The global game-based learning market size was USD 10.88 Billion in 2021 and is expected to register a revenue CAGR of 19.5% during the forecast period, according to latest analysis by Emergen Research. Rapid adoption of digital learning solutions along with increasing implementation of immersive technologies, such as Artificial Intelligence (AI), Augmented Reality (AR), and Virtual Reality (VR), is a key factor driving market revenue growth.
Such helpful market insights are bound to help readers outline this industry’s key outcome in the near future. Those are further intended to assist businesses involved in this sector in sound decision-making and formulating lucrative business plans. The primary addressees of this report include some of the globally renowned venture capitalists. The report offers these individuals a vivid description of the competitive spectrum of the global Game Based Learning market.
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Key Players operating in the industry are:
Kahoot!, Allen Communication Learning Services, Centrical, Duolingo, Cognitive ToyBox, Inc., Filament Games, Gametize, Hurix, Schell Games, and ELM Learning
Radical Features of the Game Based Learning Market Report:
- An in-depth analysis of the different approaches and procedures undertaken by the key players to conduct business efficiently
- Offers insights into production and manufacturing value, products and services offered in the market, and fruitful information about investment strategies
- Supply chain analysis along with technological advancements offered in the report
- The report covers extensive analysis of the trends, drivers, restraints, limitations, threats, and growth opportunities in the Game Based Learning industry
- The report encompasses Game Based Learning market overview along with market share, demand and supply ratio, production and consumption patterns, supply chain analysis, and other ley elements
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Segmentation:
-
Component Outlook (Revenue, USD Billion; 2019-2030)
- Services
- Solutions
-
Game Type Outlook (Revenue, USD Billion; 2019-2030)
- AI-based games
- AR VR games
- Knowledge, training and skill-based games
- Language learning games
- Assessment and evaluation games
- Others
-
End-User Outlook (Revenue, USD Billion; 2019-2030)
- Education
- Corporate
- Government
- Consumers
- Others
Regional Analysis Covers:
- North America (U.S., Canada)
- Europe (U.K., Italy, Germany, France, Rest of EU)
- Asia Pacific (India, Japan, China, South Korea, Australia, Rest of APAC)
- Latin America (Chile, Brazil, Argentina, Rest of Latin America)
- Middle East Africa (Saudi Arabia, U.A.E., South Africa, Rest of MEA)
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