
Game-based learning includes digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. It is mainly used in educational institutions, healthcare organizations, and defense organizations. It is also used in employee training programs in corporate business houses.
The global Game Learning market is projected to reach US$ 5033.4 million in 2029, increasing from US$ 3262 million in 2022, with the CAGR of 7.0% during the period of 2023 to 2029. Influencing issues, such as economy environments, COVID-19 and Russia-Ukraine War, have led to great market fluctuations in the past few years and are considered comprehensively in the whole Game Learning market research.
Key companies engaged in the Game Learning industry include LearningWare, BreakAway, Lumos Labs, PlayGen, Corporate Internet Games, Games2Train, HealthTap, RallyOn, Inc and MAK Technologies, etc. Among those companies, the top 3 players guaranteed % supply worldwide in 2022.
When refers to consumption region, % value of Game Learning were sold to North America, Europe and Asia Pacific in 2022. Moreover, China, plays a key role in the whole Game Learning market and estimated to attract more attentions from industry insiders and investors.
Report Scope
This report, based on historical analysis (2018-2022) and forecast calculation (2023-2029), aims to help readers to get a comprehensive understanding of global Game Learning market with multiple angles, which provides sufficient supports to readers’ strategy and decision making.
By Company
LearningWare
BreakAway
Lumos Labs
PlayGen
Corporate Internet Games
Games2Train
HealthTap
RallyOn, Inc
MAK Technologies
SCVNGR
SimuLearn
Will Interactive
Segment by Type
E-Learning Courseware
Online Audio and Video Content
Social Games
Mobile Games
Other
Segment by Application
Educational Institutions
Healthcare Organizations
Defense Organizations
Corporate Employee Training
Other
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
The Game Learning report covers below items:
Chapter 1: Product Basic Information (Definition, Type and Application)
Chapter 2: Global market size, regional market size. Âé¶¹Ô´´ Opportunities and Challenges
Chapter 3: Companies’ Competition Patterns
Chapter 4: Product Type Analysis
Chapter 5: Product Application Analysis
Chapter 6 to 10: Country Level Value Analysis
Chapter 11: Companies’ Outline
Chapter 12: Âé¶¹Ô´´ Conclusions
Chapter 13: Research Methodology and Data Source
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global Game Learning Âé¶¹Ô´´ Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 E-Learning Courseware
1.2.3 Online Audio and Video Content
1.2.4 Social Games
1.2.5 Mobile Games
1.2.6 Other
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global Game Learning Âé¶¹Ô´´ Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Educational Institutions
1.3.3 Healthcare Organizations
1.3.4 Defense Organizations
1.3.5 Corporate Employee Training
1.3.6 Other
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Game Learning Âé¶¹Ô´´ Perspective (2018-2029)
2.2 Game Learning Growth Trends by Region
2.2.1 Global Game Learning Âé¶¹Ô´´ Size by Region: 2018 VS 2022 VS 2029
2.2.2 Game Learning Historic Âé¶¹Ô´´ Size by Region (2018-2023)
2.2.3 Game Learning Forecasted Âé¶¹Ô´´ Size by Region (2024-2029)
2.3 Game Learning Âé¶¹Ô´´ Dynamics
2.3.1 Game Learning Industry Trends
2.3.2 Game Learning Âé¶¹Ô´´ Drivers
2.3.3 Game Learning Âé¶¹Ô´´ Challenges
2.3.4 Game Learning Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Top Game Learning Players by Revenue
3.1.1 Global Top Game Learning Players by Revenue (2018-2023)
3.1.2 Global Game Learning Revenue Âé¶¹Ô´´ Share by Players (2018-2023)
3.2 Global Game Learning Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Game Learning Revenue
3.4 Global Game Learning Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global Game Learning Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Game Learning Revenue in 2022
3.5 Game Learning Key Players Head office and Area Served
3.6 Key Players Game Learning Product Solution and Service
3.7 Date of Enter into Game Learning Âé¶¹Ô´´
3.8 Mergers & Acquisitions, Expansion Plans
4 Game Learning Breakdown Data by Type
4.1 Global Game Learning Historic Âé¶¹Ô´´ Size by Type (2018-2023)
4.2 Global Game Learning Forecasted Âé¶¹Ô´´ Size by Type (2024-2029)
5 Game Learning Breakdown Data by Application
5.1 Global Game Learning Historic Âé¶¹Ô´´ Size by Application (2018-2023)
5.2 Global Game Learning Forecasted Âé¶¹Ô´´ Size by Application (2024-2029)
6 North America
6.1 North America Game Learning Âé¶¹Ô´´ Size (2018-2029)
6.2 North America Game Learning Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Game Learning Âé¶¹Ô´´ Size by Country (2018-2023)
6.4 North America Game Learning Âé¶¹Ô´´ Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Game Learning Âé¶¹Ô´´ Size (2018-2029)
7.2 Europe Game Learning Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Game Learning Âé¶¹Ô´´ Size by Country (2018-2023)
7.4 Europe Game Learning Âé¶¹Ô´´ Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Game Learning Âé¶¹Ô´´ Size (2018-2029)
8.2 Asia-Pacific Game Learning Âé¶¹Ô´´ Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Game Learning Âé¶¹Ô´´ Size by Region (2018-2023)
8.4 Asia-Pacific Game Learning Âé¶¹Ô´´ Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Game Learning Âé¶¹Ô´´ Size (2018-2029)
9.2 Latin America Game Learning Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Game Learning Âé¶¹Ô´´ Size by Country (2018-2023)
9.4 Latin America Game Learning Âé¶¹Ô´´ Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Game Learning Âé¶¹Ô´´ Size (2018-2029)
10.2 Middle East & Africa Game Learning Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Game Learning Âé¶¹Ô´´ Size by Country (2018-2023)
10.4 Middle East & Africa Game Learning Âé¶¹Ô´´ Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 LearningWare
11.1.1 LearningWare Company Detail
11.1.2 LearningWare Business Overview
11.1.3 LearningWare Game Learning Introduction
11.1.4 LearningWare Revenue in Game Learning Business (2018-2023)
11.1.5 LearningWare Recent Development
11.2 BreakAway
11.2.1 BreakAway Company Detail
11.2.2 BreakAway Business Overview
11.2.3 BreakAway Game Learning Introduction
11.2.4 BreakAway Revenue in Game Learning Business (2018-2023)
11.2.5 BreakAway Recent Development
11.3 Lumos Labs
11.3.1 Lumos Labs Company Detail
11.3.2 Lumos Labs Business Overview
11.3.3 Lumos Labs Game Learning Introduction
11.3.4 Lumos Labs Revenue in Game Learning Business (2018-2023)
11.3.5 Lumos Labs Recent Development
11.4 PlayGen
11.4.1 PlayGen Company Detail
11.4.2 PlayGen Business Overview
11.4.3 PlayGen Game Learning Introduction
11.4.4 PlayGen Revenue in Game Learning Business (2018-2023)
11.4.5 PlayGen Recent Development
11.5 Corporate Internet Games
11.5.1 Corporate Internet Games Company Detail
11.5.2 Corporate Internet Games Business Overview
11.5.3 Corporate Internet Games Game Learning Introduction
11.5.4 Corporate Internet Games Revenue in Game Learning Business (2018-2023)
11.5.5 Corporate Internet Games Recent Development
11.6 Games2Train
11.6.1 Games2Train Company Detail
11.6.2 Games2Train Business Overview
11.6.3 Games2Train Game Learning Introduction
11.6.4 Games2Train Revenue in Game Learning Business (2018-2023)
11.6.5 Games2Train Recent Development
11.7 HealthTap
11.7.1 HealthTap Company Detail
11.7.2 HealthTap Business Overview
11.7.3 HealthTap Game Learning Introduction
11.7.4 HealthTap Revenue in Game Learning Business (2018-2023)
11.7.5 HealthTap Recent Development
11.8 RallyOn, Inc
11.8.1 RallyOn, Inc Company Detail
11.8.2 RallyOn, Inc Business Overview
11.8.3 RallyOn, Inc Game Learning Introduction
11.8.4 RallyOn, Inc Revenue in Game Learning Business (2018-2023)
11.8.5 RallyOn, Inc Recent Development
11.9 MAK Technologies
11.9.1 MAK Technologies Company Detail
11.9.2 MAK Technologies Business Overview
11.9.3 MAK Technologies Game Learning Introduction
11.9.4 MAK Technologies Revenue in Game Learning Business (2018-2023)
11.9.5 MAK Technologies Recent Development
11.10 SCVNGR
11.10.1 SCVNGR Company Detail
11.10.2 SCVNGR Business Overview
11.10.3 SCVNGR Game Learning Introduction
11.10.4 SCVNGR Revenue in Game Learning Business (2018-2023)
11.10.5 SCVNGR Recent Development
11.11 SimuLearn
11.11.1 SimuLearn Company Detail
11.11.2 SimuLearn Business Overview
11.11.3 SimuLearn Game Learning Introduction
11.11.4 SimuLearn Revenue in Game Learning Business (2018-2023)
11.11.5 SimuLearn Recent Development
11.12 Will Interactive
11.12.1 Will Interactive Company Detail
11.12.2 Will Interactive Business Overview
11.12.3 Will Interactive Game Learning Introduction
11.12.4 Will Interactive Revenue in Game Learning Business (2018-2023)
11.12.5 Will Interactive Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
LearningWare
BreakAway
Lumos Labs
PlayGen
Corporate Internet Games
Games2Train
HealthTap
RallyOn, Inc
MAK Technologies
SCVNGR
SimuLearn
Will Interactive
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*If Applicable.
