Game-Based Learning Market Outlook 2025–2033 with Global Size, Forecast Growth, Platforms, and Regional Trends

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The global game-based learning market size was USD 21.3 Billion in 2024

Market Overview
The global game-based learning market size was USD 21.3 Billion in 2024 and is projected to reach USD 80.0 Billion by 2033. It is expected to grow at a CAGR of 15.05% during the forecast period of 2025-2033. Market expansion is driven by increasing demand for engaging learning experiences, corporate training, skill development, personalization, and widespread smartphone adoption.

Study Assumption Years
• Base Year: 2024
• Historical Year/Period: 2019-2024
• Forecast Year/Period: 2025-2033

Game-Based Learning Market Key Takeaways
• The global game-based learning market size reached USD 21.3 Billion in 2024.
• The market is expected to grow at a CAGR of 15.05% during 2025-2033.
• Forecasted market size is USD 80.0 Billion by 2033.
• Game-based learning improves retention rates and knowledge acquisition over traditional methods.
• Gamification techniques like rewards, points, badges, and leaderboards are increasing learner engagement.
• Advanced technologies such as augmented reality (AR) and virtual reality (VR) are enhancing the market.
• North America holds the largest market share due to technological infrastructure and innovation in teaching.

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Market Growth Factors
• Game-based learning demonstrates proven effectiveness in improving knowledge retention and learning outcomes compared to traditional educational methods.
• Corporate and educational sectors increasingly adopt immersive games targeting problem-solving, critical thinking, collaboration, and decision-making skills.
• Gamification strategies such as rewards, points, badges, and leaderboards significantly boost learner motivation and engagement.
• R&D efforts integrating AR and VR enhance interactivity and immersion in learning environments.
• Smartphone proliferation enables accessible online platforms that support global reach, real-time collaboration, and flexible learning experiences.
• Personalization and adaptive learning through AI and analytics tailor learning paths to individual needs, improving engagement and outcomes.
• Game-based learning supports diverse learning groups by offering interactive, inclusive, and motivating educational approaches.

Market Segmentation
Breakup by Platform:
• Online: Provides access to educational games anytime and anywhere via computers, tablets, and smartphones, enabling global collaboration and real-time interaction.
• Offline: Involves physical educational games, board games, and simulations used in classrooms, corporate training, and team-building to promote focused learning and social skills.

Breakup by Revenue Type:
• Game Purchase: Users pay for access to educational games and content, providing ownership and direct revenue for developers.
• Advertising: Free access to games supported by targeted advertisements on online platforms.
• Others

Breakup by End-User:
• K-12 Game-Based Learning: Dominates the market, offering curriculum-aligned educational games promoting active engagement, critical thinking, and problem-solving.
• Higher Game-Based Learning

By Region:
• North America (United States, Canada)
• Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, Others)
• Europe (Germany, France, United Kingdom, Italy, Spain, Russia, Others)
• Latin America (Brazil, Mexico, Others)
• Middle East and Africa

Regional Insights
North America leads the game-based learning market due to advanced education infrastructure, strong technological innovation, and high digital adoption rates. The region benefits from widespread use of online learning platforms and educational games, supported by government investments and tech-savvy educators. By 2025, smartphone subscriptions are projected to reach 328 million, with mobile subscriber and internet penetration rates of 86% and 80%, respectively.

Recent Developments & News
• April 2024: Kairos, a Bengaluru-based learning technology company, launched a game-based learning platform dedicated to soft skills training for corporate L&D professionals.
• April 2024: The U.S. Department of Education awarded an $8 million grant to Legends of Learning to study game-based learning effectiveness in Florida schools.
• July 2023: A consortium including Goldman Sachs and General Atlantic agreed to acquire Kahoot, valuing the company at USD 1.72 billion.

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.

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