According to a new report, published by KBV research, The Global Game-Based Learning Market size is expected to reach $32.6 billion by 2027, rising at a market growth of 19.6% CAGR during the forecast period.
The Solution segment acquired maximum revenue share in the Global Game-Based Learning Market by Component in 2020, thereby, achieving a market value of $23.1 billion by 2027. The education industry around the world is constantly upgrading by adopting advanced technologies in order to improve the learning of their students. Thus, various educational institutions are looking forward to adopting Game-based learning solutions, which enable them to provide interactive and enriching learning experiences.
The Healthcare market is showcasing a CAGR of 20.1% during (2021 - 2027). This is because these games engage both patients and medical and paramedical professionals, who must learn information and skills about their disease in order to become responsible for their decisions, as well as diagnostic processes, therapeutic treatments, and patient follow-up.
The Training, knowledge & skill-based Games segment is leading the Global Game-Based Learning Market by Game Type in 2020, and would achieve a market value of $10.1 billion by 2027. Knowledge-based quizzes on computers are used in the education industry to assess each student's knowledge competence. Ludo, Call Break, Fantasy Cricket, Rummy, and Bingo Game are examples of skill-based games that have grown in popularity. In addition, Gambling and skill-based real-money gaming are two very distinct things. Moreover, Sports and eGaming are two of the most popular kinds of entertainment in many countries. Anyone can win real money by playing online skill games. AIO Games, for example, is a reputable platform that allows users to play different games and win cash all under one roof.
The North America is fastest growing region in the Global Game-Based Learning Market by Region in 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $11.1 billion by 2027. The Europe market is estimated to grow at a CAGR of 18.7% during (2021 - 2027). Additionally, The Asia Pacific market would experience a CAGR of 21.5% during (2021 - 2027).
Full Report: https://www.kbvresearch.com/game-based-learning-market/
The market research report has exhaustive quantitative insights providing a clear picture of the market potential in various segments across the globe with country wise analysis in each discussed region. The key impacting factors of the market have been discussed in the report with the elaborated company profiles of 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.
By Component
By End User
By Deployment Type
By Game Type
By Geography
Companies Profiled