ICT-IOT

Game-based Learning Market Report Cover

Game-based Learning Market

Game-based Learning Market Report Cover

Game-based Learning Market Size, Share, Growth & Industry Analysis, By Component (Solution, Services), By Deployment Mode (Cloud, On-premise), By Platform, By Game Type (Location-Based Games, AR/VR Games, AI-Based Games, Language Learning & Others), By Application, By End Use, and Regional Analysis, 2024-2031

Author : Swati J.


Pages : 120

Base Year : 2023

Release : September 2024

Report ID: KR1081


Game-based Learning Market Size

The global Game-based Learning Market size was valued at USD 17.49 billion in 2023 and is projected to grow from USD 20.74 billion in 2024 to USD 71.44 billion by 2031, exhibiting a CAGR of 19.33% during the forecast period. The market is witnessing significant growth due to rising investments in e-learning infrastructure and the widespread use of mobile devices for education.

The expansion of the market is propelled by increased focus on enhancing student engagement and knowledge retention through interactive methods, along with government initiatives promoting digital learning solutions.

In the scope of work, the report includes solutions offered by companies such as Amazon Web Services, Inc., Duolingo, Inc., Mojang AB. (Microsoft Corporation), Kahoot!, Age of Learning, Inc., BreakAway Games, Filament Games, Lumos Labs, Inc., Tangible Play, Inc., Quizizz, Inc., and others.

The game-based learning market is experiencing significant expansion, driven by the rising demand for accessible, engaging, and scalable digital education platforms. Organizations are increasingly recognizing the value of interactive learning solutions that boost user engagement and improve knowledge retention and practical skills application.

  • For instance, in December 2022, AWS committed to providing free cloud computing skills training to 29 million people by 2025. This goal was surpassed ahead of schedule, reaching over 31 million learners across 200 countries and territories by July 2024. This milestone underscores the growing global focus on democratizing access to advanced skills through innovative learning technologies.

In addition, the rise of e-learning, mobile-based education, and immersive technologies such as AI, AR, and VR are propelling market expansion.

Game-based learning is an educational approach that integrates game elements and mechanics into the learning process to enhance engagement and motivation. This method uses interactive simulations, challenges, and rewards to make learning experiences more dynamic and enjoyable. By incorporating elements such as points, levels, and leaderboards, game-based learning fosters active participation and problem-solving skills.

It leverages the inherent appeal of games to create immersive and adaptive learning environments that enhance accessibility and maintain learners' attention on complex subjects. This approach is increasingly utilized in both academic settings and corporate training to improve educational outcomes and skill acquisition.

Game-based Learning Market Size, By Revenue, 2024-2031

Analyst’s Review

Government grants for digital education and strategic mergers and acquisitions by key players are significantly boosting market progress. Grants facilitate the development of innovative game-based learning solutions, while acquisitions enable companies to expand their technological capabilities and market reach.

  • In April 2024, the U.S. Department of Education awarded Legends of Learning an USD 8 million grant from the Education Innovation and Research (EIR) program to evaluate the effectiveness of game-based learning in Florida. This initiative aims to advance educational methods using interactive learning tools.
  • In addition, in July 2023, a consortium of investors, including Goldman Sachs, General Atlantic, Kirkbi Invest, and Glitrafjord AS, agreed to acquire Kahoot, an Oslo-based game-based learning platform based in Oslo, for USD 1.7 billion. This acquisition highlights the growing interest and investment in innovative educational technologies.

These factors collectively enhance the availability and quality of game-based learning tools, leading to their widespread adoption and market growth.

Game-based Learning Market Growth Factors

The growing adoption of digital learning solutions and mobile-based education platforms is fueling the demand for game-based learning tools. As educational institutions and corporate training programs shift toward digital formats, game-based learning provides an engaging, scalable solution that enhances user experience and learning outcomes.

The widespread availability of mobile devices further supports this trend by enabling a seamless integration of interactive and gamified content. This approach improves learner engagement and retention while also facilitating real-time performance tracking, making game-based learning an attractive option for both educational and professional training sectors.

The game-based learning market is encountering challenges such as high development costs and integration difficulties with existing educational systems. Ensuring the effectiveness of game-based methods across diverse educational settings further impedes the adoption. To address these issues, key players are investing in strategic collaborations and R&D.

  • For instance, in January 2024, Mojang Studios' Minecraft Education introduced Level Up Learning, a digital event series developed in collaboration with the International Society for Technology in Education (ISTE).

This initiative aims to tackle evolving educational challenges and promote game-based learning approaches, demonstrating a proactive effort to enhancing market adaptability and effectiveness.

Game-based Learning Industry Trends

The integration of AI and AR/VR technologies into game-based learning is revolutionizing the educational landscape by creating highly immersive and adaptive learning environments. AI enables personalized learning experiences by analyzing individual progress and adjusting content to meet the learner's needs, thereby fostering more effective education.

Meanwhile, AR/VR technologies provide engaging, interactive simulations that replicate real-world scenarios, thereby enhancing problem-solving and critical thinking skills. This combination makes learning more enjoyable while improving knowledge retention and practical application.

These innovations are attracting significant investment and fostering adoption, positioning AI and AR/VR-powered game-based learning as a key factor aiding market growth.

The rising focus on personalized learning experiences in corporate training and academic sectors is propelling market growth. Organizations are increasingly adopting game-based learning platforms that adapt to individual learning styles, enhancing user engagement and knowledge retention. By delivering tailored, interactive content, these platforms improve training efficiency and educational outcomes.

  • In August 2023, CyberCatch Holdings, Inc., a prominent cybersecurity firm, partnered with ELB Learning, known for its expertise in learning solutions, to globally distribute CyberCatch's advanced learning game, CyberSavvyIQ. This suite of security awareness games, developed in collaboration with ELB Learning, integrates elements from movies and games to enhance employee cyber awareness and strengthen defenses against cyber threats.

This shift toward customized learning solutions is fueling the demand for advanced game-based tools, as businesses and institutions seek to optimize employee performance and student success, boosting widespread adoption across diverse industries.

Segmentation Analysis

The global market has been segmented based on component, deployment mode, platform, game type, application, end use, and geography.

By Component

Based on component, the market has been categorized into solution and services. The solution segment led the game-based learning market in 2023, reaching a valuation of USD 12.38 billion. It encompasses comprehensive learning platforms, educational software, and customized solutions designed to address specific educational needs.

The rise in demand for engaging and effective learning experiences is fueling growth, supported by technological advancements such as AI, AR, and VR, which offer immersive and personalized educational environments. Educational institutions and corporate training programs are investing significantly in these solutions to enhance learning outcomes and engagement.

Additionally, supportive government initiatives and grants are promoting digital education, thereby supporting the expansion of the segment.

By Deployment Mode

Based on deployment mode, the market has been categorized into cloud and on premise. The cloud segment captured the largest game-based learning market share of 64.92% in 2023. Cloud-based platforms provide scalable, accessible, and interactive learning experiences, allowing educators and learners to engage with educational content from anywhere.

The growing demand for flexible and cost-effective learning solutions is increasing the adoption of cloud-based game-learning tools. Advances in cloud technology, such as improved storage solutions and faster internet speeds, are enhancing the performance and accessibility of these platforms.

Additionally, the expansion of educational institutions and corporate training programs into online and hybrid learning models is fueling segmental growth.

By Game Type

Based on game type, the market has been categorized into location-based games, AR/VR games, AI-based games, language learning, skill-based learning, simulation, and others. The skill-based learning segment is expected to garner the highest revenue of USD 18.74 billion by 2031.

Skill-based learning utilizes educational tools and games to develop specific skills such as problem-solving, critical thinking, and technical abilities. The rising need for job-ready skills and the shift toward experiential learning methods are propelling the expansion of skill-based learning platforms.

  • In April 2024, Banglore-based Kairos launched a new game-based learning platform to enhance soft skills training. This platform integrates digital and physical games with extensive resources to make soft-skill development more effective and engaging for learners. This initiative marks a significant advancement in India’s approach to professional development through interactive learning tools.

Technological advancements, including AI and adaptive learning technologies, are enhancing these platforms by providing personalized and interactive learning experiences tailored to individual skill levels. Additionally, the growth of corporate training programs and educational institutions emphasizing skill development is boosting the growth of the segment.

Game-based Learning Market Regional Analysis

Based on region, the global market has been classified into North America, Europe, Asia-Pacific, MEA, and Latin America.

Game-based Learning Market Size & Share, By Region, 2024-2031

North America game-based learning market accounted for the largest share of 36.38% in 2023, with a valuation of USD 6.36 billion. The region's well-established digital landscape supports the widespread adoption of online learning platforms and educational games.

The increasing number of tech-savvy educators and learners, coupled with a supportive regulatory environment and significant government investment in educational technology, is further stimulating regional market expansion.

  • According to GSMA forecasts, North America is anticipated to record 328 million smartphone subscribers by 2025, with 86% mobile penetration and 80% internet penetration, positioning it as a leading region in digital engagement and learning innovation.

Asia-Pacific is anticipated to grow at a rapid CAGR of 20.11% over the forecast period. This expansion is largely attributed to ongoing technological advancements and widespread adoption of digital education solutions. The region's expanding tech infrastructure and internet connectivity support the use of online learning platforms and educational games.

The emphasis on interactive and immersive learning methods in academic and corporate training sectors further fuels regional market growth.

  • In February 2024, Kahoot! announced plans to expand its mobile apps and online platform to include Indonesian, enhancing educational experiences in Indonesia and other emerging markets. With over 15 million participants in the past year, Kahoot! has reinforced its position as a leading interactive learning platform in the region.

Additionally, the proliferation of smartphones and mobile devices, combined with government initiatives and investments in educational technology, supports Asia-Pacific market growth.

Competitive Landscape

The global game-based learning market report will provide valuable insight with an emphasis on the fragmented nature of the industry. Prominent players are focusing on several key business strategies such as partnerships, mergers and acquisitions, product innovations, and joint ventures to expand their product portfolio and increase their market shares across different regions.

Companies are implementing impactful strategic initiatives, such as expanding services, investing in research and development (R&D), establishing new service delivery centers, and optimizing their service delivery processes, which are likely to create new opportunities for market growth.

List of Key Companies in Game-based Learning Market

  • Amazon Web Services, Inc.
  • Duolingo, Inc.
  • Mojang AB. (Microsoft Corporation)
  • Kahoot!
  • Age of Learning, Inc.
  • BreakAway Games
  • Filament Games
  • Lumos Labs, Inc.
  • Tangible Play, Inc.
  • Quizizz, Inc.

Key Industry Development

  • April 2023 (Product Development): Kahoot! announced the enhancement of Kahoot! 360 with the introduction of "Story," a mobile-first interactive storytelling format. This new feature is designed to simplify and enhance online knowledge sharing through Kahoot! Courses.

The global game-based learning market is segmented as:

By Component

  • Solution
  • Services

By Deployment Mode

  • Cloud
  • On-premise

By Platform

  • Offline
  • Online

By Game Type

  • Location-Based Games
  • AR/VR Games
  • AI-Based Games
  • Language Learning
  • Skill-Based Learning
  • Simulation
  • Others

By Application

  • Critical Thinking & Problem-Solving
  • Training & Development   
  • Evaluation

By End Use

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • France
    • U.K.
    • Spain
    • Germany
    • Italy
    • Russia
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Rest of Asia-Pacific
  • Middle East & Africa
    • GCC
    • North Africa
    • South Africa
    • Rest of Middle East & Africa
  • Latin America
    • Brazil
    • Argentina
    • Rest of Latin America

CHOOSE LICENCE TYPE

CUSTOMIZATION OFFERED

  • Check Icon Additional Company Profiles
  • Check Icon Additional Countries
  • Check Icon Cross Segment Analysis
  • Check Icon Regional Market Dynamics
  • Check Icon Country-Level Trend Analysis
  • Check Icon Competitive Landscape Customization
  • Check Icon Extended Forecast Years
  • Check Icon Historical Data Up to 5 Years
Frequently Asked Questions (FAQ's)

The global market is projected to reach USD 71.44 billion by 2031, growing at a CAGR of 19.33% from 2024 to 2031.

The global market was valued at USD 17.49 billion in 2023.

The market is driven by the increasing demand for interactive and engaging educational tools and the rapid adoption of digital learning technologies across various sectors.

Top key players in the market are Amazon Web Services, Inc., Duolingo, Inc., Mojang AB. (Microsoft Corporation), Kahoot!, Age of Learning, Inc., BreakAway Games, Filament Games, Lumos Labs, Inc., Tangible Play, Inc. , Quizizz, Inc., and others.

Asia-Pacific is the fastest growing region with the CAGR of 20.11% in the forecasted period (2024-2031) with the market value forecasted to reach at USD 22.78 billion in 2031.

By component, solution segment will hold the maximum share in the market with the revenue value of USD 49.58 billion in 2031.

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