Global Game-Based Learning Market Research Report 2022-2026

Dublin, March 02, 2022 (GLOBE NEWSWIRE) — The “Game-Based Learning Market with COVID-19 Impact, By Component (Solution & Services), Game Type, Deployment Mode (On-Premise & Cloud), End User (Education, Governments, Consumers & Enterprises) and region – Global forecast to 2026″ report has been added to from ResearchAndMarkets.com offer.

The game-based learning market size 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%.

The game-based learning market is rapidly being accepted worldwide by schools, colleges, institutions and businesses. It helps to engage learners, motivate them and provide feedback.

The services segment is expected to grow at a higher rate during the forecast period

Service providers offer ongoing support and maintenance sessions to users as needed to resolve business complexities. They also support organizations by helping them acquire the necessary expertise to operate the newly adopted solution. Thanks to the support and maintenance services, the users have a clear idea of ​​the systematic procedures related to the deployed solution.

Service providers provide online as well as on-site support and maintenance to users so that they can best utilize the deployed solution. Help desks are crucial as they directly address customer issues, which in turn impacts customer satisfaction.

The AI-based gaming segment is expected to grow at a higher rate. 3D animation is an automated real-time deep learning technique. Companies such as Walmart, Agco, Bosch and Boeing are currently using AR for corporate training. Only gamification or eLearning does not create engagement.

AR is a feature that makes the actual training easier. Augmented reality fits perfectly into scenario-based training, it speaks to employees, interacts with customers and understands the social environment. The Apple ARKit used by AR and VR developers has already shown amazing results. Apple’s ARKit 3 is user-friendly software for AR developers to create amazing AR-based content with relative ease. KFC has designed an employee training program with VR simulator.

Among the businesses, the consumer goods and retail segment is expected to grow at the highest rate during the forecast period of the game-based learning market.

There is a growing consumer demand for new, improved and personalized products for a better customer experience. Retailers operate in a complex market driven by technological developments, increasing competition, brand distinction, pricing pressure, dynamic regulatory environment and changing customer demand. Retailers have become more customer-centric Retailers need to forge relationships with their customers by offering advanced and more superior services, a distinguished variety of products, as well as more enjoyable shopping experiences, through various channels.

This has increased the workload of employees as they have to keep up to date with every new product requested by customers. This vertical is expected to grow at the highest growth rate during the forecast period and major companies are adopting game-based learning solution. For example, Coca-Cola had used a video game to train hundreds of distributors and offer innovative, effective and different training.

North America will dominate the game-based learning market in 2022

The North American region has been a primarily receptive market for the adoption of a game-based learning solution. There has been extensive use of the Internet to connect with various channel partners and customers among enterprises . The high adoption of client-based solutions and enterprise-based solutions is driving the game-based learning market in North America.

Moreover, in this region, countries like the United States and Canada are adopting a game-based learning solution to enrich their marketing activities. Furthermore, the growing demand for game-based learning solutions among enterprises owing to its low cost of implementation has helped the game-based learning market to grow at a significant rate. The game-based learning market in North America generates a large portion of revenue compared to other regions.

Premium Previews

  • Need for increased learner engagement driving market growth
  • Solution segment to represent a larger market share by 2026
  • Rating and Rating Games Segment to Account for Largest Market Share by 2026
  • The cloud segment will account for a larger market share by 2026
  • Enterprise Segment to Account for Largest Market Share by 2026
  • Healthcare & Life Sciences Segment to Account for Largest Market Share by 2026
  • Europe will become the best market for investment in the next five years

Market dynamics

Drivers

  • Young learner ownership and user engagement in learning
  • Growing demand for training, presentation and meetings among companies and educational institutions
  • Ease of learning, problem solving, time saving and cost effectiveness
  • Request immediate performance feedback

Constraints

  • Need for high security and cybersecurity through game-based learning

Opportunities

  • Increased demand for Ar, Vr and Ai for learning
  • Building an emotional connection in learning and subject matter

Challenges

  • Game based learning modules with existing Lms
  • Game design with learning objectives
  • Cultural barriers with parents and faculties
  • Availability of IT infrastructure in schools and colleges, problems with internet access and lack of financial support

Case study analysis

  • Use Case 1: Automotive
  • Use Case 2: Education
  • Use Case 3: Healthcare

Ecosystem

Supply chain analysis

Price analysis

Patent analysis

  • Number of patent documents published
  • Top Five Patent Owners (Worldwide)
  • Top ten patent owners

Technological analysis

  • cloud computing
  • Artificial intelligence and machine learning
  • Augmented Reality and Virtual Reality

Porter’s Five Forces Analysis

Market dynamics induced by COVID-19

Regulations

Company Profiles

  • Kahoot!
  • Border developments
  • Spin Master
  • Bublar Group
  • Minecraft
  • Escape Games
  • gamelearn
  • Recurrence
  • Schell Games
  • stratbeans
  • tangible game
  • Simulatearn
  • kind of game
  • raptivity
  • Kidoz
  • Vr Education Holdings
  • Banzai Laboratories
  • Cognitive toy box
  • Founder
  • Indusgeeks
  • Kuato Studios
  • Monkimun
  • Smart lights
  • G Cube
  • Hornbill Fx
  • Infinite dreams
  • Lay-up
  • M-level
  • quodeck
  • Threatens
  • Gametize
  • Sweetrush

For more information on this report, visit https://www.researchandmarkets.com/r/nto7l8


Comments are closed.