세계의 게임 기반 학습 시장 보고서(2025년)
Game Based Learning Global Market Report 2025
상품코드 : 1675505
리서치사 : The Business Research Company
발행일 : On Demand Report
페이지 정보 : 영문 200 Pages
 라이선스 & 가격 (부가세 별도)
US $ 4,490 ₩ 6,487,000
PDF (Single User License) help
PDF 보고서를 1명만 이용할 수 있는 라이선스입니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.
US $ 6,490 ₩ 9,376,000
PDF (Site License) help
PDF 보고서를 동일 사업장의 모든 분이 이용할 수 있는 라이선스입니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.
US $ 8,490 ₩ 12,266,000
PDF (Enterprise License) help
PDF 보고서를 동일 기업의 모든 분이 이용할 수 있는 라이선스입니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.


ㅁ Add-on 가능: 고객의 요청에 따라 일정한 범위 내에서 Customization이 가능합니다. 자세한 사항은 문의해 주시기 바랍니다.
ㅁ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송기일은 문의해 주시기 바랍니다.

한글목차

게임 기반 학습 시장 규모는 향후 수년간 비약적인 성장이 전망됩니다. 2029년에는 CAGR 27.3%로 546억 9,000만 달러로 성장합니다. 예측 기간의 성장은 기술 개발에 대한 집중, 모바일 학습 플랫폼의 부상, 기업 교육에 대한 적용, 분석 및 데이터베이스 인사이트 도입 등에 기인합니다. 예측 기간의 주요 동향으로는 스토리텔링 요소의 도입, 모바일 게임 기반 학습 앱, 역량 기반 학습 게임 등이 있습니다.

스마트폰 보급률 증가는 예측 기간 중 게임 기반 학습 시장을 크게 견인할 것으로 예상됩니다. 전 세계에서 스마트폰 보유율이 증가함에 따라 학습자들은 언제 어디서나 인터랙티브 교육 컨텐츠에 접근할 수 있게 되어 기존의 교실 학습을 넘어선 지속적인 학습이 가능해졌습니다. 터치스크린, 모션 센서 등 스마트폰의 매력적인 기능은 사용자 경험을 향상시켜 게임 기반 학습을 더욱 재미있고 효과적으로 만들 수 있습니다. 예를 들어 2023년 12월 리투아니아에 본사를 둔 온라인 소매업체 및 벤더를 위한 클라우드 기반 드롭배송 솔루션 업체인 Oberlo는 2024년 전 세계 스마트폰 사용자 수가 약 47억 4,000만 명에 달하고, 연간 2.2%의 성장률을 나타낼 것으로 예측했습니다. 예측했습니다. 전 세계 스마트폰 사용자 수는 2028년에는 51억 4,000만 명에 달하고, 연간 약 10만 명씩 증가할 것으로 예측했습니다. 결과적으로 스마트폰 보급률 증가는 게임 기반 학습 시장을 촉진할 것입니다.

비디오 게임 산업의 확장은 게임 기반 학습 시장의 성장을 가속합니다. 비디오 게임 산업은 엔터테인먼트 및 기술 분야에서 비디오 게임의 개발, 생산, 유통 및 매출 창출을 포괄합니다. 게임 기반 학습은 게임의 몰입형 특성을 활용하여 기업의 경험을 향상시키고, 직원 교육을 개선하며, 보다 광범위한 교육 및 사회적 목표에 기여합니다.2022년 6월 PWC 보고서에 따르면 비디오 게임 및 e-sports 시장 규모는 2021년 2,156억 달러에 달할 것으로 예상했습니다. 2026년에는 연간 8.5%의 성장률로 3,235억 달러에 달할 것으로 예상되며, 2021년 매출액이 1,094억 달러에 달하는 아시아태평양이 북미의 약 2배인 1,094억 달러로 대부분을 차지할 것으로 예상되며, 비디오 게임 산업의 성장이 게임 기반 학습 시장의 중요한 촉진제가 될 것으로 보입니다.

목차

제1장 개요

제2장 시장의 특징

제3장 시장 동향과 전략

제4장 시장 - 거시경제 시나리오 금리, 인플레이션, 지정학, Covid, 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석과 전략 분석 프레임워크

제6장 시장 세분화

제7장 지역별·국가별 분석

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도와 기업 개요

제31장 기타 대기업과 혁신적 기업

제32장 세계의 시장 경쟁 벤치마킹과 대시보드

제33장 주요 합병과 인수

제34장 최근 시장 동향

제35장 시장의 잠재력이 높은 국가, 부문, 전략

제36장 부록

KSA
영문 목차

영문목차

Game-based learning is an instructional approach that harnesses the efficacy of games to define and support learning outcomes.

Game-based learning comprises solutions and services, with the solution segment involving the sales of game-based learning solutions by entities providing engaging learning experiences. These solutions enhance content understanding and overall performance, fostering problem-solving, risk-taking, decision-making, and analytical thinking. Deployment modes include cloud and on-premises, offering games such as AR VR games, AI-based games, location-based games, assessment and evaluation games, training, knowledge, skill-based games, language learning games, and more. End-users range from consumers and education to government and enterprises.

The game-based learning market research report is one of a series of new reports from The Business Research Company that provides game-based learning market statistics, including game-based learning industry global market size, regional shares, competitors with a game-based learning market share, detailed game based learning market segments, market trends and opportunities, and any further data you may need to thrive in the game-based learning industry. This game-based learning market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The game based learning market size has grown exponentially in recent years. It will grow from $17.07 billion in 2024 to $20.84 billion in 2025 at a compound annual growth rate (CAGR) of 22.1%. The growth in the historic period can be attributed to shift in educational paradigms, demand for interactive and engaging learning tools, focus on personalized learning, recognition of gamification benefits.

The game based learning market size is expected to see exponential growth in the next few years. It will grow to $54.69 billion in 2029 at a compound annual growth rate (CAGR) of 27.3%. The growth in the forecast period can be attributed to focus on skill development, rise of mobile learning platforms, application in corporate training, incorporation of analytics and data-driven insights. Major trends in the forecast period include incorporation of storytelling elements, mobile game-based learning apps, competency-based learning games.

The increase in smartphone penetration is expected to significantly boost the game-based learning market during the forecast period. As global smartphone ownership continues to rise, learners will gain enhanced access to interactive educational content anytime and anywhere, enabling continuous learning beyond traditional classroom settings. The engaging features of smartphones, including touch screens and motion sensors, improve the user experience, making game-based learning more enjoyable and effective. For example, in December 2023, Oberlo, a Lithuania-based cloud-based drop-shipping solution for online retailers and vendors, projected that the number of global smartphone users will reach approximately 4.74 billion in 2024, reflecting a 2.2% annual increase. Global smartphone usage is anticipated to grow to 5.14 billion users by 2028, adding about 100,000 users per year. Consequently, the rise in smartphone penetration will propel the game-based learning market.

The expansion in the video gaming industry is poised to drive the growth of the game-based learning market. The video gaming industry encompasses the development, production, distribution, and monetization of video games within the entertainment and technology sector. Game-based learning leverages the immersive nature of games to enhance player experiences, elevate employee training, and contribute to broader educational and societal goals. As per PWC's report in June 2022, the video games and esports market was valued at US$215.6 billion in 2021, with projections indicating growth to reach US$323.5 billion by 2026 at an annual rate of 8.5%. Asia Pacific, with US$109.4 billion in revenue in 2021, accounted for the majority, nearly double that of North America, making the growth in the video gaming industry a significant driver for the game-based learning market.

Major companies in the game-based learning market are concentrating on integrating media and education to improve user engagement with complex subjects. A collaboration between a prominent media outlet and an established game-based learning platform highlights the recognition of game-based learning as an effective means of enhancing financial literacy. For example, in August 2024, CNBC, a US-based business news channel, launched a new channel on Kahoot!, a Norwegian online game-based learning platform, to boost educational engagement around business and financial topics. This initiative will provide users worldwide with access to short-form videos and quiz games organized under the 'CNBC Explains' series, covering subjects such as Crypto, Economy, Politics, and Tech. This move reinforces CNBC's commitment to improving financial literacy and personal finance understanding among users, allowing them to engage with essential business news and concepts interactively.

Major companies are innovating solutions such as educational gaming platforms to maintain their market positions. An educational gaming platform is an online or digital environment hosting and delivering educational games and activities. For instance, in September 2022, Focus Games Ltd., an India-based provider of online educational games, introduced FocusGamesIndia.com. The activities on this platform facilitate teamwork among students and contribute to the development of the conscious competence necessary for successful performance in placements and post-qualification. These activities not only enhance students' ability to absorb and retain information but also help them build the self-confidence needed to practice effectively.

In February 2022, Imarticus Learning, a professional education firm based in India, acquired StratOnboard. This acquisition represents a major advancement for Imarticus Learning in enhancing its educational offerings with innovative game-based learning solutions, positioning the company for future growth in both domestic and international markets. StratOnboard is a game-based learning platform located in India.

Major companies operating in the game based learning market include Spin Master Corp., Mojang Studios AB, Kahoot! AS, Frontier Developments plc, G-Cube, Schell Games LLC, LearningWare Inc., Banzai Labs Inc., StratBeans Consulting LLC, Raptivity Technologies Pvt. Ltd., MAK Technologies India Pvt Ltd, Tangible Play, BreakAway Games Ltd., Gamelearn S.L., Lumos Labs Inc., Classcraft Education Inc., Simulearn LLC, Growth Engineering Ltd, Playgen Limited, Kuato Studios Inc., Recurrence Inc., Fundamentor Learning Ltd., Will Interactive, Cognite ToyBox Inc., Indusgeeks Learning Solutions Pvt Ltd, MLevel GmbH, Gametize Learning Labs Inc., Games2Train, SCVNGR Inc.

North America was the largest region in the game-based learning market in 2024. North America is expected to be the fastest-growing region in the forecast period. The regions covered in the game based learning market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the game based learning market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The game-based learning market includes revenues earned by entities by providing game-based learning solutions for engaging the learners. Game-based learning refers to embedding the gaming principles within learning activities to improve the users' motivation and engagement. The components involved in game-based learning include badges, points systems, leader boards, quizzes, classroom response systems, and discussion boards. Game-based learning is using active learning techniques through various games to enhance student learning. The user gains knowledge by playing the game, improving problem-solving and critical thinking skills. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Game Based Learning Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on game based learning market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

Where is the largest and fastest growing market for game based learning ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The game based learning market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

Scope

Table of Contents

1. Executive Summary

2. Game Based Learning Market Characteristics

3. Game Based Learning Market Trends And Strategies

4. Game Based Learning Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Game Based Learning Growth Analysis And Strategic Analysis Framework

6. Game Based Learning Market Segmentation

7. Game Based Learning Market Regional And Country Analysis

8. Asia-Pacific Game Based Learning Market

9. China Game Based Learning Market

10. India Game Based Learning Market

11. Japan Game Based Learning Market

12. Australia Game Based Learning Market

13. Indonesia Game Based Learning Market

14. South Korea Game Based Learning Market

15. Western Europe Game Based Learning Market

16. UK Game Based Learning Market

17. Germany Game Based Learning Market

18. France Game Based Learning Market

19. Italy Game Based Learning Market

20. Spain Game Based Learning Market

21. Eastern Europe Game Based Learning Market

22. Russia Game Based Learning Market

23. North America Game Based Learning Market

24. USA Game Based Learning Market

25. Canada Game Based Learning Market

26. South America Game Based Learning Market

27. Brazil Game Based Learning Market

28. Middle East Game Based Learning Market

29. Africa Game Based Learning Market

30. Game Based Learning Market Competitive Landscape And Company Profiles

31. Game Based Learning Market Other Major And Innovative Companies

32. Global Game Based Learning Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Game Based Learning Market

34. Recent Developments In The Game Based Learning Market

35. Game Based Learning Market High Potential Countries, Segments and Strategies

36. Appendix

(주)글로벌인포메이션 02-2025-2992 kr-info@giikorea.co.kr
ⓒ Copyright Global Information, Inc. All rights reserved.
PC버전 보기