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Game-Based Learning Market Size - By Provider (Content, Services), By Deployment Mode (Cloud-based, On-premises), By Application (Academic, Corporate, Government) & Forecast, 2024-2032

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

Report Content

Chapter 1   Scope & Methodology

1.1    Market scope & definition

1.2    Base estimates & calculations

1.3    Forecast parameters

1.4    Data sources

1.4.1    Primary

1.4.2    Secondary

1.4.2.1    Paid sources

1.4.2.2    Public sources

Chapter 2   Executive Summary

2.1    Industry 3600 synopsis, 2021-2032

Chapter 3   Industry Insights

3.1    Industry ecosystem analysis

3.2    Vendor matrix

3.3    Technology & innovation landscape

3.4    Patent analysis

3.5    Key news and initiatives

3.6    Regulatory landscape

3.7    Impact forces

3.7.1    Growth drivers

3.7.1.1    Enhances student engagement and motivation

3.7.1.2    Advancements in technology with AR and VR

3.7.1.3    E-Learning growth

3.7.1.4    Adaptive learning technologies

3.7.1.5    Support from educational institutions and governments

3.7.2    Industry pitfalls & challenges

3.7.2.1    Limited awareness in underdeveloped countries

3.7.2.2    High development costs of educational games

3.8    Growth potential analysis

3.9    Porter’s analysis

3.9.1    Supplier power

3.9.2    Buyer power

3.9.3    Threat of new entrants

3.9.4    Threat of substitutes

3.9.5    Industry rivalry

3.10    PESTEL analysis

Chapter 4   Competitive Landscape, 2023

4.1    Company market share analysis

4.2    Competitive positioning matrix

4.3    Strategic outlook matrix

Chapter 5   Market Estimates & Forecast, By Provider, 2021-2032 (USD Million)

5.1    Key trends

5.2    Content

5.3    Services

Chapter 6   Market Estimates & Forecast, By Deployment Mode, 2021–2032 (USD Million)

6.1    Key trends

6.2    Cloud-based

6.3    On-premises

Chapter 7   Market Estimates & Forecast, By Application, 2021–2032 (USD Million)

7.1    Key trends

7.2    Academic

7.2.1    K-12

7.2.2    Higher education

7.2.3    Vocational training

7.3    Corporate

7.3.1    SME

7.3.2    Large enterprises

7.4    Government

Chapter 8   Market Estimates & Forecast, By Region, 2021-2032 (USD Million)

8.1    Key trends

8.2    North America

8.2.1    U.S.

8.2.2    Canada

8.3    Europe

8.3.1    UK

8.3.2    Germany

8.3.3    France

8.3.4    Italy

8.3.5    Spain

8.3.6    Rest of Europe

8.4    Asia Pacific

8.4.1    China

8.4.2    India

8.4.3    Japan

8.4.4    South Korea

8.4.5    ANZ

8.4.6    Rest of Asia Pacific

8.5    Latin America

8.5.1    Brazil

8.5.2    Mexico

8.5.3    Rest of Latin America

8.6    MEA

8.6.1    UAE

8.6.2    Saudi Arabia

8.6.3    South Africa

8.6.4    Rest of MEA

Chapter 9   Company Profiles

9.1    Allen Communication Learning Services

9.2    Breakaway Ltd.

9.3    Centrical

9.4    Cisco Systems Inc.

9.5    Cognitive Toybox Inc.

9.6    Duolingo

9.7    EI Design Pvt. Ltd.

9.8    ELM Learning

9.9    Elucidat

9.10    Filament Games

9.11    Gamelearn

9.12    Gametize

9.13    Goodbye Kansas Group (Bublar Group)

9.14    Hurix Digital

9.15    Indusgeeks Solutions Pvt. Ltd.

9.16    Kahoot! ASA

9.17    Kineo

9.18    Learnbrite

9.19    Learning Pool

9.20    Raptivity

9.21    Schell Games

9.22    StratBeans Consulting Pvt. Ltd.

9.23    Sweetrush

9.24    The Performance Development Group

9.25    Toolwire Spaces Learning

Authors: Suraj Gujar, Sandeep Ugale

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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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