According to UnivDatos’ research report “Game Based Learning Market”, the market is expected to witness robust growth during the forecast period (2022-2028). This is mainly due to constantly increasing disposable income coupled with the growing trend of gaming around the world.
Game-based learning incorporates the characteristics and principles of games into learning activities. Here, learning activities promote student engagement and motivation to learn. Components of game-based learning include points systems, badges, leaderboards, discussion boards, quizzes and classroom response systems. Playing the game encourages critical thinking and problem-solving abilities while providing learning opportunities to students.
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The game-based learning market is expected to witness a CAGR of around 21% during the forecast period owing to the growing trend of gaming coupled with the technological advancements in the game development industry. The growing prevalence of gaming across the globe and increasing adoption of cloud-based learning models in both developed and developing countries are boosting the market growth. For instance, according to exploding topics, there are approximately 3.09 billion active video gamers worldwide. Additionally, companies are moving to cloud-based models to take advantage of new technologies such as microlearning, augmented learning, and virtual reality. Additionally, cloud-based technology is gaining momentum in the education sector due to its low-cost and flexible teaching methods for students.
Based on component, the market is segmented into solutions and services. The solutions segment is expected to achieve a higher market share during the forecast period. The increasing implementation of modern and interactive teaching approaches for maintaining quality education is expected to drive the market during the forecast period. Furthermore, the introduction of tablets and smartphones for e-learning in schools and colleges around the world is expected to drive the market during the forecast period.
Based on deployment, the market is bifurcated into on-premises and cloud. The cloud segment is expected to grow with a significant CAGR during the forecast period. The growth of the cloud segment is mainly governed by factors, such as easy deployment, flexibility, and cost-effective pricing structure. Furthermore, the cloud enables project managers to synchronize and connect with multiple teams to get real-time information across the project sites. It has become the most preferred way to deploy learning games and is predicted to maintain its growth over the forecast period.
North America to witness extensive growth
For a better understanding of the market adoption of the game based learning industry, the market is analyzed based on its worldwide presence in the countries such as North America (U.S., Canada, Rest of North America), Europe (Germany, U.K., France, Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. North America is expected to lead the game-based learning market in 2021 and is expected to retain its domination throughout the forecast period. The rapid adoption of game-based learning solutions in the region is attributed to the growing integration of superior technology such as AI, AR/VR, and cloud technology. Furthermore, the presence of developed economies in the region such as The United States and Canada have advanced connectivity, which gives their citizens access to uninterrupted network connectivity which helps them to get seamless gaming experience is also expected to influence the market growth during the forecast period. In addition, the robust growth of the ICT sector in the region coupled with the presence of key players such as Schell games, Cognitive ToyBox Inc, is expected to elevate the market during the forecast period.
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According to UnivDatos, the key players with a considerable market share in the Game Based Learning market are Kahoot, Frontier Developments plc, Mojang, BreakAway Games, Schell Games, Monkimun Inc, Smart Lumies Ltd, Cognitive ToyBox Inc, Paratus Knowledge Ventures Pvt Ltd, and Indusgeeks Solutions Pvt Ltd.
“Global Game Based Learning Market” provides comprehensive qualitative and quantitative insights on the industry potential, key factors impacting sales and purchase decisions, hotspots, and opportunities available for the market players. Moreover, the report also encompasses the key strategic imperatives for success for competitors along with strategic factorial indexing measuring competitors’ capabilities on different parameters. This will help companies in the formulation of go-to-market strategies and identifying the blue ocean for its offerings.
Market Segmentation:
1. By Component (Solutions and Services)
2. By Deployment (On-Premises and Cloud)
3. By End-User (Education, Consumer, Enterprises, and Governments.)
4. By Region (North America, Europe, Asia-Pacific, Rest of the World)
5. By Company (Kahoot, Frontier Developments plc, Mojang, BreakAway Games, Schell Games, Monkimun Inc, Smart Lumies Ltd, Cognitive ToyBox Inc, , Paratus Knowledge Ventures Pvt Ltd, and Indusgeeks Solutions Pvt Ltd.)
Key questions answered in the study:
1. What are the current and future trends of the global Game Based Learning industry?
2. How the industry has been evolving in terms of component, deployment and end-user?
3. How the competition has been shaping across the countries followed by their comparative factorial indexing?
4. What are the key growth drivers and challenges for the global game based learning industry?
5. What is the customer orientation, purchase behavior, and expectations from the global Game Based Learning suppliers across various region and countries?
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