Game-based Learning Market by Offering (Gamified Learning, Microlearning, Simulation Learning, LMS, Adaptive Learning, Authoring Tools), Application (K-12, Higher Education, Corporate Training, STEM, Cognitive Development) - Global Forecast to 2030
상품코드:1758239
리서치사:MarketsandMarkets
발행일:2025년 06월
페이지 정보:영문 365 Pages
라이선스 & 가격 (부가세 별도)
ㅁ Add-on 가능: 고객의 요청에 따라 일정한 범위 내에서 Customization이 가능합니다. 자세한 사항은 문의해 주시기 바랍니다.
한글목차
게임 기반 학습 시장 규모는 급속히 확대되고 있으며 2025년 62억 3,000만 달러에서 2030년에는 178억 2,000만 달러에 달할 것으로 예상되며, 예측 기간 중 CAGR은 23.4%를 나타낼 것으로 전망됩니다.
게임 기반 학습 시장은 디지털 학습 툴의 채용 증가, 개인화된 매력적인 컨텐츠에 대한 수요 증가, 기업 및 학술 분야에서의 응용 확대가 원동력이 되고 있습니다.
조사 범위
조사 대상 연도
2020-2030년
기준 연도
2024년
예측 기간
2025-2030년
검토 단위
달러(10억 달러)
부문
제공별, 배포 모드별, 게임 유형별, 통합 유형별, 용도별
대상 지역
북미, 유럽, 아시아태평양, 중동, 아프리카, 라틴아메리카
개별 학습·개발 중 신경다양성·특별 지원 학습 분야는 예측 기간 동안 게임 기반 학습 시장에서 가장 빠른 성장을 보일 것으로 예측됩니다. 이러한 성장은 자폐증, ADHD, 난독증을 포함한 신경다양성 학습자에 대한 인식과 수용 증가, 그리고 인클루시브 교육 솔루션에 대한 긴급한 요구가 원동력이 되고 있습니다. 게임 기반 학습은 다양한 인지 및 학습 스타일에 대응하고 적응성이 높고 시각적으로 풍부하고 대화식 환경을 제공하며 학습 의욕 향상과 학습 정착을 지원합니다. 지원 기술의 발전과 정부 및 민간 기관의 인클루시브 교육 이니셔티브에 대한 투자 증가는 개인화된 게임 기반 개입에 대한 수요를 부추기고 있습니다.
스킬 기반 및 과목별 게임의 언어 학습 분야는 특히 영어, 베이징어, 스페인어의 다언어 능력에 대한 세계 수요가 증가함에 따라 게임 기반 학습 시장에서 큰 시장 점유율을 차지할 것으로 예측됩니다. 게임 기반 플랫폼은 반복, 스토리텔링, 컨텍스트에 맞는 게임 플레이를 통해 어휘, 발음, 문법 기술을 강화하는 대화형, 몰입형 환경을 제공합니다. 이러한 도구는 학습자의 동기와 동기 부여를 유지하는 데 특히 효과적이며 어린이부터 성인까지 폭넓게 사용할 수 있습니다. 모바일 기반 어학 학습 앱의 인기가 높아짐에 따라 국경을 넘어 커뮤니케이션 요구가 증가하고 개인화된 학습 경로를 위한 AI 통합과 함께 이 부문 시장에서의 입지를 더욱 강화하고 있습니다.
북미는 교육기관과 기업 환경 전반에 걸쳐 디지털 학습 툴이 널리 통합되어 있는 것, 견고한 기술 인프라, 학습 기법의 혁신에 대한 정부·민간 부문의 강력한 지원에 의해 게임 기반 학습 시장에서 최대의 점유율을 차지할 것으로 예상되고 있습니다. 한편, 아시아태평양은 학생 인구 급증, 교육 기술 투자 증가, 인터넷 및 스마트폰 보급 확대, 신흥 경제권의 확장 가능하고 매력적인 기술 기반 학습 솔루션에 대한 수요 증가 등을 배경으로 예측 기간 동안 가장 빠른 성장률을 나타낼 것으로 예측됩니다.
본 보고서에서는 세계의 게임 기반 학습 시장에 대해 조사했으며 제공별, 배포 모드별, 게임 유형별, 통합 유형별, 용도별, 지역별 동향 및 시장 진출기업 프로파일 등을 정리했습니다.
목차
제1장 서론
제2장 조사 방법
제3장 주요 요약
제4장 중요 인사이트
제5장 시장 개요와 업계 동향
서론
시장 역학
미국 관세의 영향(2025년) - 게임 기반 학습 시장
게임 기반 학습의 진화
공급망 분석
생성형 AI가 게임 기반 학습에 미치는 영향
생태계 분석
투자 및 자금조달 시나리오
사례 연구 분석
기술 분석
규제 상황
특허 분석
가격 분석
주된 회의와 이벤트(2025-2026년)
Porter's Five Forces 분석
고객사업에 영향을 주는 동향/혼란
주요 이해관계자와 구매 기준
제6장 게임 기반 학습 시장, 제공별
서론
소프트웨어
서비스
제7장 게임 기반 학습 시장, 배포 모드별
서론
온프레미스
클라우드
제8장 게임 기반 학습 시장, 게임 유형별
서론
AR 및 VR 게임
AI 구동형 학습 게임
위치정보 기반 교육 게임
퀴즈, 로직, 전략 게임
스킬 기반, 평가 및 평가 게임
언어 및 커뮤니케이션 게임
시뮬레이션 및 시나리오 기반 게임
롤플레잉 및 내러티브 기반 게임
기타
제9장 게임 기반 학습 시장, 통합 유형별
서론
웹 기반의 배포
모바일 기반 배포
몰입형 하드웨어
인터랙티브 디스플레이 인터페이스
게임기
제10장 게임 기반 학습 시장, 용도별
서론
학술교육
기업연수 및 인재연수
의료 및 헬스케어 연수
개인화된 학습 및 개발
스킬 베이스 및 과목별 학습
제11장 게임 기반 학습 시장, 지역별
서론
북미
북미 : 게임 기반 학습 시장 성장 촉진요인
북미 : 거시경제 전망
미국
캐나다
유럽
유럽 : 게임 기반 학습 시장 성장 촉진요인
유럽 : 거시경제 전망
영국
독일
프랑스
이탈리아
스페인
기타
아시아태평양
아시아태평양 : 게임 기반 학습 시장 성장 촉진요인
아시아태평양 : 거시경제 전망
중국
인도
일본
한국
호주 및 뉴질랜드
싱가포르
기타
중동 및 아프리카
중동 및 아프리카 : 게임 기반 학습 시장 성장 촉진요인
중동 및 아프리카 : 거시경제 전망
사우디아라비아
아랍에미리트(UAE)
카타르
남아프리카
기타
라틴아메리카
라틴아메리카 : 게임 기반 학습 시장 성장 촉진요인
라틴아메리카 : 거시경제 전망
브라질
멕시코
아르헨티나
기타
제12장 경쟁 구도
개요
주요 참가 기업의 전략/강점(2022-2025년)
수익 분석(2020-2024년)
시장 점유율 분석(2024년)
브랜드/제품 비교 분석
기업평가와 재무지표
기업평가 매트릭스 : 주요 진입기업(2024년)
기업평가 매트릭스 : 스타트업/중소기업(2024년)
경쟁 시나리오와 동향
제13장 기업 프로파일
서론
DUOLINGO
KAHOOT!
SKILLSOFT
STRIDE, INC.
FRONTIER DEVELOPMENTS
PEARSON
SPIN MASTER
ADOBE
MOJANG STUDIOS
EI
QUIZLET
SAFETYCULTURE
EXTRAMARKS
BI WORLDWIDE
AGE OF LEARNING
기타 기업
PRELOADED
GAME STRATEGIES
PRODIGY EDUCATION
BREAKAWAY GAMES
SCHELL GAMES
STRATBEANS LEARNING SOLUTIONS
SIMULEARN
RAPTIVITY
FUNDAMENTOR
INDUSGEEKS
KUATO STUDIOS
HORNBILL FX
QUODECK TECHNOLOGIES
GAMETIZE
SWEETRUSH
ARCHY LEARNING
LINGOKIDS
TENNEO
AXONIFY
KOGNITO
LITMOS
QUIZIZZ
SIMFORMER
CENTRICAL
THE GAMIFICATION COMPANY
제14장 인접 시장과 관련 시장
제15장 부록
KTH
영문 목차
영문목차
The game-based learning market is expanding rapidly, with a projected market size rising from USD 6.23 billion in 2025 to USD 17.82 billion by 2030, at a CAGR of 23.4% during the forecast period. The game-based learning market is driven by the increasing adoption of digital learning tools, rising demand for personalized and engaging content, and growing applications across corporate and academic sectors. However, high development costs, limited digital infrastructure in some regions, and resistance to technology adoption act as key restraints.
Scope of the Report
Years Considered for the Study
2020-2030
Base Year
2024
Forecast Period
2025-2030
Units Considered
USD (Billion)
Segments
Offering, Deployment Mode, Game Type, Integration Type, and Application
Regions covered
North America, Europe, Asia Pacific, Middle East & Africa, Latin America
"Neurodiversity & special needs learning segment to account for the fastest growth rate during the forecast period"
The neurodiversity and special needs learning segment within personalized learning and development is expected to witness the fastest growth in the game-based learning market during the forecast period. This growth is driven by the rising awareness and acceptance of neurodiverse learners, including individuals with autism, ADHD, and dyslexia, and the urgent need for inclusive education solutions. Game-based learning offers highly adaptable, visually rich, and interactive environments that cater to various cognitive and learning styles, helping improve engagement and retention. Advancements in assistive technologies and increased investments in inclusive education initiatives by governments and private institutions fuel demand for personalized, game-based interventions.
"Language learning segment of skill-based & subject-specific games to hold the largest market share during the forecast period"
The language learning segment of skill-based and subject-specific games is projected to hold a significant market share in the game-based learning market due to the growing global demand for multilingual proficiency, especially in English, Mandarin, and Spanish. Game-based platforms offer interactive and immersive environments that enhance vocabulary, pronunciation, and grammar skills through repetition, storytelling, and contextual gameplay. These tools are particularly effective in maintaining learner engagement and motivation, making them ideal for children and adults. The rising popularity of mobile-based language learning apps, combined with increased cross-border communication needs and the integration of AI for personalized learning paths, further strengthens the segment's market position.
"North America leads in market share while Asia Pacific emerges as the fastest-growing region in the game-based learning market"
North America is anticipated to hold the largest share in the game-based learning market, driven by the widespread integration of digital learning tools across educational institutions and corporate environments, robust technological infrastructure, and strong government and private sector support for innovation in learning methodologies. The region also benefits from a high level of digital literacy and early adoption of emerging educational technologies. In contrast, Asia Pacific is expected to witness the fastest growth rate during the forecast period, fueled by a rapidly growing student population, increasing investments in educational technology, expanding internet and smartphone penetration, and rising demand for scalable, engaging, and skill-based learning solutions across emerging economies.
Breakdown of Primaries
In-depth interviews were conducted with chief executive officers (CEOs), innovation and technology directors, system integrators, and executives from various key organizations operating in the game-based learning market.
By Company: Tier I - 30%, Tier II - 45%, and Tier III - 25%
By Designation: C-Level Executives - 35%, D-Level Executives -25%, and others - 40%
By Region: North America - 35%, Europe - 20%, Asia Pacific - 30%, Middle East & Africa - 10%, and Latin America - 5%
The report includes a study of key players offering game-based learning. It profiles major vendors in the game-based learning market. These include Duolingo (US), Kahoot! (Norway), Skillsoft Corp (US), Stride Inc. (US), Frontier Developments (US), Pearson (UK), PRELOADED (UK), Game Strategies (Spain), Prodigy Education (Canada), Spin Master (Canada), Mojang Studios (Stockholm), BreakAway Games (US), Adobe (US), Schell Games (US), Stratbeans Learning Solutions (India), SimuLearn (US), Raptivity (US), Archy Learning (Australia), EI (US), Fundamentor (India), Indusgeeks (India), Kuato Studios (UK), Lingokids (Spain), Tenneo (US), Hornbill FX (India), Axonify (Canada), Kognito (US), QuoDeck Technologies Pvt. Ltd (India), Litmos (US), Gametize (Singapore), SweetRush Inc. (US), Quizizz (US), Simformer (US), Quizlet (US), SafetyCulture (Australia), Centrical (US), Extramarks (India), The Gamification Company (India), BI WORLDWIDE (US), and Age of Learning (US).
Research Coverage
This research report categorizes the game-based learning market based on offering (software and services), deployment mode (cloud & on-premises), game type (AR & VR games, AI-driven learning games, location-based education games, quiz, logic, & strategy games, skill-based, assessment & evaluation games, language & communication games, simulation & scenario-based games, role-playing & narrative-based games, and other game types (multiplayer & collaborative learning games and wellness, mindfulness, & social emotional learning games)), integration Type (web-based deployment, mobile-based deployment, immersive hardware (AR/VR headsets, smart glasses, mixed-reality tools), interactive display interfaces (smartboards, interactive whiteboards, touchscreen kiosks), and gaming consoles), application (academic education (K-12, higher education, and others (vocational & technical education and adult & continuing education)), corporate & workforce training (BFSI, telecommunications, manufacturing, technology & software, retail & ecommerce, and others (energy & utilities and transportation & logistics)), medical & healthcare training (safety & compliance and clinical skills simulation), personalized learning & development (cognitive & emotional development, neurodiversity & special needs learning, social-emotional learning, and mindfulness, therapy & wellness games), skill-based & subject-specific learning (language learning, coding & programming, STEM & subject-specific games, and others (cultural & heritage learning and simulation & exam preparation)), and region (North America, Europe, Asia Pacific, Middle East & Africa, and Latin America).
The scope of the report covers detailed information regarding the major factors, such as drivers, restraints, challenges, and opportunities, influencing the growth of the game-based learning market. A detailed analysis of the key industry players was done to provide insights into their business overview, solutions, and services; key strategies; contracts, partnerships, agreements, new product & service launches, and mergers and acquisitions; and recent developments associated with the game-based learning market. This report also covers the competitive analysis of upcoming startups in the game-based learning market ecosystem.
Key Benefits of Buying the Report
The report would provide the market leaders/new entrants with information on the closest approximations of the revenue numbers for the overall game-based learning market and its subsegments. It would help stakeholders understand the competitive landscape and gain more insights to better position their business and plan suitable go-to-market strategies. It also helps stakeholders understand the market's pulse and provides information on key market drivers, restraints, challenges, and opportunities.
The report provides insights on the following pointers:
Analysis of key drivers (cognitive and psychological benefits of gamification increase its acceptance in learning environments, rising mobile technology penetration is expanding game-based learning accessibility, rising corporate focus on employee engagement and upskilling drives gbl integration in training), restraints (resistance from traditional educators and institutions slows down implementation, concerns over screen time and digital addiction affect adoption in younger demographics, difficulty in integrating GBL into existing curriculum structures acts as a deterrent), opportunities (growing demand for skill-based and experiential learning creates space for GBL expansion, Integration of AI and analytics into GBL platforms offers personalization at scale, growing use of GBL in language learning and STEM education presents niche opportunities), and challenges (balancing educational content with engaging gameplay while maintaining curriculum alignment standards, teacher training and digital competency gaps hinder effective GBL integration, limited infrastructure and internet access in rural regions hinder penetration)
Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the game-based learning market
Market Development: Comprehensive information about lucrative markets - analysis of the game-based learning market across varied regions
Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the game-based learning market
Competitive Assessment: In-depth assessment of market shares, growth strategies and service offerings of leading players, such as Duolingo (US), Kahoot! (Norway), Skillsoft Corp (US), Stride Inc. (US), Frontier Developments (US), Pearson (UK), PRELOADED (UK), Game Strategies (Spain), Prodigy Education (Canada), Spin Master (Canada), Mojang Studios (Stockholm), BreakAway Games (US), Adobe (US), Schell Games (US), Stratbeans Learning Solutions (India), SimuLearn (US), Raptivity (US), Archy Learning (Australia), EI (US), Fundamentor (India), Indusgeeks (India), Kuato Studios (UK), Lingokids (Spain), Tenneo (US), Hornbill FX (India), Axonify (Canada), Kognito (US), QuoDeck Technologies Pvt. Ltd (India), Litmos (US), Gametize (Singapore), SweetRush Inc. (US), Quizizz (US), Simformer (US), Quizlet (US), SafetyCulture (Australia), Centrical (US), Extramarks (India), The Gamification Company (India), BI WORLDWIDE (US), and Age of Learning (US)
The report also helps stakeholders understand the pulse of the game-based learning market and provides them with information on key market drivers, restraints, challenges, and opportunities.
TABLE OF CONTENTS
1 INTRODUCTION
1.1 STUDY OBJECTIVES
1.2 MARKET DEFINITION
1.3 MARKET SCOPE
1.3.1 MARKET SEGMENTATION AND REGIONAL SCOPE
1.3.2 INCLUSIONS AND EXCLUSIONS
1.3.3 YEARS CONSIDERED
1.3.4 CURRENCY CONSIDERED
1.4 STAKEHOLDERS
1.5 SUMMARY OF CHANGES
2 RESEARCH METHODOLOGY
2.1 RESEARCH DATA
2.1.1 SECONDARY DATA
2.1.2 PRIMARY DATA
2.1.2.1 List of primary participants
2.1.2.2 Breakdown of primaries
2.1.2.3 Key industry insights
2.2 MARKET BREAKUP AND DATA TRIANGULATION
2.3 MARKET SIZE ESTIMATION
2.3.1 TOP-DOWN APPROACH
2.3.2 BOTTOM-UP APPROACH
2.4 MARKET FORECAST
2.5 RESEARCH ASSUMPTIONS
2.6 RESEARCH LIMITATIONS
3 EXECUTIVE SUMMARY
4 PREMIUM INSIGHTS
4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN GAME-BASED LEARNING MARKET
4.2 GAME-BASED LEARNING MARKET, BY SOFTWARE
4.3 NORTH AMERICA: GAME-BASED LEARNING MARKET, BY SOFTWARE AND APPLICATION
4.4 GAME-BASED LEARNING MARKET, BY REGION
5 MARKET OVERVIEW AND INDUSTRY TRENDS
5.1 INTRODUCTION
5.2 MARKET DYNAMICS
5.2.1 DRIVERS
5.2.1.1 Cognitive and psychological benefits of gamification to enhance learner engagement and motivation
5.2.1.2 Rising mobile technology penetration to expand game-based learning accessibility
5.2.1.3 Increasing corporate focus on employee engagement and upskilling
5.2.2 RESTRAINTS
5.2.2.1 Resistance from traditional educators and institutions
5.2.2.2 Concerns over screen time and digital addiction affect adoption in younger population
5.2.2.3 Difficulty in integrating GBL into existing curriculum structures
5.2.3 OPPORTUNITIES
5.2.3.1 Growing demand for skill-based and experiential learning to create space for GBL expansion
5.2.3.2 Integration of AI and analytics into GBL platforms to unlock new opportunities for personalized education
5.2.3.3 Growing use of GBL in language learning and STEM education to present niche opportunities
5.2.4 CHALLENGES
5.2.4.1 Balancing educational content with engaging gameplay while maintaining curriculum alignment standards
5.2.4.2 Teacher training and digital competency gaps to hinder effective GBL integration
5.2.4.3 Limited infrastructure and internet access in rural regions to hamper GBL adoption
5.3 IMPACT OF 2025 US TARIFF - GAME-BASED LEARNING MARKET
5.3.1 INTRODUCTION
5.3.2 KEY TARIFF RATES
5.3.3 PRICE IMPACT ANALYSIS
5.3.3.1 Strategic shifts and emerging trends
5.3.4 IMPACT ON COUNTRY/REGION
5.3.4.1 US
5.3.4.1.1 Strategic shifts and key observations
5.3.4.2 China
5.3.4.2.1 Strategic shifts and key observations
5.3.4.3 Europe
5.3.4.3.1 Strategic shifts and key observations
5.3.4.4 India
5.3.4.4.1 Strategic shifts and key observations
5.3.5 IMPACT ON END-USE INDUSTRIES
5.3.5.1 Education (K-12 and Higher Education)
5.3.5.2 Corporate Training & Development
5.3.5.3 Defense & Security Training
5.3.5.4 Healthcare Education & Training
5.4 EVOLUTION OF GAME-BASED LEARNING
5.5 SUPPLY CHAIN ANALYSIS
5.6 IMPACT OF GENERATIVE AI ON GAME-BASED LEARNING
5.6.1 TOP USE CASES & MARKET POTENTIAL
5.6.1.1 Key use cases
5.6.2 PERSONALIZED LEARNING PATHS
5.6.3 NARRATIVE-DRIVEN ROLEPLAY AND SIMULATION
5.6.4 ASSESSMENT AND FEEDBACK
5.6.5 LANGUAGE LEARNING
5.6.6 PUZZLE/STRATEGY GAME DESIGN
5.6.7 VIRTUAL FACILITATORS/TUTORS
5.7 ECOSYSTEM ANALYSIS
5.7.1 GAME-BASED LEARNING MARKET, SOFTWARE TYPE
5.7.1.1 Gamified Learning Platforms
5.7.1.2 Microlearning Platforms
5.7.1.3 Simulation-based Learning Platforms
5.7.1.4 Integrated LMS Platforms
5.7.1.5 Adaptive Learning Systems
5.7.1.6 AI Authoring Tools & Development Platforms
5.8 INVESTMENT AND FUNDING SCENARIO
5.9 CASE STUDY ANALYSIS
5.9.1 CASE STUDY 1: HYUNDAI IMPROVES EMPLOYEE DEVELOPMENT AND PRODUCTIVITY WITH GAME-BASED LEARNING
5.9.2 CASE STUDY 2: CLIFTON PUBLIC SCHOOLS ACCELERATES MATH ENGAGEMENT AND ACHIEVEMENT WITH PRODIGY MATH GAME
5.9.3 CASE STUDY 3: UNIVERSITY OF ILLINOIS ENHANCES NUTRITION EDUCATION WITH KAHOOT! AND AI
5.9.4 CASE STUDY 4: MARUTI SUZUKI OPTIMIZES WORKFORCE TRAINING WITH TENNEO'S (FORMERLY G-CUBE) DIGITAL LEARNING PLATFORM
5.9.5 CASE STUDY 5: LARGE HEALTHCARE CORPORATE REDUCES COSTS WITH STRATBEANS' ONLINE LEARNING PLATFORM
5.10 TECHNOLOGY ANALYSIS
5.10.1 KEY TECHNOLOGIES
5.10.1.1 Game Engines
5.10.1.2 Artificial Intelligence (AI)
5.10.1.3 Learning Analytics
5.10.1.4 Instructional Design Technologies
5.10.2 COMPLIMENTARY TECHNOLOGIES
5.10.2.1 Immersive Audio Technologies
5.10.2.2 Procedural Content Generation
5.10.2.3 Haptics
5.10.3 ADJACENT TECHNOLOGIES
5.10.3.1 Augmented Reality/Virtual Reality
5.10.3.2 Cloud Computing
5.10.3.3 Internet of Things (IoT)
5.11 REGULATORY LANDSCAPE
5.11.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
5.11.2 KEY REGULATIONS
5.11.2.1 North America
5.11.2.2 Europe
5.11.2.3 Asia Pacific
5.11.2.4 Middle East & Africa
5.11.2.5 Latin America
5.12 PATENT ANALYSIS
5.12.1 METHODOLOGY
5.12.2 PATENTS FILED, BY DOCUMENT TYPE
5.12.3 INNOVATION AND PATENT APPLICATIONS
5.13 PRICING ANALYSIS
5.13.1 AVERAGE SELLING PRICE OF OFFERING, BY KEY PLAYERS, 2025
5.13.2 INDICATIVE PRICING ANALYSIS, BY GAME TYPE, 2025
5.14 KEY CONFERENCES AND EVENTS, 2025-2026
5.15 PORTER'S FIVE FORCES ANALYSIS
5.15.1 THREAT OF NEW ENTRANTS
5.15.2 THREAT OF SUBSTITUTES
5.15.3 BARGAINING POWER OF SUPPLIERS
5.15.4 BARGAINING POWER OF BUYERS
5.15.5 INTENSITY OF COMPETITIVE RIVALRY
5.16 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS