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Game-Based Learning Market Size

  • Report ID: GMI5229
  • Published Date: Aug 2024
  • Report Format: PDF

Game-Based Learning Market Size

Game-Based Learning Market size was valued at USD 23.45 billion in 2023 and is anticipated to register a CAGR of over 14% between 2024 and 2032. The growth of e-learning has had a profound impact on the market. The shift towards digital learning environments has accelerated the adoption of GBL tools and platforms, making education more accessible, engaging, and effective. Schools, colleges, and universities have increasingly incorporated GBL into their curricula to make online learning more appealing and effective. This adoption has led to a surge in demand for educational games and platforms, expanding the market.

 

The corporate sector has also embraced e-learning for employee training and development. GBL's engaging and interactive nature makes it ideal for corporate training programs, driving its adoption in this sector as well. For instance, in March 2024, Kairos has launched India's first comprehensive game-based training platform aimed at enhancing soft skills among corporate employees. This innovative platform combines digital and physical games with extensive learning resources, making it suitable for both online and offline training environments.

 

Support from educational institutions and governments plays a crucial role in the growth and adoption of game-based learning. This support manifests in various forms, including funding, policy initiatives, and the integration of GBL into educational frameworks. Such backing not only validates the effectiveness of GBL but also provides the necessary resources and infrastructure for its widespread implementation.

 

For instance, The Digital Education Action Plan (DEAP), launched by the European Union, is a strategic initiative aimed at enhancing digital learning across member states from 2021 to 2027. As part of its broader strategy, the DEAP also supports the development of innovative educational tools, including game-based learning resources. This approach is intended to make learning more engaging and effective, aligning with the plan's goal of fostering inclusive and accessible digital education.

 

One of the significant challenges in the game-based learning market is the high cost associated with developing high-quality educational games. Creating an engaging and effective game requires substantial investment in design, development, and testing. This often involves hiring skilled professionals, including game designers, developers, educators, and subject matter experts, which can be financially prohibitive for many educational institutions and smaller organizations. Moreover, ongoing maintenance and updates add to the costs, making it difficult to sustain the investment over time. Despite the potential long-term benefits, the initial financial outlay can deter many potential adopters, particularly in budget-constrained environments.

 

Authors: Suraj Gujar, Sandeep Ugale

Frequently Asked Questions (FAQ) :

The market size of game-based learning reached USD 23.45 billion in 2023 and is set to register over 14% CAGR between 2024 and 2032, due to increasing support from educational institutions and governments.

The content segment in the game-based learning industry held 58% revenue share in 2023, attributed to the increasing demand from educational institutions and individual learners for tailored and adaptable learning resources.

North America market accounted for 34% revenue share in 2023, driven by advanced technological infrastructure and high adoption rates of digital learning tools.

Duolingo, Cisco Systems Inc., Kahoot! ASA, ELM Learning, Centrical, Gamelearn, and Filament Games.

Game-Based Learning Market Scope

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Premium Report Details

  • Base Year: 2023
  • Companies covered: 25
  • Tables & Figures: 285
  • Countries covered: 21
  • Pages: 200
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