Game-Based Learning Market PPT: Growth, Outlook, Demand, Keyplayer Analysis and Opportunity 2023-28 - PowerPoint PPT Presentation

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Game-Based Learning Market PPT: Growth, Outlook, Demand, Keyplayer Analysis and Opportunity 2023-28

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According to the latest research report by IMARC Group, The global game-based learning market size reached US$ 15.6 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 42.3 Billion by 2028, exhibiting a growth rate (CAGR) of 18.3% during 2023-2028. More Info:- – PowerPoint PPT presentation

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Title: Game-Based Learning Market PPT: Growth, Outlook, Demand, Keyplayer Analysis and Opportunity 2023-28


1
Global Game-Based Learning Market Research and
Forecast Report 2023-2028
  • Format PDFEXCEL

2023 IMARC All Rights Reserved
2
About IMARC Group
  • International Market Analysis Research and
    Consulting Group is a leading adviser on
    management strategy and market research
    worldwide. We partner with clients in all regions
    and industry verticals to identify their
    highest-value opportunities, address their most
    critical challenges, and transform their
    businesses.
  • IMARCs information products include major
    market, scientific, economic and technological
    developments for business leaders in
    pharmaceutical, industrial, and high technology
    organizations. Market forecasts and industry
    analysis for biotechnology, advanced materials,
    chemicals, food and beverage, travel and tourism,
    nanotechnology and novel processing methods are
    at the top of the companys expertise.
  • IMARCs tailored approach combines unfathomable
    insight into the dynamics of companies and
    markets with close cooperation at all levels of
    the client organization. This ensures that our
    clients achieve unmatchable competitive
    advantage, build more proficient organizations,
    and secure lasting results.

3
Report Highlight and Description
  • According to the latest report by IMARC Group,
    titled " Game-Based Learning Market Global
    Industry Trends, Share, Size, Growth, Opportunity
    and Forecast 2023-2028," the global game-based
    learning market size reached US 15.6 Billion in
    2022.
  • Game-based learning is an innovative educational
    approach that harnesses the power of games to
    enhance the learning experience. By integrating
    elements of gameplay into the learning process,
    this method engages students actively, fostering
    deeper understanding and retention of academic
    concepts. Through interactive challenges,
    puzzles, simulations, and virtual environments,
    learners can apply theoretical knowledge to
    practical scenarios, promoting critical thinking
    and problem-solving skills.
  • It offers various benefits, such as increased
    motivation, as students are naturally drawn to
    the fun and rewarding aspects of gaming. It also
    encourages collaboration and healthy competition
    among peers, creating a dynamic and interactive
    classroom environment. Additionally, games often
    provide instant feedback, enabling students to
    grasp their mistakes and improve their
    performance in real time.
  • Request for a PDF sample of this report
    https//www.imarcgroup.com/game-based-learning-mar
    ket/requestsample

4
Report Description
  • Global Game-Based Learning Market Trends
  • The increasing recognition of the effectiveness
    of immersive and interactive learning experiences
    is driving the global market. Games have the
    unique ability to engage learners and make the
    learning process enjoyable, enhancing retention
    and understanding of complex concepts. Also, the
    wide adoption of innovative learning methods is
    catalyzing the market. Moreover, continual
    advancements in technology, particularly in the
    fields of virtual reality (VR) and augmented
    reality (AR), have significantly improved the
    quality and accessibility of game-based learning.
    Besides, the growing adoption of mobile devices
    and the internet has opened up new avenues for
    game-based learning, making it accessible to a
    broader audience.
  • Mobile games and educational apps have become
    popular, providing learners with the flexibility
    to access educational content anytime and
    anywhere. Furthermore, in corporate and
    professional training, game-based learning has
    gained traction due to its ability to simulate
    real-world scenarios and enhance practical
    skills. This has led to increased adoption by
    organizations seeking innovative and effective
    training methods for their employees.
  • Looking forward, the market value is projected to
    reach US 42.3 Billion by 2028, expanding at a
    CAGR of 18.3 during 2023-2028.
  • View Report TOC, Figures and Tables
    https//www.imarcgroup.com/game-based-learning-mar
    ket

5
Report Segmentation
  • Breakup by Platform
  • Online
  • Offline
  •  
  • Breakup by Revenue Type
  • Game Purchase
  • Advertising
  • Others
  • Breakup by End-User
  • K-12 Game-Based Learning
  • Higher Game-Based Learning

6
Report Segmentation
  • Breakup by Region
  • North America
  • Europe
  • Asia Pacific
  • Middle East and Africa
  • Latin America

7
Competitive Landscape with Key Players
  • Badgeville (CallidusCloud)
  • Bunchball (BI WORLDWIDE)
  • Classcraft Studios Inc.
  • Six Waves Inc.
  • Recurrence, Inc.
  • Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
  • Gametize Pte. Ltd.
  • GradeCraft (The Regents of the University of
    Michigan)
  • Kuato Studios
  • BreakAway Ltd. Inc.
  • Filament Games
  • LearningWare, Inc.
  • Osmo (Tangible Play, Inc.)
  • Toolwire, Inc

8
Key Questions Answered in the Report
9
Key Questions Answered in the Report
10
Table of Contents
  • 1    Preface2    Scope and Methodology    2.1  
     Objectives of the Study    2.2  
     Stakeholders    2.3    Data Sources       
    2.3.1    Primary Sources        2.3.2  
     Secondary Sources    2.4    Market Estimation 
          2.4.1    Bottom-Up Approach        2.4.2  
     Top-Down Approach    2.5    Forecasting
    Methodology3    Executive Summary4  
     Introduction    4.1    Overview    4.2    Key
    Industry Trends5    Global Game-Based Learning
    Market    5.1    Market Overview    5.2  
     Market Performance    5.3    Impact of
    COVID-19  5.4    Market Breakup by Platform
  •   5.5    Market Breakup by Revenue Type
  •   5.6    Market Breakup by End-User
  •   5.7    Market Breakup by Region
  •   5.8    Market Forecast7     Market Breakup
    by Platform    7.1 Online
  • 7.1.1 Market Trends
  • 7.1.2 Market Forecast
  • 7.2 Offline
  • 7.2.1 Market Trends
  • 7.2.2 Market Forecast    

11
Table of Contents
  • 7  Market Breakup by Revenue Type
  • 7.1 Game Purchase
  • 7.1.1 Market Trends
  • 7.1.2 Market Forecast
  • 7.2 Advertising
  • 7.2.1 Market Trends
  • 7.2.2 Market Forecast
  • 7.3 Others
  • 7.3.1 Market Trends
  • 7.3.2 Market Forecast
  • 8  Market Breakup by End User
  • 8.1 K-12 Game-Based Learning
  • 8.1.1 Market Trends
  • 8.1.2 Market Forecast
  • 8.2 Higher Game-Based Learning
  • 8.2.1 Market Trends
  • 8.2.2 Market Forecast
  • 9  Market Breakup by Region
  • 9.1 North America

12
Disclaimer
  • 2023 IMARC All Rights Reserved
  • This Publication and all its contents unless
    otherwise mentioned are copyrighted in the name
    of International Market Analysis Research and
    Consulting (IMARC). No part of this publication
    may be reproduced, repackaged, redistributed or
    resold in whole or in any part. The publication
    may also not be used in any form or by and means
    graphic electronic or mechanical, including
    photocopying, recording, taping or by information
    storage or retrieval, or by any other form,
    without the express consent of International
    Market Analysis Research and Consulting (IMARC).
  • Disclaimer All contents and data of this
    publication, including forecasts, data analysis
    and opinion have been based on information and
    sources believed to be accurate and reliable at
    the time of publishing. International Market
    Analysis Research and Consulting makes no
    representation of warranty of any kind as to the
    accuracy or completeness of any Information
    provided. IMARC accepts no liability whatsoever
    for any loss or damage resulting from opinion,
    errors or inaccuracies if any found this
    publication.
  • IMARC, IMARC Group and Global Therapy Insight
    Series are registered trademarks of International
    Market Analysis Research and Consulting. All
    other trademarks used in this publication are
    registered trademarks of their respective
    companies.

13
Contact Us
Visit us at
https//www.imarcgroup.com
TELEPHONE 1-631-791-1145 E-MAIL
sales_at_imarcgroup.com
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