Game-Based Learning Market Growth Forecast to Reach $29.7 Billion by 2026
The game based learning market growth 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.
Top Trends in Game-Based Learning Market:
Increased Adoption of Gamification in Education: More
educational institutions are incorporating gamification strategies, where
game-like elements such as leaderboards, points, and rewards are used to
motivate students and enhance engagement in learning.
Focus on Personalized Learning Experiences:
Game-based learning platforms are leveraging AI and data analytics to provide
personalized learning experiences, adapting content and difficulty levels based
on each student’s progress and learning style.
AR and VR Integration: Augmented Reality (AR) and
Virtual Reality (VR) technologies are being increasingly integrated into
game-based learning, offering immersive and interactive educational experiences
that engage students in more practical, hands-on learning environments.
Collaborative Learning through Multiplayer Games:
Multiplayer games and interactive platforms are being used to promote teamwork,
collaboration, and problem-solving among students, fostering a more social and
engaging learning experience.
Expansion into Corporate Training: Game-based
learning is no longer limited to schools; it’s gaining traction in corporate
training and professional development programs, where interactive simulations
and gamified content are used to enhance employee learning and skill
development.
Focus on Skill Development and Assessment: Game-based
learning platforms are increasingly used for developing critical thinking,
problem-solving, and technical skills, with built-in assessment tools to
monitor student progress and provide real-time feedback
The enterprises segment is adopting game-based learning
at the highest rate
There has been an increase in the usage of innovative
technologies among individuals with the widespread adoption of internet,
digital technology, and cloud. Moreover, organizations are also adopting
solution to enhance the productivity of employees. Businesses across all the
industry verticals use several solution so that their employees and clients can
work and perform better along with improved communication and sharing, among
various departments of an organization. Based on enterprises, the market has been
segmented into BFSI, manufacturing, healthcare and life sciences, IT and
telecommunications, consumer goods and retails and others.
Unique Features in the Game-Based Learning Market:
Interactive and
Immersive Learning Experiences: Game-based learning platforms create
engaging, interactive environments where students actively participate in
learning through simulations, scenarios, and problem-solving activities, making
education more immersive.
Adaptive Learning Paths: Many game-based learning
systems feature adaptive learning technology, which adjusts the difficulty
level and content based on a learner’s progress and performance, ensuring
personalized educational experiences.
Real-Time Feedback
and Progress Tracking: These platforms provide immediate feedback on tasks
and challenges, allowing learners to understand their mistakes and improve.
Educators can also track student progress and performance in real-time.
Engagement through
Gamification Elements: Features like points, badges, leaderboards, and
rewards are integrated into game-based learning systems to motivate students,
increase engagement, and encourage healthy competition.
Cross-Disciplinary Learning: Game-based learning
environments often encourage cross-disciplinary learning by combining subjects
such as math, science, and language arts into cohesive game narratives, helping
students see connections between different areas of study.
Use of AR/VR for Practical Learning: The integration
of Augmented Reality (AR) and Virtual Reality (VR) in game-based learning
offers hands-on, practical experiences in subjects like science, engineering,
and history, making abstract concepts easier to understand and explore in a
virtual world.
The education segment is expected to hold the largest
market share
Game-based learning is an innovative approach that uses
computer games which offers educational value using different kinds of software
applications to succeed teaching enhancement, assessment, and evaluation of
learners. In education, game-based learning is used in the flashcard type games
such as duel, simulation game (plantville), interactives (Funbrain), quiz games
(kahoot), puzzles (crossword), strategy games (Europa universals), and reality
testing games (chemistry VR). The GBL platform is used by educational
intuitions, companies, and parents, as a method to turn learning into
entertainment.
North America to dominate the game-based learning market
in 2021
North America has been an extremely open and competitive
market in terms of the adoption of the game-based learning solution across end
users. It is the topmost region in adopting based learning solution. It has
been extremely responsive toward adopting the latest technological
advancements, such as integration technologies with AI, cloud, and mobile
technologies within traditional-based learning solution. The major growth
driver for this region is the rigorous government standards and regulations
framed for various industries.
Top Key Companies in the Game-Based Learning Market:
The game-based learning market is dominated by companies
such as 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).
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