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Game-based Learning Market Size, Share & Trends Analysis Report By Component, By Deployment Mode, By Platform, By Game Type, By Application, By End-user, By Region, And Segment Forecasts, 2024 - 2030
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Game-based Learning Market Growth & Trends:

The global game-based learning market size is anticipated to reach USD 64.54 billion by 2030, and is projected to grow at a CAGR of 22.0% from 2024 to 2030, according to a new report by Grand View Research, Inc. The growing adoption in K-12 education system, the emergence of machine learning (ML) and natural language processing (NLP) are driving the market growth.

The COVID-19 pandemic had a significant impact on the game-based learning market. All schools and educational institutes were physically shut owing to the lockdown. During the pandemic, educators and learners turned to game-based learning as a means to engage students in virtual classrooms. The gamification of educational content helped to maintain student motivation and interest in learning, especially in the absence of traditional face-to-face interactions that led to an overall positive effect on market growth.

The integration of ML and NLP technologies into GBL solutions further enhances the effectiveness of game-based learning in the K-12 education system. ML algorithms can analyze student interactions with educational games, identify learning patterns, and adapt the difficulty level of challenges based on individual student performance. NLP technologies can provide real-time language support, feedback on written assignments, and language comprehension exercises within game-based learning platforms, helping students improve their language skills and literacy abilities in an interactive and engaging manner.

The emergence of cloud computing is driving the demand for game-based learning (GBL) solutions across various sectors, including education. Cloud computing technology has revolutionized the way educational content is delivered, accessed, and managed, making GBL solutions more accessible, scalable, and cost-effective for educators, students, and institutions. This can be attributed to the flexibility and accessibility offered by cloud-based platforms.

Game-based Learning Market Report Highlights:

Table of Contents

Chapter 1. Methodology and Scope

Chapter 2. Executive Summary

Chapter 3. Game-based Learning Market Variables, Trends & Scope

Chapter 4. Game-based Learning Market: Component Estimates & Trend Analysis

Chapter 5. Game-based Learning Market: Deployment Mode Estimates & Trend Analysis

Chapter 6. Game-based Learning Market: Platform Estimates & Trend Analysis

Chapter 7. Game-based Learning Market: Game Type Estimates & Trend Analysis

Chapter 8. Game-based Learning Market: Application Estimates & Trend Analysis

Chapter 9. Game-based Learning Market: End-user Estimates & Trend Analysis

Chapter 10. Game-based Learning Market: Regional Estimates & Trend Analysis

Chapter 11. Competitive Landscape

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