Game based Learning Comprehensive Study by Type (Knowledge and Skilled Based Games, Cognitive Ability Based Games, Others), Application (Corporate & Companies, Aerospace & Defense, Education, Public Sector, Oil & Gas, Manufacturing, Healthcare, Others), Platform (Online, Offline) Players and Region - Global Market Outlook to 2026

Game based Learning Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Game based Learning Market Scope
Game-based learning can be defined as lessons which are interactive, competitive and allow the learner to have fun while gaining knowledge. The main concept behind game-based learning is teaching through failure, repetition, and the accomplishment of goals. Video games are built on this principle. The player starts off slow and gains in skill until they are able to skillfully navigate the toughest levels. Games, which are planned and designed well will offer enough difficulty to keep it challenging while still being easy enough for the player to win. Game-based learning uses the same concept and applies it to teaching a curriculum.

Research Analyst at AMA estimates that United States and United Kingdom Players will contribute to the maximum growth of Global Game based Learning market throughout the predicted period.

Breakaway Games (United States), Growth engineering (United Kingdom), G-Cube (India), PlayGen (United Kingdom), Indusgeek Solutions Pvt. Ltd. (United States), StratBeans Consulting Pvt. Ltd. (India), Gamelearn (United Kingdom) and MLevel (United States) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research are Filament Games (United States), LearningWare (United States), Playgen (United Kingdom), Toolwire (United Kingdom) and Tangible Play (United Kingdom).

About Approach
The research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a
preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from total available market.

Segmentation Overview
The study have segmented the market of Global Game based Learning market by Type (Knowledge and Skilled Based Games, Cognitive Ability Based Games and Others), by Application (Corporate & Companies, Aerospace & Defense, Education, Public Sector, Oil & Gas, Manufacturing, Healthcare and Others) and Region with country level break-up.

On the basis of geography, the market of Game based Learning has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico).

Market Leaders and their expansionary development strategies
On 25 April 2018, Filament has announced a new distribution partnership with 5 More Minutes Ltd (5MM), proprietors of TeacherGaming.com, an innovative K-12 facing storefront whose mission is to put great games in the hands of schools and teachers.
Recently, Gamelearn, which develops video games to deliver corporate training, has scored 5 million USD in Series A funding. Participating in the new financing round is previous backer Kibo Ventures, along with Oak3Capital, All Iron Ventures, UL Invest, and Inveready. The transaction is expected to develop video games for corporate training.


Market Trend
  • Game-Based Professional Training
  • The Mobile Approach to Game-Based Learning

Market Drivers
  • Increasing Popularity of Mobile Technologies
  • Increasing Adoption in the US Military and Healthcare Sectors
  • The Exponential Innovation in Augmented Reality, Virtual Reality, and Mixed Reality (MR)
  • Rising Focus on Personalized Learning

Opportunities
  • The Emergence of a New Generation of Gamified Mental Exercises
  • Resistance to Game-Based Learning Is Getting Smaller, Especially In Corporations
  • The Very Rapid Development Of 5G Networks
  • The Emerging Demand from Developing Regions


Challenges
  • High Development Costs


Key Target Audience
Game-Based Learning Key Companies, Potential Technology Investors, Regulatory & Government Bodies, End Users and Others

Report Objectives / Segmentation Covered

By Type
  • Knowledge and Skilled Based Games
  • Cognitive Ability Based Games
  • Others
By Application
  • Corporate & Companies
  • Aerospace & Defense
  • Education
  • Public Sector
  • Oil & Gas
  • Manufacturing
  • Healthcare
  • Others
By Platform
  • Online
  • Offline

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Increasing Popularity of Mobile Technologies
      • 3.2.2. Increasing Adoption in the US Military and Healthcare Sectors
      • 3.2.3. The Exponential Innovation in Augmented Reality, Virtual Reality, and Mixed Reality (MR)
      • 3.2.4. Rising Focus on Personalized Learning
    • 3.3. Market Challenges
      • 3.3.1. High Development Costs
    • 3.4. Market Trends
      • 3.4.1. Game-Based Professional Training
      • 3.4.2. The Mobile Approach to Game-Based Learning
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Game based Learning, by Type, Application, Platform and Region (value) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Game based Learning (Value)
      • 5.2.1. Global Game based Learning by: Type (Value)
        • 5.2.1.1. Knowledge and Skilled Based Games
        • 5.2.1.2. Cognitive Ability Based Games
        • 5.2.1.3. Others
      • 5.2.2. Global Game based Learning by: Application (Value)
        • 5.2.2.1. Corporate & Companies
        • 5.2.2.2. Aerospace & Defense
        • 5.2.2.3. Education
        • 5.2.2.4. Public Sector
        • 5.2.2.5. Oil & Gas
        • 5.2.2.6. Manufacturing
        • 5.2.2.7. Healthcare
        • 5.2.2.8. Others
      • 5.2.3. Global Game based Learning by: Platform (Value)
        • 5.2.3.1. Online
        • 5.2.3.2. Offline
      • 5.2.4. Global Game based Learning Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
  • 6. Game based Learning: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Breakaway Games (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Growth engineering (United Kingdom)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. G-Cube (India)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. PlayGen (United Kingdom)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Indusgeek Solutions Pvt. Ltd. (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. StratBeans Consulting Pvt. Ltd. (India)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Gamelearn (United Kingdom)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. MLevel (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
  • 7. Global Game based Learning Sale, by Type, Application, Platform and Region (value) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Game based Learning (Value)
      • 7.2.1. Global Game based Learning by: Type (Value)
        • 7.2.1.1. Knowledge and Skilled Based Games
        • 7.2.1.2. Cognitive Ability Based Games
        • 7.2.1.3. Others
      • 7.2.2. Global Game based Learning by: Application (Value)
        • 7.2.2.1. Corporate & Companies
        • 7.2.2.2. Aerospace & Defense
        • 7.2.2.3. Education
        • 7.2.2.4. Public Sector
        • 7.2.2.5. Oil & Gas
        • 7.2.2.6. Manufacturing
        • 7.2.2.7. Healthcare
        • 7.2.2.8. Others
      • 7.2.3. Global Game based Learning by: Platform (Value)
        • 7.2.3.1. Online
        • 7.2.3.2. Offline
      • 7.2.4. Global Game based Learning Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Game based Learning: by Type(USD Million)
  • Table 2. Game based Learning Knowledge and Skilled Based Games , by Region USD Million (2015-2020)
  • Table 3. Game based Learning Cognitive Ability Based Games , by Region USD Million (2015-2020)
  • Table 4. Game based Learning Others , by Region USD Million (2015-2020)
  • Table 5. Game based Learning: by Application(USD Million)
  • Table 6. Game based Learning Corporate & Companies , by Region USD Million (2015-2020)
  • Table 7. Game based Learning Aerospace & Defense , by Region USD Million (2015-2020)
  • Table 8. Game based Learning Education , by Region USD Million (2015-2020)
  • Table 9. Game based Learning Public Sector , by Region USD Million (2015-2020)
  • Table 10. Game based Learning Oil & Gas , by Region USD Million (2015-2020)
  • Table 11. Game based Learning Manufacturing , by Region USD Million (2015-2020)
  • Table 12. Game based Learning Healthcare , by Region USD Million (2015-2020)
  • Table 13. Game based Learning Others , by Region USD Million (2015-2020)
  • Table 14. Game based Learning: by Platform(USD Million)
  • Table 15. Game based Learning Online , by Region USD Million (2015-2020)
  • Table 16. Game based Learning Offline , by Region USD Million (2015-2020)
  • Table 17. South America Game based Learning, by Country USD Million (2015-2020)
  • Table 18. South America Game based Learning, by Type USD Million (2015-2020)
  • Table 19. South America Game based Learning, by Application USD Million (2015-2020)
  • Table 20. South America Game based Learning, by Platform USD Million (2015-2020)
  • Table 21. Brazil Game based Learning, by Type USD Million (2015-2020)
  • Table 22. Brazil Game based Learning, by Application USD Million (2015-2020)
  • Table 23. Brazil Game based Learning, by Platform USD Million (2015-2020)
  • Table 24. Argentina Game based Learning, by Type USD Million (2015-2020)
  • Table 25. Argentina Game based Learning, by Application USD Million (2015-2020)
  • Table 26. Argentina Game based Learning, by Platform USD Million (2015-2020)
  • Table 27. Rest of South America Game based Learning, by Type USD Million (2015-2020)
  • Table 28. Rest of South America Game based Learning, by Application USD Million (2015-2020)
  • Table 29. Rest of South America Game based Learning, by Platform USD Million (2015-2020)
  • Table 30. Asia Pacific Game based Learning, by Country USD Million (2015-2020)
  • Table 31. Asia Pacific Game based Learning, by Type USD Million (2015-2020)
  • Table 32. Asia Pacific Game based Learning, by Application USD Million (2015-2020)
  • Table 33. Asia Pacific Game based Learning, by Platform USD Million (2015-2020)
  • Table 34. China Game based Learning, by Type USD Million (2015-2020)
  • Table 35. China Game based Learning, by Application USD Million (2015-2020)
  • Table 36. China Game based Learning, by Platform USD Million (2015-2020)
  • Table 37. Japan Game based Learning, by Type USD Million (2015-2020)
  • Table 38. Japan Game based Learning, by Application USD Million (2015-2020)
  • Table 39. Japan Game based Learning, by Platform USD Million (2015-2020)
  • Table 40. India Game based Learning, by Type USD Million (2015-2020)
  • Table 41. India Game based Learning, by Application USD Million (2015-2020)
  • Table 42. India Game based Learning, by Platform USD Million (2015-2020)
  • Table 43. South Korea Game based Learning, by Type USD Million (2015-2020)
  • Table 44. South Korea Game based Learning, by Application USD Million (2015-2020)
  • Table 45. South Korea Game based Learning, by Platform USD Million (2015-2020)
  • Table 46. Taiwan Game based Learning, by Type USD Million (2015-2020)
  • Table 47. Taiwan Game based Learning, by Application USD Million (2015-2020)
  • Table 48. Taiwan Game based Learning, by Platform USD Million (2015-2020)
  • Table 49. Australia Game based Learning, by Type USD Million (2015-2020)
  • Table 50. Australia Game based Learning, by Application USD Million (2015-2020)
  • Table 51. Australia Game based Learning, by Platform USD Million (2015-2020)
  • Table 52. Rest of Asia-Pacific Game based Learning, by Type USD Million (2015-2020)
  • Table 53. Rest of Asia-Pacific Game based Learning, by Application USD Million (2015-2020)
  • Table 54. Rest of Asia-Pacific Game based Learning, by Platform USD Million (2015-2020)
  • Table 55. Europe Game based Learning, by Country USD Million (2015-2020)
  • Table 56. Europe Game based Learning, by Type USD Million (2015-2020)
  • Table 57. Europe Game based Learning, by Application USD Million (2015-2020)
  • Table 58. Europe Game based Learning, by Platform USD Million (2015-2020)
  • Table 59. Germany Game based Learning, by Type USD Million (2015-2020)
  • Table 60. Germany Game based Learning, by Application USD Million (2015-2020)
  • Table 61. Germany Game based Learning, by Platform USD Million (2015-2020)
  • Table 62. France Game based Learning, by Type USD Million (2015-2020)
  • Table 63. France Game based Learning, by Application USD Million (2015-2020)
  • Table 64. France Game based Learning, by Platform USD Million (2015-2020)
  • Table 65. Italy Game based Learning, by Type USD Million (2015-2020)
  • Table 66. Italy Game based Learning, by Application USD Million (2015-2020)
  • Table 67. Italy Game based Learning, by Platform USD Million (2015-2020)
  • Table 68. United Kingdom Game based Learning, by Type USD Million (2015-2020)
  • Table 69. United Kingdom Game based Learning, by Application USD Million (2015-2020)
  • Table 70. United Kingdom Game based Learning, by Platform USD Million (2015-2020)
  • Table 71. Netherlands Game based Learning, by Type USD Million (2015-2020)
  • Table 72. Netherlands Game based Learning, by Application USD Million (2015-2020)
  • Table 73. Netherlands Game based Learning, by Platform USD Million (2015-2020)
  • Table 74. Rest of Europe Game based Learning, by Type USD Million (2015-2020)
  • Table 75. Rest of Europe Game based Learning, by Application USD Million (2015-2020)
  • Table 76. Rest of Europe Game based Learning, by Platform USD Million (2015-2020)
  • Table 77. MEA Game based Learning, by Country USD Million (2015-2020)
  • Table 78. MEA Game based Learning, by Type USD Million (2015-2020)
  • Table 79. MEA Game based Learning, by Application USD Million (2015-2020)
  • Table 80. MEA Game based Learning, by Platform USD Million (2015-2020)
  • Table 81. Middle East Game based Learning, by Type USD Million (2015-2020)
  • Table 82. Middle East Game based Learning, by Application USD Million (2015-2020)
  • Table 83. Middle East Game based Learning, by Platform USD Million (2015-2020)
  • Table 84. Africa Game based Learning, by Type USD Million (2015-2020)
  • Table 85. Africa Game based Learning, by Application USD Million (2015-2020)
  • Table 86. Africa Game based Learning, by Platform USD Million (2015-2020)
  • Table 87. North America Game based Learning, by Country USD Million (2015-2020)
  • Table 88. North America Game based Learning, by Type USD Million (2015-2020)
  • Table 89. North America Game based Learning, by Application USD Million (2015-2020)
  • Table 90. North America Game based Learning, by Platform USD Million (2015-2020)
  • Table 91. United States Game based Learning, by Type USD Million (2015-2020)
  • Table 92. United States Game based Learning, by Application USD Million (2015-2020)
  • Table 93. United States Game based Learning, by Platform USD Million (2015-2020)
  • Table 94. Canada Game based Learning, by Type USD Million (2015-2020)
  • Table 95. Canada Game based Learning, by Application USD Million (2015-2020)
  • Table 96. Canada Game based Learning, by Platform USD Million (2015-2020)
  • Table 97. Mexico Game based Learning, by Type USD Million (2015-2020)
  • Table 98. Mexico Game based Learning, by Application USD Million (2015-2020)
  • Table 99. Mexico Game based Learning, by Platform USD Million (2015-2020)
  • Table 100. Company Basic Information, Sales Area and Its Competitors
  • Table 101. Company Basic Information, Sales Area and Its Competitors
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Company Basic Information, Sales Area and Its Competitors
  • Table 107. Company Basic Information, Sales Area and Its Competitors
  • Table 108. Game based Learning: by Type(USD Million)
  • Table 109. Game based Learning Knowledge and Skilled Based Games , by Region USD Million (2021-2026)
  • Table 110. Game based Learning Cognitive Ability Based Games , by Region USD Million (2021-2026)
  • Table 111. Game based Learning Others , by Region USD Million (2021-2026)
  • Table 112. Game based Learning: by Application(USD Million)
  • Table 113. Game based Learning Corporate & Companies , by Region USD Million (2021-2026)
  • Table 114. Game based Learning Aerospace & Defense , by Region USD Million (2021-2026)
  • Table 115. Game based Learning Education , by Region USD Million (2021-2026)
  • Table 116. Game based Learning Public Sector , by Region USD Million (2021-2026)
  • Table 117. Game based Learning Oil & Gas , by Region USD Million (2021-2026)
  • Table 118. Game based Learning Manufacturing , by Region USD Million (2021-2026)
  • Table 119. Game based Learning Healthcare , by Region USD Million (2021-2026)
  • Table 120. Game based Learning Others , by Region USD Million (2021-2026)
  • Table 121. Game based Learning: by Platform(USD Million)
  • Table 122. Game based Learning Online , by Region USD Million (2021-2026)
  • Table 123. Game based Learning Offline , by Region USD Million (2021-2026)
  • Table 124. South America Game based Learning, by Country USD Million (2021-2026)
  • Table 125. South America Game based Learning, by Type USD Million (2021-2026)
  • Table 126. South America Game based Learning, by Application USD Million (2021-2026)
  • Table 127. South America Game based Learning, by Platform USD Million (2021-2026)
  • Table 128. Brazil Game based Learning, by Type USD Million (2021-2026)
  • Table 129. Brazil Game based Learning, by Application USD Million (2021-2026)
  • Table 130. Brazil Game based Learning, by Platform USD Million (2021-2026)
  • Table 131. Argentina Game based Learning, by Type USD Million (2021-2026)
  • Table 132. Argentina Game based Learning, by Application USD Million (2021-2026)
  • Table 133. Argentina Game based Learning, by Platform USD Million (2021-2026)
  • Table 134. Rest of South America Game based Learning, by Type USD Million (2021-2026)
  • Table 135. Rest of South America Game based Learning, by Application USD Million (2021-2026)
  • Table 136. Rest of South America Game based Learning, by Platform USD Million (2021-2026)
  • Table 137. Asia Pacific Game based Learning, by Country USD Million (2021-2026)
  • Table 138. Asia Pacific Game based Learning, by Type USD Million (2021-2026)
  • Table 139. Asia Pacific Game based Learning, by Application USD Million (2021-2026)
  • Table 140. Asia Pacific Game based Learning, by Platform USD Million (2021-2026)
  • Table 141. China Game based Learning, by Type USD Million (2021-2026)
  • Table 142. China Game based Learning, by Application USD Million (2021-2026)
  • Table 143. China Game based Learning, by Platform USD Million (2021-2026)
  • Table 144. Japan Game based Learning, by Type USD Million (2021-2026)
  • Table 145. Japan Game based Learning, by Application USD Million (2021-2026)
  • Table 146. Japan Game based Learning, by Platform USD Million (2021-2026)
  • Table 147. India Game based Learning, by Type USD Million (2021-2026)
  • Table 148. India Game based Learning, by Application USD Million (2021-2026)
  • Table 149. India Game based Learning, by Platform USD Million (2021-2026)
  • Table 150. South Korea Game based Learning, by Type USD Million (2021-2026)
  • Table 151. South Korea Game based Learning, by Application USD Million (2021-2026)
  • Table 152. South Korea Game based Learning, by Platform USD Million (2021-2026)
  • Table 153. Taiwan Game based Learning, by Type USD Million (2021-2026)
  • Table 154. Taiwan Game based Learning, by Application USD Million (2021-2026)
  • Table 155. Taiwan Game based Learning, by Platform USD Million (2021-2026)
  • Table 156. Australia Game based Learning, by Type USD Million (2021-2026)
  • Table 157. Australia Game based Learning, by Application USD Million (2021-2026)
  • Table 158. Australia Game based Learning, by Platform USD Million (2021-2026)
  • Table 159. Rest of Asia-Pacific Game based Learning, by Type USD Million (2021-2026)
  • Table 160. Rest of Asia-Pacific Game based Learning, by Application USD Million (2021-2026)
  • Table 161. Rest of Asia-Pacific Game based Learning, by Platform USD Million (2021-2026)
  • Table 162. Europe Game based Learning, by Country USD Million (2021-2026)
  • Table 163. Europe Game based Learning, by Type USD Million (2021-2026)
  • Table 164. Europe Game based Learning, by Application USD Million (2021-2026)
  • Table 165. Europe Game based Learning, by Platform USD Million (2021-2026)
  • Table 166. Germany Game based Learning, by Type USD Million (2021-2026)
  • Table 167. Germany Game based Learning, by Application USD Million (2021-2026)
  • Table 168. Germany Game based Learning, by Platform USD Million (2021-2026)
  • Table 169. France Game based Learning, by Type USD Million (2021-2026)
  • Table 170. France Game based Learning, by Application USD Million (2021-2026)
  • Table 171. France Game based Learning, by Platform USD Million (2021-2026)
  • Table 172. Italy Game based Learning, by Type USD Million (2021-2026)
  • Table 173. Italy Game based Learning, by Application USD Million (2021-2026)
  • Table 174. Italy Game based Learning, by Platform USD Million (2021-2026)
  • Table 175. United Kingdom Game based Learning, by Type USD Million (2021-2026)
  • Table 176. United Kingdom Game based Learning, by Application USD Million (2021-2026)
  • Table 177. United Kingdom Game based Learning, by Platform USD Million (2021-2026)
  • Table 178. Netherlands Game based Learning, by Type USD Million (2021-2026)
  • Table 179. Netherlands Game based Learning, by Application USD Million (2021-2026)
  • Table 180. Netherlands Game based Learning, by Platform USD Million (2021-2026)
  • Table 181. Rest of Europe Game based Learning, by Type USD Million (2021-2026)
  • Table 182. Rest of Europe Game based Learning, by Application USD Million (2021-2026)
  • Table 183. Rest of Europe Game based Learning, by Platform USD Million (2021-2026)
  • Table 184. MEA Game based Learning, by Country USD Million (2021-2026)
  • Table 185. MEA Game based Learning, by Type USD Million (2021-2026)
  • Table 186. MEA Game based Learning, by Application USD Million (2021-2026)
  • Table 187. MEA Game based Learning, by Platform USD Million (2021-2026)
  • Table 188. Middle East Game based Learning, by Type USD Million (2021-2026)
  • Table 189. Middle East Game based Learning, by Application USD Million (2021-2026)
  • Table 190. Middle East Game based Learning, by Platform USD Million (2021-2026)
  • Table 191. Africa Game based Learning, by Type USD Million (2021-2026)
  • Table 192. Africa Game based Learning, by Application USD Million (2021-2026)
  • Table 193. Africa Game based Learning, by Platform USD Million (2021-2026)
  • Table 194. North America Game based Learning, by Country USD Million (2021-2026)
  • Table 195. North America Game based Learning, by Type USD Million (2021-2026)
  • Table 196. North America Game based Learning, by Application USD Million (2021-2026)
  • Table 197. North America Game based Learning, by Platform USD Million (2021-2026)
  • Table 198. United States Game based Learning, by Type USD Million (2021-2026)
  • Table 199. United States Game based Learning, by Application USD Million (2021-2026)
  • Table 200. United States Game based Learning, by Platform USD Million (2021-2026)
  • Table 201. Canada Game based Learning, by Type USD Million (2021-2026)
  • Table 202. Canada Game based Learning, by Application USD Million (2021-2026)
  • Table 203. Canada Game based Learning, by Platform USD Million (2021-2026)
  • Table 204. Mexico Game based Learning, by Type USD Million (2021-2026)
  • Table 205. Mexico Game based Learning, by Application USD Million (2021-2026)
  • Table 206. Mexico Game based Learning, by Platform USD Million (2021-2026)
  • Table 207. Research Programs/Design for This Report
  • Table 208. Key Data Information from Secondary Sources
  • Table 209. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Game based Learning: by Type USD Million (2015-2020)
  • Figure 5. Global Game based Learning: by Application USD Million (2015-2020)
  • Figure 6. Global Game based Learning: by Platform USD Million (2015-2020)
  • Figure 7. South America Game based Learning Share (%), by Country
  • Figure 8. Asia Pacific Game based Learning Share (%), by Country
  • Figure 9. Europe Game based Learning Share (%), by Country
  • Figure 10. MEA Game based Learning Share (%), by Country
  • Figure 11. North America Game based Learning Share (%), by Country
  • Figure 12. Global Game based Learning share by Players 2020 (%)
  • Figure 13. Global Game based Learning share by Players (Top 3) 2020(%)
  • Figure 14. Global Game based Learning share by Players (Top 5) 2020(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Breakaway Games (United States) Revenue, Net Income and Gross profit
  • Figure 17. Breakaway Games (United States) Revenue: by Geography 2020
  • Figure 18. Growth engineering (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 19. Growth engineering (United Kingdom) Revenue: by Geography 2020
  • Figure 20. G-Cube (India) Revenue, Net Income and Gross profit
  • Figure 21. G-Cube (India) Revenue: by Geography 2020
  • Figure 22. PlayGen (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 23. PlayGen (United Kingdom) Revenue: by Geography 2020
  • Figure 24. Indusgeek Solutions Pvt. Ltd. (United States) Revenue, Net Income and Gross profit
  • Figure 25. Indusgeek Solutions Pvt. Ltd. (United States) Revenue: by Geography 2020
  • Figure 26. StratBeans Consulting Pvt. Ltd. (India) Revenue, Net Income and Gross profit
  • Figure 27. StratBeans Consulting Pvt. Ltd. (India) Revenue: by Geography 2020
  • Figure 28. Gamelearn (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 29. Gamelearn (United Kingdom) Revenue: by Geography 2020
  • Figure 30. MLevel (United States) Revenue, Net Income and Gross profit
  • Figure 31. MLevel (United States) Revenue: by Geography 2020
  • Figure 32. Global Game based Learning: by Type USD Million (2021-2026)
  • Figure 33. Global Game based Learning: by Application USD Million (2021-2026)
  • Figure 34. Global Game based Learning: by Platform USD Million (2021-2026)
  • Figure 35. South America Game based Learning Share (%), by Country
  • Figure 36. Asia Pacific Game based Learning Share (%), by Country
  • Figure 37. Europe Game based Learning Share (%), by Country
  • Figure 38. MEA Game based Learning Share (%), by Country
  • Figure 39. North America Game based Learning Share (%), by Country
List of companies from research coverage that are profiled in the study
  • Breakaway Games (United States)
  • Growth engineering (United Kingdom)
  • G-Cube (India)
  • PlayGen (United Kingdom)
  • Indusgeek Solutions Pvt. Ltd. (United States)
  • StratBeans Consulting Pvt. Ltd. (India)
  • Gamelearn (United Kingdom)
  • MLevel (United States)
Additional players considered in the study are as follows:
Filament Games (United States) , LearningWare (United States) , Playgen (United Kingdom) , Toolwire (United Kingdom) , Tangible Play (United Kingdom)
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Key Highlights of Report


Jun 2021 227 Pages 56 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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The Game based Learning study can be customized to meet your requirements. The market size breakdown by type [Knowledge and Skilled Based Games, Cognitive Ability Based Games and Others], by end use application [Corporate & Companies, Aerospace & Defense, Education, Public Sector, Oil & Gas, Manufacturing, Healthcare and Others].
The Game based Learning Market is gaining popularity and expected to see strong valuation by 2026.
According to AMA, the Global Game based Learning market is expected to see growth rate of %.

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