions promote efficient learning, problem-solving, and critical thinking, while also enhancing student engagement and motivation through the use of feedback, collaboration, and choice.
The market intelligence report delivers a profound study of the Game Based Learning business domain, discussing its principal aspects, such as the import export dynamics, production, consumption, sales channels, and consumer bases in the major regional segments. The latest research report expounds on the profound impact of the COVID-19 pandemic on the global Game Based Learning market and its crucial segments. The report thoroughly examines the vital market-influencing factors and considers the COVID-19 pandemic as a major contributing element to this business vertical’s potential downturn.
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Key companies profiled in the report include:
Kahoot!, Allen Communication Learning Services, Centrical, Duolingo, Cognitive ToyBox, Inc., Filament Games, Gametize, Hurix, Schell Games, and ELM Learning
Key Questions Answered by the Report:
Which region is expected to dominate the market in the coming years?
What are the recent technological and product advancements occurring in the market?
What are the key strategies adopted by the prominent players in the Game Based Learning market?
What are the key product types and applications of the Game Based Learning industry?
What is the outcome of SWOT analysis and Porter’s Five Forces analysis?
How is the competitive landscape of the Game Based Learning market?
Who are the key players in the industry?
What is the growth rate of the industry over the coming years?
What will be the valuation of the Game Based Learning Market by 2027?
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Component Outlook (Revenue, USD Billion; 2019-2030)
Game Type Outlook (Revenue, USD Billion; 2019-2030)
- AI-based games
- AR VR games
- Knowledge, training and skill-based games
- Language learning games
- Assessment and evaluation games
End-User Outlook (Revenue, USD Billion; 2019-2030)
Regional analysis includes an in-depth study of the key geographical regions to gain a better understanding of the market and provide an accurate analysis. The regional analysis covers North America, Latin America, Europe, Asia Pacific, and Middle East Africa. The regional analysis covers the analysis of key market segments, including revenue, CAGR, import/export, supply and demand ratio, production and consumption ratio, industrial chain analysis, and market dynamics in each region of the geographies.
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ToC of the report:
Chapter 1: Market overview and scope
Chapter 2: Market outlook
Chapter 3: Impact analysis of COVID-19 pandemic
Chapter 4: Competitive Landscape
Chapter 5: Drivers, Constraints, Opportunities, Limitations
Chapter 6: Key manufacturers of the industry
Chapter 7: Regional analysis
Chapter 8: Market segmentation based on type applications
Chapter 9: Current and Future Trends
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