Game-Based Learning Market to Reach $79.9 Billion by 2031: Allied Market Research
Allied Market Research
Allied Market Research

Technological advancements in the gaming sector such as artificial intelligence (AI) and augmented reality (AR) and availability of 5G and emergence of unlimited data plans drive the growth of the global game-based learning market. North America segment accounted for the highest share in 2021, and is expected to dominate by 2031. Many educational institutions and learning institutes needed to shift their operations online, owing to lockdown restrictions during the Covid-19 pandemic.

Portland, OR , Aug. 16, 2022 (GLOBE NEWSWIRE) -- According to the report published by Allied Market Research, the global game-based learning market generated $16.2 billion in 2021, and is expected to reach $79.9 billion by 2031, registering a CAGR of 17.4% from 2022 to 2031. The report offers an in-depth analysis of changing market trends, key segments, competitive scenario, value chain, and the impact of the Covid-19 pandemic. This research provides a detailed guidance to market players, investors, stakeholders, and startups in devising strategies for achieving a long-term growth and gaining competitive edge across the global market.

Report coverage & details:

Report Coverage

Details

Forecast Period

2022­–2031

Base Year

2021

Market Size in 2021

$16.2 billion

Market Size in 2031

$79.9 billion

CAGR

17.4%

No. of Pages in Report

352

Segments covered

Component, Deployment Model, Game Type, Industry Vertical, and Region.

Drivers

Technological advancements in the gaming sector such as artificial intelligence (AI) and augmented reality (AR)

Availability of 5G and emergence of unlimited data plans

Opportunities

Increase in smartphones and internet penetration globally

The advent of cloud deployment for games-based learning solutions

Restrains

High cost of implementation of games-based learning solutions

Covid-19 Scenario:

  • Many educational institutions and learning institutes needed to shift their operations online, owing to lockdown restrictions implemented by governments during the Covid-19 pandemic. This led to increase in development and adoption of game-based learning models worldwide.

  • With emergence of innovative e-learning models, game-based learning became one of the leading models adopted across the globe. This, in turn, made a positive impact on the overall revenue of the market.

  • The U.S., China, Italy, and other developed countries were one of the first adopting countries for game-based education courses along with teaching methodologies. Many countries followed the adoption.

  • The investments in game-based learning technologies and institutes surged considerably during the pandemic to provide various methods of teaching and make a mark.