Game-Based Learning Global Market Opportunities And Strategies To 2034
상품코드:1695935
리서치사:The Business Research Company
발행일:2025년 03월
페이지 정보:영문 319 Pages
라이선스 & 가격 (부가세 별도)
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한글목차
세계의 게임 기반 학습 시장 규모는 2019년에 57억 9,177만 달러에 달했습니다. 이 시장은 2024년까지 24.00% 이상의 CAGR로 성장하고 있습니다.
디지털 학습 플랫폼의 채택 증가는 지난 기간 중 게임 기반 학습 시장의 성장을 지원했습니다. 디지털 학습 플랫폼은 게임 기반 학습을 효과적으로 제공하고, 세계 접근성과 유연성을 제공합니다. 디지털 학습 플랫폼은 인터랙티브 과제와 멀티미디어 환경을 통해 학습 동기를 부여하고, AI와 애널리틱스를 활용하여 학습 경험을 개인화하고, 학습 결과를 최적화하며, 개인의 스타일과 속도에 맞게 조정할 수 있습니다. 예를 들어 2022년 2월 미국 정부의 독립 기관이자 기업이 및 중소기업을 지원하는 미국 중소기업청(SBA)은 여성 사업가의 사업 확장을 지원하기 위해 정부 계약 체결을 위한 교육에 중점을 둔 Ascent e-learning 플랫폼인 Journey 6의 시작을 발표했습니다. 또한 2020년 8월, 미국 공립대학인 뉴욕시립대학교(CUNY)는 뉴욕시 주요 기업 경영진으로 구성된 뉴욕 잡스 CEO 협의회와 협력하여 기존 학위 프로그램과 병행하여 100시간의 온라인 집중 강의를 제공하는 에버업 마이크로크레덴셜 프로그램을 시작했습니다. 뉴욕시의 주요 고용주들의 정보를 바탕으로 만들어진 이 자격증은 학생들이 특정 직무와 관련된 기술을 습득함으로써 취업과 인턴십에 더 잘 대비할 수 있도록 하는 것을 목표로 합니다. 이에 따라 디지털 학습 플랫폼의 채택이 증가하여 게임 기반 학습 시장의 성장을 가속했습니다.
세계의 게임 기반 학습 시장에 대해 조사했으며, 시장의 개요와 컴포넌트별, 배포 모드별, 게임 유형별, 최종사용자별, 지역·국가별 동향 및 시장에 참여하는 기업의 개요 등을 제공하고 있습니다.
목차
제1장 개요
제2장 목차
제3장 표 리스트
제4장 도표
제5장 리포트 구성
제6장 시장의 특징
일반적인 시장의 정의
요약
게임 기반 학습 시장의 정의와 세분화
컴포넌트별 시장 세분화
솔루션
서비스
배포 모드별 시장 세분화
클라우드
온프레미스
게임 유형별 시장 세분화
AR VR 게임
AI 기반 게임
위치 정보 게임
평가 게임(Assessment And Evaluation Games)
트레이닝, 지식, 스킬 기반 게임
언어 학습 게임
기타
최종사용자별 시장 세분화
소비자
교육
정부
기업
제7장 주요 시장 동향
컴플라이언스와 온보딩을 위한 AI 구동형 게임 기반 플랫폼
게임 기반 학습 플랫폼으로 소프트 스킬 트레이닝을 혁신
적응형 게임 기반 솔루션에 의한 맞춤형 용어 학습
혁신적인 학습 시리즈는 금융 이해의 향상을 목표로 한다.
게임 기반 트레이닝 프로그램이 클라우드 스킬과 학습 기회를 강화
제8장 게임 기반 학습 시장 - 거시경제 시나리오
제9장 세계 시장 규모와 성장
시장 규모
시장 성장 실적, 2019-2024년
시장 성장 예측, 2024-2029년, 2034년
제10장 세계의 게임 기반 학습 시장 세분화
세계의 게임 기반 학습 시장, 컴포넌트별 세분화, 실적 및 예측, 2019-2024년, 2029년, 2034년
세계의 게임 기반 학습 시장, 배포 모드별 세분화, 실적 및 예측, 2019-2024년, 2029년, 2034년
세계의 게임 기반 학습 시장, 게임 유형별 세분화, 실적 및 예측, 2019-2024년, 2029년, 2034년
세계의 게임 기반 학습 시장, 최종사용자별 세분화, 실적 및 예측, 2019-2024년, 2029년 예상, 2034년 예상
제11장 게임 기반 학습 시장, 지역별 및 국가별 분석
세계의 게임 기반 학습 시장, 지역별, 실적 및 예측, 2019-2024년, 2029년 예측, 2034년 예측
세계의 게임 기반 학습 시장, 국가별, 실적 및 예측, 2019-2024년, 2029년 예상, 2034년 예상
제12장 아시아태평양 시장
제13장 서유럽 시장
제14장 동유럽 시장
제15장 북미 시장
제16장 남미 시장
제17장 중동 시장
제18장 아프리카 시장
제19장 경쟁 구도와 기업 개요
기업 개요
Spin Master Corp.
G-Cube Solutions
Age of Learning Inc.
Hurix Digital Ltd.
Quizlet Inc.
제20장 기타 대기업과 혁신적 기업
BrainPop Educators LLC
Duolingo Inc.
Gamelearn SL
Centrical
McGraw Hill Education Inc.
Lumos Labs(Lumosity)
Filament Games LLC
Paradiso Solutions Corp.
Schell Games LLC
StratBeans Consulting Pvt. Ltd.
Sweetrush Inc.
Tangible Play Inc.(Osmo)
Raptivity
Square Panda Inc.
Quizizz Inc.
제21장 경쟁 벤치마킹
제22장 경쟁 대시보드
제23장 주요 합병과 인수
제24장 기회와 전략
2029년의 세계 게임 기반 학습 시장 - 가장 새로운 기회를 제공하는 국가
2029년의 세계 게임 기반 학습 시장 - 가장 새로운 기회를 제공하는 부문
2029년의 세계 게임 기반 학습 시장 - 성장 전략
시장 동향에 기반한 전략
경쟁 전략
제25장 게임 기반 학습 시장, 결론·제안
제26장 부록
KSA
영문 목차
영문목차
Game-based learning refers to the use of interactive and immersive gaming elements to facilitate education, training and skill development. This approach integrates gaming mechanics such as challenges, rewards and storytelling into educational content, creating an engaging and interactive learning environment.
The game-based learning market consists of sales, by entities (organizations, sole traders, or partnerships), of game-based learning products, which are utilized by individuals, educational institutions, government agencies and enterprises to enhance knowledge acquisition, improve retention rates and foster skill development in various domains. The users of game-based learning span a wide range of demographics, including students, employees, professionals and consumers seeking personal development.
The global game-based learning market was valued at $5,791.77 million in 2019 which grew till 2024 at a compound annual growth rate (CAGR) of more than 24.00%.
Increased Adoption of Digital Learning Platforms
The increased adoption of digital learning platforms supported the growth of the game-based learning market during the historic period. Digital learning platforms effectively deliver game-based learning, offering global access and flexibility. They enhance engagement through interactive challenges and multimedia environments, leveraging AI and analytics to personalize experiences, optimize learning outcomes and align with individual styles and paces. For example, in February 2022, the U.S. Small Business Administration (SBA), an independent agency of the United States government that provides support to entrepreneurs and small businesses, announced the launch of Journey 6 of the Ascent e-learning platform, which is focused on educating women business owners about venturing into government contracting, to help expand their businesses. Further, in August 2020, the City University of New York (CUNY), a US-based public university, collaborated with the New York Jobs chief executive officer (CEO) Council, a US-based group of top executives from leading companies in New York City to launch the EverUp Micro-Credential Program, which offers 100-hour online intensives alongside traditional degree programs. Shaped by input from the largest employers in New York City, these credentials aim to better prepare students for jobs or internships, by helping them master specific job-related skills. Therefore, the increased adoption of digital learning platforms drove the growth of the game-based learning market.
Revolutionizing Soft-Skill Training With Game-Based Learning Platforms
Companies operating in the game-based learning market are focusing on unveiling a new era in soft-skill training with games. These platforms can analyse learner behaviours in different scenarios, providing insights into how they apply soft skills and where they might need additional support. For instance, in May 2024, Kairos, a US-based digital engineering company, launched India's first comprehensive game-based training platform to arm corporates with soft skills. This innovative suite of digital games, physical games and tools, combined with comprehensive resources, provides learning and development (L&D) professionals the tools they require to make soft-skill training impactful and engaging in a way that helps learners 'want learning.'. The unique game designs draw out instinctive behaviours and help bring to light the gaps between what participants think they know, vis-a-vis what they actually do in the workplace. The games offer real challenges that tap into intrinsic motivation to participate, interact, share and enable peer-to-peer learning.
The global game-based learning market is highly fragmented, with a large number of small players operating in the market. The top ten competitors in the market made up to 4.62% of the total market in 2023.
Game-Based Learning Global Market Opportunities And Strategies To 2034 from The Business Research Company provides the strategists; marketers and senior management with the critical information they need to assess the global game-based learning market as it emerges from the COVID-19 shut down.
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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 history and forecasts market growth by geography. It places the market within the context of the wider game-based learning market; and compares it with other markets.
The report covers the following chapters
Introduction and Market Characteristics - Brief introduction to the segmentations covered in the market, definitions and explanations about the segment by component, by deployment mode, by game type and by end user.
Key Trends - Highlights the major trends shaping the global market. This section also highlights likely future developments in the market.
Macro-Economic Scenario - The report provides an analysis of the impact of the COVID-19 pandemic, impact of the Russia-Ukraine war and impact of rising inflation on global and regional markets, providing strategic insights for businesses in the game-based learning market.
Global Market Size And Growth- Global historic (2019-2024) and forecast (2024-2029, 2034F) market values and drivers and restraints that support and control the growth of the market in the historic and forecast periods.
Regional And Country Analysis- Historic (2019-2024) and forecast (2024-2029, 2034F) market values and growth and market share comparison by region and country.
Market Segmentation- Contains the market values (2019-2024) (2024-2029, 2034F) and analysis for each segment by component, by deployment mode, by game type and by end user in the market. Historic (2019-2024) and forecast (2024-2029) and (2029-2034) market values and growth and market share comparison by region market.
Regional Market Size and Growth- Regional market size (2024), historic (2019-2024) and forecast (2024-2029, 2034F) market values and growth and market share comparison of countries within the region. This report includes information on all the regions Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa and major countries within each region.
Competitive Landscape- Details on the competitive landscape of the market, estimated market shares and company profiles of the leading players.
Other Major And Innovative Companies- Details on the company profiles of other major and innovative companies in the market.
Competitive Benchmarking- Briefs on the financials comparison between major players in the market.
Competitive Dashboard- Briefs on competitive dashboard of major players.
Key Mergers and Acquisitions- Information on recent mergers and acquisitions in the market is covered in the report. This section gives key financial details of mergers and acquisitions which have shaped the market in recent years.
Recent Developments Information on recent developments in the market covered in the report.
Market Opportunities And Strategies- Describes market opportunities and strategies based on findings of the research, with information on growth opportunities across countries, segments and strategies to be followed in those markets.
Conclusions And Recommendations- This section includes recommendations for game-based learning providers in terms of product/service offerings geographic expansion, marketing strategies and target groups.
Appendix- This section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.
Markets Covered:
1) By Component: Solution; Services
2) By Deployment Mode: Cloud; On-Premises
3) By Game Type: AR VR Games; AI-Based Games; Location-Based Games; Assessment And Evaluation Games; Training, Knowledge And Skill-Based Games; Language Learning Games; Other Game Types
4) By End User: Consumer; Education; Government; Enterprises
Companies Mentioned: Spin Master Corp.; G-Cube Solutions; Age of Learning Inc.; Hurix Digital Ltd.; Quizlet Inc.
Countries: Australia; China; India; Indonesia; Japan; South Korea;USA; Canada;Brazil;France; Germany; UK; Italy; Spain;Denmark; Norway; Sweden; Russia
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time-series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets; GDP proportions; expenditure per capita; game-based learning indicators comparison.
Data segmentations: country and regional historic and forecast data; market share of competitors; market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Table of Contents
1 Executive Summary
1.1 Game-Based Learning - Market Attractiveness And Macro economic Landscape
2 Table Of Contents
3 List Of Tables
4 List Of Figures
5 Report Structure
6 Market Characteristics
6.1 General Market Definition
6.2 Summary
6.3 Game-Based Learning Market Definition And Segmentations
6.4 Market Segmentation By Component
6.4.1 Solution
6.4.2 Services
6.5 Market Segmentation By Deployment Mode
6.5.1 Cloud
6.5.2 On-Premises
6.6 Market Segmentation By Game Type
6.6.1 AR VR Games
6.6.2 AI-Based Games
6.6.3 Location-Based Games
6.6.4 Assessment And Evaluation Games
6.6.5 Training, Knowledge And Skill-Based Games
6.6.6 Language Learning Games
6.6.7 Other Game Types
6.7 Market Segmentation By End User
6.7.1 Consumer
6.7.2 Education
6.7.3 Government
6.7.4 Enterprises
7 Major Market Trends
7.1 AI-Driven Game-Based Platform For Compliance And Onboarding
7.2 Revolutionizing Soft-Skill Training With Game-Based Learning Platforms
7.3 Personalized Vocabulary Learning Through Adaptive Game-Based Solutions
7.4 Innovative Learning Series Targets Enhanced Financial Understanding
7.5 Game-Based Training Programs Enhance Cloud Skills And Learning Opportunities