Game-based Learning Market in US by Product and End-user - Forecast and Analysis 2021-2025

  • Published: Jan 2022
  • Pages: 120
  • SKU: IRTNTR71904
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The game-based learning (GBL) market share in the US is expected to increase by USD 4.98 billion from 2020 to 2025, and the market’s growth momentum will accelerate at a CAGR of 20.31%.

This game-based learning market research report of US provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers game-based learning market segmentation in US by product (knowledge and skill-based games, cognitive ability games, and other games) and end-user (academic users and non-academic users). The game-based learning market report of US also offers information on several market vendors, including Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Filament Games, GAMELEARN SL, iCivics Inc., John Wiley and Sons Inc., LearningWare Inc., Lumos Labs Inc., and Microsoft Corp. among others.

What will the Game-based Learning Market Size in US be During the Forecast Period?

Download the Free Report Sample to Unlock the Game-based Learning Market Size in US for the Forecast Period and Other Important Statistics

 

Game-based Learning Market in US: Key Drivers and Challenges

The increasing investments from venture capitalists are notably driving the GBL market growth in US, although factors such as high development costs may impede market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the game-based learning industry in US. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

Key Game-based Learning Market Driver in US

The investments from angel investors and venture capitalists are increasing in the gaming industry. The growing demand for incorporating game-based learning in K-12 schools, especially in developed countries, is expected to accelerate investments in the industry. Many schools across the US are collaborating with startups to launch educational games, which will enhance the learning experience for both students and teachers. These startups are receiving funding from various angel investors to strengthen their product portfolio and engage in R&D for the development of new products, which in turn has boosted the demand for GBL in educational institutes across the US. Hence, the growing investments from venture capitalists are expected to boost the sales of educational games in K-12 schools across the US. 

Key Game-based Learning Market Challenge in US

Game-based learning might be an immersive solution for educating children of various grades. But the cost of development involved, which ensures that game-based learning is available for all the students, is one of the major factors affecting the growth of the market. Various games are available for free on several digital platforms. However, most of them allow students to cross only up to a certain level. These games are subscription-based and require specific gaming consoles or platforms to play, which is an additional cost for the educational institutes, corporates, and other end-user sectors. Moreover, buying gaming consoles and subscribing to games are costly even when purchased annually or in bulk for a large audience. Hence, educational institutes and corporates willing to incorporate GBL in their conventional teaching methodologies and curriculum must focus on the annual budget and allocation of funds. Therefore, the substantial cost involved in buying consoles and content for incorporating GBL in standard curricula is expected to restrict market growth. 

This game-based learning market analysis report of US also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2021-2025.

Who are the Major Game-based Learning Market Vendors In US?

The report analyzes the market’s competitive landscape and offers information on several market vendors, including:

 

  • Banzai Labs Inc.
  • BrainQuake Inc.
  • BreakAway Ltd. Inc.
  • Filament Games
  • GAMELEARN SL
  • iCivics Inc.
  • John Wiley and Sons Inc.
  • LearningWare Inc.
  • Lumos Labs Inc.
  • Microsoft Corp.

 

This statistical study of the game-based learning market in US encompasses successful business strategies deployed by the key vendors. The GBL market in US is fragmented and the vendors are deploying various organic and inorganic growth strategies to compete in the market.

To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The game-based learning market forecast report of US offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies. 

What are the Revenue-generating Product Segments in the Game-based Learning Market in US?

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The game-based learning market share growth in US by the knowledge and skill-based games segment will be significant during the forecast period. Various corporates in the US are encouraging the use of knowledge and skill-based games for keeping their employees engaged and involved in the continuous professional development process. The addition of game-like elements, including badges and leaderboards for enhancing the existing training curriculum, is gaining popularity in the corporates. Thus, the growing demand for knowledge and skill-based games is expected to contribute significantly to the growth of the market in the forecast period.

This report provides an accurate prediction of the contribution of all the segments to the growth of the GBL market size in US and actionable market insights on post COVID-19 impact on each segment.

 

Game-based Learning Market Scope in US

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Accelerate at a CAGR of 20.31%

Market growth 2021-2025

$ 4.98 billion

Market structure

Fragmented

YoY growth (%)

17.25

Regional analysis

US

Competitive landscape

Leading companies, Competitive strategies, Consumer engagement scope

Key companies profiled

Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Filament Games, GAMELEARN SL, iCivics Inc., John Wiley and Sons Inc., LearningWare Inc., Lumos Labs Inc., and Microsoft Corp.

Market dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, Market condition analysis for the forecast period

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

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What are the Key Data Covered in this Game-based Learning Market Report of US?

  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will drive game-based learning market growth in US during the next five years
  • Precise estimation of the game-based learning market size in US and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • A thorough analysis of the market’s competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of GBL market vendors in US

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Executive Summary

    Market Landscape

    • Market ecosystem
    • Value chain analysis

    Market Sizing

    • Market definition
    • Market segment analysis
    • Market size 2020
    • Market outlook: Forecast for 2020 - 2025

    Five Forces Analysis

    • Bargaining power of buyers
    • Bargaining power of suppliers
    • Threat of new entrants
    • Threat of substitutes
    • Threat of rivalry
    • Market condition

    Market Segmentation by Product

    • Market segments
    • Comparison by Product
    • Knowledge and skill-based games - Market size and forecast 2020-2025
    • Cognitive ability games - Market size and forecast 2020-2025
    • Other games - Market size and forecast 2020-2025
    • Market opportunity by Product

    Market Segmentation by End-user

    • Market segments
    • Comparison by End-user
    • Academic users - Market size and forecast 2020-2025
    • Non-academic users - Market size and forecast 2020-2025
    • Market opportunity by End-user

    Customer landscape

    • Market drivers
    • Market challenges
    • Market trends

    Vendor Landscape

    • Vendor Landscape
    • Landscape disruption

    Vendor Analysis

    • Vendors covered
    • Market positioning of vendors
    • Banzai Labs Inc.
    • BrainQuake Inc.
    • BreakAway Ltd. Inc.
    • Filament Games
    • GAMELEARN SL
    • iCivics Inc.
    • John Wiley and Sons Inc.
    • LearningWare Inc.
    • Lumos Labs Inc.
    • Microsoft Corp.

    Appendix

    • Scope of the report
    • Currency conversion rates for US$
    • Research methodology
    • List of abbreviations

    Research Framework

    Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

    TechnavioINFORMATION SOURCES

    Primary sources

    • Manufacturers and suppliers
    • Channel partners
    • Industry experts
    • Strategic decision makers

    Secondary sources

    • Industry journals and periodicals
    • Government data
    • Financial reports of key industry players
    • Historical data
    • Press releases
    Technavio

    TechnavioDATA ANALYSIS

    Data Synthesis

    • Collation of data
    • Estimation of key figures
    • Analysis of derived insights

    Data Validation

    • Triangulation with data models
    • Reference against proprietary databases
    • Corroboration with industry experts
    Technavio

    TechnavioREPORT WRITING

    Qualitative

    • Market drivers
    • Market challenges
    • Market trends
    • Five forces analysis

    Quantitative

    • Market size and forecast
    • Market segmentation
    • Geographical insights
    • Competitive landscape
    Interested in this report?
    Get your FREE sample now!
    The game-based learning market growth will increase by $4979.60 million during 2020-2025.
    The game-based learning market is expected to grow at a CAGR of 20.31% during 2020-2025.
    Technavio has segmented the game-based learning market by product (Knowledge and skill-based games, Cognitive ability games, and Other games) ,end user (Academic users and Non-academic users) , and geographic (US).
    Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Filament Games, GAMELEARN SL, iCivics Inc., John Wiley and Sons Inc., LearningWare Inc., Lumos Labs Inc., Microsoft Corp. are a few of the key vendors in the game-based learning market.
    US will register the highest growth rate of 100.00% among the other regions. Therefore, the game-based learning market in US is expected to garner significant business opportunities for the vendors during the forecast period.
    The key factors driving the game-based learning market growth are:
    • Increasing investments from venture capitalists
    The game-based learning market vendors should focus on grabbing business opportunities from the knowledge and skill-based games segment as it accounted for the largest market share in the base year.
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