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Game-based Learning Market Size, Share, Trends & Industry Growth Analysis Report to 2023-2030

The global game-based learning market size was worth around USD 10.9 Billion in 2022 and is predicted to grow to around USD 52.8 Billion by 2030 with a compound annual growth rate (CAGR) of roughly 19.51% between 2023 and 2030.

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➤ The education sector is experiencing an increase in the application of technology to drive market demand.

The global game-based learning market is expected to experience a high CAGR during the forecast period as a result of the increasingly widespread adoption of advanced technology in the education sector. This enables learning institutions to offer students a more immersive, engaging, and comprehensive experience. Students can enhance their decision-making and problem-solving abilities by employing sophisticated tools to gain a more comprehensive understanding of intricate problems. Additionally, the integration of technology into knowledge sessions enables the utilization of more extensive resources, such as digital textbooks, online information, and videos, which enhances the session’s overall effectiveness.

➤ Inadequate infrastructure to limit market expansion

Despite the increasing popularity of game-based learning, there is a significant dearth of the development of essential resources or infrastructure that would facilitate the widespread adoption of these learning methods, particularly in countries where the educational sector lacks the fundamental necessities. Furthermore, it is unnecessary for all students to have access to game-based learning, as the majority of these sessions are conducted using digital systems. A significant number of pupils are unable to take advantage of advanced tools due to the absence of a well-developed education sector in numerous countries.

➤ Increasing investments in advanced technologies to generate growth opportunities

The game-based learning industry is currently experiencing a significant amount of investment in the development of sophisticated tools, such as augmented reality (AR) or virtual reality, that have the potential to enhance the overall impact of game-based learning applications. This is due to the industry’s immense potential. Furthermore, the industry may benefit from the increasing emphasis on the integration of artificial intelligence (AI) and big data analytics, as it can help create personalized learning sessions that are tailored to the students’ needs and preferences.

➤ The industry is at risk due to the absence of standardization.

The market’s lack of standardization is a challenge for the participants in the game-based learning industry. This complicates the comprehension of consumers regarding the disparity in the quality of products or services that are available in the commercial sector. Moreover, the absence of specific benchmarks among industry players has resulted in increased confusion and each actor is currently working to improve their understanding of the key deliverables.

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The Global Game-based Learning Market is segmented based on product, application and region

Global Game-based Learning Market: Product Segment Analysis

● Advertising
● Game Purchasing
● Others

Global Game-based Learning Market: Application Segment Analysis

● Government
● Enterprises
● Consumer
● Education
● Others

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The global Game-based Learning market profiles key players such as:

● Quizlet
● Duolingo
● Classcraft
● Kahoot!
● Udacity
● Minecraft Education Edition
● Learning Games Network
● Edmentum
● BrainPOP
● Legends of Learning
● Nearpod
● Schell Games
● Rosetta Stone
● Coursera
● Prodigy Education
● edX
● TypingClub

???? Recent Developments:

• In December 2021, WhiteHat Jr, an online education platform that teaches children coding from a young age, partnered with Microsoft, a technology giant, to create a new game-based learning aid for students. The agencies will implement their vision of providing young learners with immersive educational experiences by utilizing the popular video game Minecraft.

• The StartOnBoard tool, a game-based solution that was specifically designed for the business-to-business requirements of onboarding employees, products, and processes, was introduced by Imarticus Learning in January 2023. This educational platform is based on technological teachings.

➤ North America will maintain its industry dominance.

North America is anticipated to experience the most significant development in the global game-based learning market, as a result of the exceptional educational infrastructure of the United States and Canada. The regional development is significantly influenced by the growing prevalence of game-based learning in all educational levels, from nursery to higher education. In addition, numerous universities are either collaborating with technology companies to introduce new products to the market or developing in-house game-based learning tools to meet specific requirements.

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