Game-Based Learning Market to Reach USD 18120 Million by 2028 at a CAGR of 17.3%

BANGALORE, India:, March 21, 2022: / PRNewswire / – The: Global Game Based Learning Market: is Segmented by Type (E-Learning Courseware, Social Games, Mobile Games, Online Audio and Video Content), by Application (Educational Institutions, Healthcare Organizations, Defense Organizations, Corporate Employee Training): Opportunity Analysis and Industry Forecast, 2022–2028. It is published in: Valuates Reports: under the: Education: Category.

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The global Game-based Learning market size is projected to reach: USD 18120 Million: by 2028, from: USD 5715.2 Million: in 2021, at a CAGR of 17.3% during 2022-2028.

Major factors driving the growth of the game-based learning market:

Game-based learning is said to promote engagement and sustained motivation in learning for students. In the context of corporate learners, these games imitate real-world processes in various fields such as sales, training, and development, and allow employees to hone their skills in decision making, strategic thinking, problem-solving, market analysis, teamwork and

leadership, operations, and financial analysis. These factors are expected to drive the growth of the game-based learning market.

Furthermore, the game-based learning market is expected to grow as the trend toward online learning shifts. The recent COVID -19 outbreak has accelerated the move to online education.

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TRENDS INFLUENCING THE GROWTH OF THE GAME-BASED LEARNING MARKET

The game-based learning market is expected to be driven by the need to improve student learning. Game-based learning is an active learning technique in which games are used to help students learn more effectively. Learning occurs as a result of playing the game, which encourages critical thinking and problem-solving abilities. Game-based learning can be done with digital or non-digital games, and it can also include simulations that allow students to get a firsthand experience with the material.

The shift to online learning is expected to boost the game-based learning market. The ongoing pandemic caused by coronavirus disease 2019 (COVID-19) has forced educators and institutions to adapt teaching strategies quickly, resulting in the closure of educational institutions at all levels, including high school and university students. As a result, educational institutions have been forced to switch to online learning. Game-based learning is being used to make online learning more interactive.

Furthermore, businesses spend a lot of money training employees, but they have a hard time remembering what they learned once they retire or leave. Machine learning is usually built into game-based training systems, allowing all colleagues, past and present, to benefit from the combined knowledge pool. Furthermore, game-based learning allows students to progress at their own pace, resulting in a more personalized learning experience. These factors are expected to drive the growth of the game-based learning market.

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GAME-BASED LEARNING MARKET SHARE:

Based on application, Educational Institutions are expected to be the most lucrative segment. Students are motivated and engaged in game-based learning because it is unique. The immediate feedback that learners and educators receive as a result of the gaming procedure is an important feature that both learners and educators benefit from.

Due to the strict government standards and regulations framed for various industries, North America: is expected to be the most lucrative. In terms of end-user adoption of game-based learning solutions, North America: has been a very open and competitive market. It is the most advanced region in terms of implementing a based learning solution.

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Key Players::

  • LearningWare:

  • BreakAway:

  • Lumos Labs:

  • com:

  • Corporate Internet Games:

  • Games2Train:

  • HealthTap:

  • RallyOn, Inc:

  • MAK Technologies:

  • SCVNGR:

  • SimuLearn:

  • Will Interactive.

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SIMILAR REPORTS::

– The global: Healthcare Gamification market: size is projected to reach: USD 6094 Million: by 2027, from: USD 892.2 Million: in 2020, at a CAGR of 31.0% during the forecast period 2021-2027.

– The global: Gamification Software market: size is projected to reach: USD 25370 Million: by 2027, from: USD 5385.7 million: in 2020, at a CAGR of 24.2% during 2021-2027.

– The global: Gamification in Education market: size is projected to reach: USD 4562.1 Million: by 2028, from: USD 999 Million: in 2021, at a CAGR of 23.8% during 2022-2028.

– The global: online video platform in media and entertainment market: size was: USD 218 Million: in 2016, and is projected to reach: USD 915 Million: by 2025, growing at a CAGR of 17.50% from 2018 to 2025.

– The global: Social Gaming market: size is projected to reach: USD 31740 Million: by 2028, from: USD 13780 Million: in 2021, at a CAGR of 12.2% during 2022-2028.

– The global: Corporate Game-Based Learning market: size is projected to reach: USD 432.5 Million: by 2028, from: USD 300.4 Million: in 2021, at a CAGR of 5.3% during 2022-2028.

– The global: Mobile Games market: size is projected to reach: USD 46160 Million: by 2028, from: USD 39240 Million: in 2021, at a CAGR of 2.3% during 2022-2028.

Global Higher Education Game-based Learning Market Size, Status and Forecast 2021-2027:

Global Enterprise Gamification Market Insights, Forecast to 2028:

– The global: Virtual Classroom market: size is projected to reach: USD 16020 Million: by 2027, from: USD 8602.8 Million: in 2020, at a CAGR of 9.2% during 2021-2027.

– The global: K12 Education Technology market: size is projected to reach: USD 56490 Million: by 2026, from: USD 11850 Million: in 2019, at a CAGR of 25.0% during 2021-2026.

Global K12 Online Tutoring Market Size, Status and Forecast 2021-2027:

– In 2021, the global: Private Tutoring market: size will be: USD 236 Million: and it is expected to reach: USD 391.5 Million: by the end of 2027, with a CAGR of 8.8% during 2021-2027.

– The global: elearning market: size is projected to grow: USD 370 Billion: by 2026, from: USD 226 Billion: in 2020, at a CAGR of 8.56% during 2021-2026. The 2021 revenue of E-Learning in: Japan: is: 1100.84 million USD:.

– The global: E-Learning Virtual Reality market size: is projected to reach: USD 300.3 Million: by 2028, from: USD 65 Million: in 2021, at a CAGR of 23.8% during 2022-2028.

Global Academic E-Learning Market Size, Status and Forecast 2022:

– The global: Education ERP market: size is projected to reach: USD 15470 Million: by 2027, from: USD 8397.9 Million: in 2020, at a CAGR of 9.0% during 2021-2027.

– The global: Corporate elearning market: size is projected to reach: USD 37160.40 Million: by 2026, from: USD 17245.65 Million: in 2019, at a CAGR of 10.91% during 2020-2026.

– The global: Education Technology and Smart Classroom market: size is projected to reach: USD 239900 Million: by 2028, from: USD 92870 Million: in 2021, at a CAGR of 14.3% during 2022-2028.

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