The North America Game-Based Learning Market would witness market growth of 17.9% CAGR during the forecast period (2021-2027).
In response to the growing need for high-quality education with a modern and interactive approach, several educational institutions have boosted their usage of game-based learning approaches. Additionally, the adoption of tablet and e-learning approaches in schools around the world has pushed the demand for game-based learning methods. A rise in the use of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has also offered an immersive and engaging experience to students. Some of the key trends of the Game-based Learning market are the rapid rise of social media, growing income levels, expanding smartphone adoption, increased access to high-speed internet, and others.
One of the examples of employing game-based learning in higher education and academic libraries is digital badges. For instance, Purdue's Passport, allows users to graphically display their work as real evidence of their knowledge. Each badge has metadata that shows when the user received it, what criteria they had to meet to earn it, and the name of the organization that gave it to them. The badge can be used as a motivator for students to participate in learning activities, as well as a way for external stakeholders to check what skills they have mastered.
Moreover, libraries at Portland State University employ digital badges in a community health initiative to recognize undergraduates' critical thinking abilities. The badges provide students with both recognition and certification for talents that may not be examined in a regular classroom setting. Additionally, badges provide a fun factor as well as an opportunity for students to take pride in their achievements in a visible manner.
The US market dominated the North America Game-Based Learning Market by Country in 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $8,067.6 million by 2027. The Canada market is estimated to grow at CAGR of 20.6% during (2021 - 2027). Additionally, The Mexico market would witness a CAGR of 19.6% during (2021 - 2027).
Based on Component, the market is segmented into Solution and Services. Based on End User, the market is segmented into Education, Consumer, Healthcare, Retail & eCommerce, Government & Defense, Manufacturing, IT & Telecom, and Others. Based on Deployment Type, the market is segmented into Cloud and On-Premise. Based on Game Type, the market is segmented into Training, knowledge & skill-based Games, Assessment & Evaluation Games, AI-based Games, AR VR Games, Language Learning Games and Others. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
Free Valuable Insights: The Global Game-Based Learning Market is Estimated to reach $32.6 Billion by 2027, at a CAGR of 19.6%
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Kahoot! AS, Spin Master Corp., Breakaway Games, Raptivity (Harbinger Group), StratBeans Consulting Pvt. Ltd., Schell Games, BYJU'S (Tangible Play, Inc.), Frontier Developments plc, Bublar Group AB (Vobling AB), and Recurrence, Inc.
Scope of the Study
Market Segments Covered in the Report:
By Component
By End User
- Education
- Consumer
- Healthcare
- Retail & eCommerce
- Government & Defense
- Manufacturing
- IT & Telecom
- Others
By Deployment Type
By Game Type
- Training, knowledge & skill-based Games
- Assessment & Evaluation Games
- AI-based Games
- AR VR Games
- Language Learning Games
- Others
By Country
- US
- Canada
- Mexico
- Rest of North America
Key Market Players
List of Companies Profiled in the Report:
- Kahoot! AS
- Spin Master Corp.
- Breakaway Games
- Raptivity (Harbinger Group)
- StratBeans Consulting Pvt. Ltd.
- Schell Games
- BYJU'S (Tangible Play, Inc.)
- Frontier Developments plc
- Bublar Group AB (Vobling AB)
- Recurrence, Inc.
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 North America Game-Based Learning Market, by Component
1.4.2 North America Game-Based Learning Market, by End User
1.4.3 North America Game-Based Learning Market, by Deployment Type
1.4.4 North America Game-Based Learning Market, by Game Type
1.4.5 North America Game-Based Learning Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Strategies Deployed in Game-Based Learning Market
Chapter 4. North America Game-Based Learning Market by Component
4.1 North America Solution Market by Country
4.2 North America Services Market by Country
Chapter 5. North America Game-Based Learning Market by End User
5.1 North America Education Market by Country
5.2 North America Consumer Market by Country
5.3 North America Healthcare Market by Country
5.4 North America Retail & eCommerce Market by Country
5.5 North America Government & Defense Market by Country
5.6 North America Manufacturing Market by Country
5.7 North America IT & Telecom Market by Country
5.8 North America Others Market by Country
Chapter 6. North America Game-Based Learning Market by Deployment Type
6.1 North America Cloud Market by Country
6.2 North America On-premise Market by Country
Chapter 7. North America Game-Based Learning Market by Game Type
7.1 North America Training, knowledge & skill-based Games Market by Country
7.2 North America Assessment & Evaluation Games Market by Country
7.3 North America AI-based Games Market by Country
7.4 North America AR VR Games Market by Country
7.5 North America Language Learning Games Market by Country
7.6 North America Others Market by Country
Chapter 8. North America Game-Based Learning Market by Country
8.1 US Game-Based Learning Market
8.1.1 US Game-Based Learning Market by Component
8.1.2 US Game-Based Learning Market by End User
8.1.3 US Game-Based Learning Market by Deployment Type
8.1.4 US Game-Based Learning Market by Game Type
8.2 Canada Game-Based Learning Market
8.2.1 Canada Game-Based Learning Market by Component
8.2.2 Canada Game-Based Learning Market by End User
8.2.3 Canada Game-Based Learning Market by Deployment Type
8.2.4 Canada Game-Based Learning Market by Game Type
8.3 Mexico Game-Based Learning Market
8.3.1 Mexico Game-Based Learning Market by Component
8.3.2 Mexico Game-Based Learning Market by End User
8.3.3 Mexico Game-Based Learning Market by Deployment Type
8.3.4 Mexico Game-Based Learning Market by Game Type
8.4 Rest of North America Game-Based Learning Market
8.4.1 Rest of North America Game-Based Learning Market by Component
8.4.2 Rest of North America Game-Based Learning Market by End User
8.4.3 Rest of North America Game-Based Learning Market by Deployment Type
8.4.4 Rest of North America Game-Based Learning Market by Game Type
Chapter 9. Company Profiles
9.1 Kahoot! AS
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Regional Analysis
9.1.4 Research & Development Expenses
9.1.5 Recent strategies and developments:
9.1.5.1 Partnerships, Collaborations, and Agreements:
9.1.5.2 Acquisitions and Mergers:
9.1.5.3 Product Launches and Product Expansions:
9.2 Spin Master Corp.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental Analysis
9.2.4 Recent strategies and developments:
9.2.4.1 Acquisitions and Mergers:
9.3 Breakaway Games
9.3.1 Company Overview
9.4 Raptivity (Harbinger Group)
9.4.1 Company Overview
9.5 StratBeans Consulting Pvt. Ltd.
9.5.1 Company Overview
9.6 Schell Games
9.6.1 Company Overview
9.6.2 Recent strategies and developments:
9.6.2.1 Product Launches and Product Expansions:
9.7 BYJU'S (Tangible Play, Inc.)
9.7.1 Company Overview
9.7.2 Recent strategies and developments:
9.7.2.1 Partnerships, Collaborations, and Agreements:
9.7.2.2 Product Launches and Product Expansions:
9.8 Frontier Developments plc
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Research & Development Expenses
9.9 Bublar Group AB (Vobling AB)
9.9.1 Company Overview
9.9.2 Financial Analysis
9.10. Recurrence, Inc.
9.10.1 Company Overview
9.10.2 Recent strategies and developments:
9.10.2.1 Partnerships, Collaborations, and Agreements:
TABLE 1 North America Game-Based Learning Market, 2017 - 2020, USD Million
TABLE 2 North America Game-Based Learning Market, 2021 - 2027, USD Million
TABLE 3 North America Game-Based Learning Market by Component, 2017 - 2020, USD Million
TABLE 4 North America Game-Based Learning Market by Component, 2021 - 2027, USD Million
TABLE 5 North America Solution Market by Country, 2017 - 2020, USD Million
TABLE 6 North America Solution Market by Country, 2021 - 2027, USD Million
TABLE 7 North America Services Market by Country, 2017 - 2020, USD Million
TABLE 8 North America Services Market by Country, 2021 - 2027, USD Million
TABLE 9 North America Game-Based Learning Market by End User, 2017 - 2020, USD Million
TABLE 10 North America Game-Based Learning Market by End User, 2021 - 2027, USD Million
TABLE 11 North America Education Market by Country, 2017 - 2020, USD Million
TABLE 12 North America Education Market by Country, 2021 - 2027, USD Million
TABLE 13 North America Consumer Market by Country, 2017 - 2020, USD Million
TABLE 14 North America Consumer Market by Country, 2021 - 2027, USD Million
TABLE 15 North America Healthcare Market by Country, 2017 - 2020, USD Million
TABLE 16 North America Healthcare Market by Country, 2021 - 2027, USD Million
TABLE 17 North America Retail & eCommerce Market by Country, 2017 - 2020, USD Million
TABLE 18 North America Retail & eCommerce Market by Country, 2021 - 2027, USD Million
TABLE 19 North America Government & Defense Market by Country, 2017 - 2020, USD Million
TABLE 20 North America Government & Defense Market by Country, 2021 - 2027, USD Million
TABLE 21 North America Manufacturing Market by Country, 2017 - 2020, USD Million
TABLE 22 North America Manufacturing Market by Country, 2021 - 2027, USD Million
TABLE 23 North America IT & Telecom Market by Country, 2017 - 2020, USD Million
TABLE 24 North America IT & Telecom Market by Country, 2021 - 2027, USD Million
TABLE 25 North America Others Market by Country, 2017 - 2020, USD Million
TABLE 26 North America Others Market by Country, 2021 - 2027, USD Million
TABLE 27 North America Game-Based Learning Market by Deployment Type, 2017 - 2020, USD Million
TABLE 28 North America Game-Based Learning Market by Deployment Type, 2021 - 2027, USD Million
TABLE 29 North America Cloud Market by Country, 2017 - 2020, USD Million
TABLE 30 North America Cloud Market by Country, 2021 - 2027, USD Million
TABLE 31 North America On-premise Market by Country, 2017 - 2020, USD Million
TABLE 32 North America On-premise Market by Country, 2021 - 2027, USD Million
TABLE 33 North America Game-Based Learning Market by Game Type, 2017 - 2020, USD Million
TABLE 34 North America Game-Based Learning Market by Game Type, 2021 - 2027, USD Million
TABLE 35 North America Training, knowledge & skill-based Games Market by Country, 2017 - 2020, USD Million
TABLE 36 North America Training, knowledge & skill-based Games Market by Country, 2021 - 2027, USD Million
TABLE 37 North America Assessment & Evaluation Games Market by Country, 2017 - 2020, USD Million
TABLE 38 North America Assessment & Evaluation Games Market by Country, 2021 - 2027, USD Million
TABLE 39 North America AI-based Games Market by Country, 2017 - 2020, USD Million
TABLE 40 North America AI-based Games Market by Country, 2021 - 2027, USD Million
TABLE 41 North America AR VR Games Market by Country, 2017 - 2020, USD Million
TABLE 42 North America AR VR Games Market by Country, 2021 - 2027, USD Million
TABLE 43 North America Language Learning Games Market by Country, 2017 - 2020, USD Million
TABLE 44 North America Language Learning Games Market by Country, 2021 - 2027, USD Million
TABLE 45 North America Others Market by Country, 2017 - 2020, USD Million
TABLE 46 North America Others Market by Country, 2021 - 2027, USD Million
TABLE 47 North America Game-Based Learning Market by Country, 2017 - 2020, USD Million
TABLE 48 North America Game-Based Learning Market by Country, 2021 - 2027, USD Million
TABLE 49 US Game-Based Learning Market, 2017 - 2020, USD Million
TABLE 50 US Game-Based Learning Market, 2021 - 2027, USD Million
TABLE 51 US Game-Based Learning Market by Component, 2017 - 2020, USD Million
TABLE 52 US Game-Based Learning Market by Component, 2021 - 2027, USD Million
TABLE 53 US Game-Based Learning Market by End User, 2017 - 2020, USD Million
TABLE 54 US Game-Based Learning Market by End User, 2021 - 2027, USD Million
TABLE 55 US Game-Based Learning Market by Deployment Type, 2017 - 2020, USD Million
TABLE 56 US Game-Based Learning Market by Deployment Type, 2021 - 2027, USD Million
TABLE 57 US Game-Based Learning Market by Game Type, 2017 - 2020, USD Million
TABLE 58 US Game-Based Learning Market by Game Type, 2021 - 2027, USD Million
TABLE 59 Canada Game-Based Learning Market, 2017 - 2020, USD Million
TABLE 60 Canada Game-Based Learning Market, 2021 - 2027, USD Million
TABLE 61 Canada Game-Based Learning Market by Component, 2017 - 2020, USD Million
TABLE 62 Canada Game-Based Learning Market by Component, 2021 - 2027, USD Million
TABLE 63 Canada Game-Based Learning Market by End User, 2017 - 2020, USD Million
TABLE 64 Canada Game-Based Learning Market by End User, 2021 - 2027, USD Million
TABLE 65 Canada Game-Based Learning Market by Deployment Type, 2017 - 2020, USD Million
TABLE 66 Canada Game-Based Learning Market by Deployment Type, 2021 - 2027, USD Million
TABLE 67 Canada Game-Based Learning Market by Game Type, 2017 - 2020, USD Million
TABLE 68 Canada Game-Based Learning Market by Game Type, 2021 - 2027, USD Million
TABLE 69 Mexico Game-Based Learning Market, 2017 - 2020, USD Million
TABLE 70 Mexico Game-Based Learning Market, 2021 - 2027, USD Million
TABLE 71 Mexico Game-Based Learning Market by Component, 2017 - 2020, USD Million
TABLE 72 Mexico Game-Based Learning Market by Component, 2021 - 2027, USD Million
TABLE 73 Mexico Game-Based Learning Market by End User, 2017 - 2020, USD Million
TABLE 74 Mexico Game-Based Learning Market by End User, 2021 - 2027, USD Million
TABLE 75 Mexico Game-Based Learning Market by Deployment Type, 2017 - 2020, USD Million
TABLE 76 Mexico Game-Based Learning Market by Deployment Type, 2021 - 2027, USD Million
TABLE 77 Mexico Game-Based Learning Market by Game Type, 2017 - 2020, USD Million
TABLE 78 Mexico Game-Based Learning Market by Game Type, 2021 - 2027, USD Million
TABLE 79 Rest of North America Game-Based Learning Market, 2017 - 2020, USD Million
TABLE 80 Rest of North America Game-Based Learning Market, 2021 - 2027, USD Million
TABLE 81 Rest of North America Game-Based Learning Market by Component, 2017 - 2020, USD Million
TABLE 82 Rest of North America Game-Based Learning Market by Component, 2021 - 2027, USD Million
TABLE 83 Rest of North America Game-Based Learning Market by End User, 2017 - 2020, USD Million
TABLE 84 Rest of North America Game-Based Learning Market by End User, 2021 - 2027, USD Million
TABLE 85 Rest of North America Game-Based Learning Market by Deployment Type, 2017 - 2020, USD Million
TABLE 86 Rest of North America Game-Based Learning Market by Deployment Type, 2021 - 2027, USD Million
TABLE 87 Rest of North America Game-Based Learning Market by Game Type, 2017 - 2020, USD Million
TABLE 88 Rest of North America Game-Based Learning Market by Game Type, 2021 - 2027, USD Million
TABLE 89 Key information – Kahoot! AS
TABLE 90 Key information – Spin Master Corp.
TABLE 91 Key information – BREAKAWAY GAMES
TABLE 92 Key information – Raptivity
TABLE 93 Key information – Stratbeans
TABLE 94 Key information – Schell Games
TABLE 95 Key information – BYJU'S
TABLE 96 Key information – Frontier Developments plc
TABLE 97 Key information – Bublar Group AB
TABLE 98 Key information – Recurrence, Inc.
List of Figures
FIG 1 Methodology for the research
FIG 2 Recent strategies and developments: Kahoot! AS