Global Higher Education Game-based Learning Market 2016-2020

  • Published: Jul 2016
  • Pages: 64
  • SKU: IRTNTR9897

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This industry research report identifies McGraw-Hill Education, PlayGen, Toolwire, and Totem Learning as the key vendors in the global higher education game-based learning market. This report also presents a competitive analysis of the market by product type (STEM-based game-based learning, cognitive ability-based game-based learning, language learning-related game-based learning, and others) and by geography (APAC, Europe, North America, and ROW).

Overview of the global higher education game-based learning market

Market research analysts at Technavio have predicted that the global higher education game-based learning market will grow steadily at a CAGR of around 14% by 2020. Motion-sensing technology can be used to study the motion of the learner while the learning process is in progress and can record inferences accordingly. For instance, the eye-tracking feature can be used to deduce the focus level of the student, while the facial expressions and head positions can be studied to understand the learner’s engagement and also the focus level. This helps the instructor to modify the learning environment and content according to the preference of the students. Motion-sensing technology also helps learners practice physical skills or nuances, which can be implemented into the learning activity. For instance, the incorporation of physical movements or activities trains the learner about the optimum force or pressure required for a particular task. This will people the demand for the implementation of gamification in education, especially in the higher education sector.

Virtual reality (VR) can provide interactive and immersive experience using digital platforms. VR and augmented reality (AR) technologies will soon find applications not only in STEM courses but also in liberal art courses like archaeology and history. These technologies improve kinesthetic experiences, which can increase motivation, retention rates, and engagement in students, and will subsequently enhance the adoption of educational games in the higher education segment.

Competitive landscape and key vendors

The vendors in the market are primarily focusing on offering games to improve subject knowledge in fields, such as business management, marketing, operation management, cognitive brain training, language learning, and art courses. Higher education game-based learning is an emerging market and is expected to gain traction at a consistent pace during the forecast period. The market will also witness the entry of several new educational games manufacturers who focus on capitalizing on the growing need of immersive and experiential learning in higher education. This will likely intensify the competition among vendors. The coming years will witness a number of M&As and the emergence of vendors with superior technological capabilities such as expertise in augmented and virtual reality, and will result in market consolidation. To survive the competition and also retain their share of the market, vendors will have the need to offer functionalities that address the unique needs of their target customers.

The leading vendors in the market are -

  • McGraw-Hill Education
  • PlayGen
  • Toolwire
  • Totem Learning

The other prominent vendors in the market are Lumos Labs, Triseum, Designing Digitally, Forio, Innovative Dutch, LearningWare, OakTree Simulations, Rosetta Stone, and Triad Interactive Media.

Segmentation by product type and analysis of the higher education game-based learning market

  • Cognitive ability-based game-based learning
  • Language learning-related game-based learning
  • STEM-based game-based learning

Accounting for a total market share of almost 48%, the STEM (science, technology, engineering, and mathematics)-based game-based learning segment dominated the market during 2015. Gamification complements traditional learning by making education more interactive and student-centric. STEM-based gamification enables students to experience the situation from close quarters and also encourages student engagement. This segment has already gained momentum in several developed countries such as the US, the UK, Germany, and Canada and the estimated growth in its demand from the other regions will fuel the growth of this segment.

Geographical segmentation and analysis of the higher education game-based learning market

  • APAC
  • Europe
  • North America
  • ROW

This market study estimates that in terms of geography, North America will account for more than 33% of the total share of the higher education game-based learning market by 2020 and will also dominate this market throughout the forecast period. The rise in implementation of the bring your own device (BYOD) scheme in educational institutions and the increased usage of the mobile internet by students will propel the market’s growth in this region. Additionally, the availability of excellent IT infrastructure in the US, the wider availability of consumer electronics gadgets, and the availability of uninterrupted internet connectivity will also have a positive impact on the growth of this market.

Key questions answered in the report include

  • What will the market size and the growth rate be in 2020?
  • What are the key factors driving the global higher education game-based learning market?
  • What are the key market trends impacting the growth of the global higher education game-based learning market?
  • What are the challenges to market growth?
  • Who are the key vendors in the global higher education game-based learning market?
  • What are the market opportunities and threats faced by the vendors in the global higher education game-based learning market?
  • Trending factors influencing the market shares of APAC, Europe, North America, and ROW.
  • What are the key outcomes of the five forces analysis of the global higher education game-based learning market?

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Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market drivers

  • Rising enhancement of student and faculty experience
  • Increase in venture capital investments
  • Improvement in game development engines
  • Growing use of motion-sensing technology in game-based learning

PART 06: Impact of drivers

PART 07: Market challenges

  • Weak metrics to assess effectiveness of games
  • Skewed awareness of game-based learning
  • Limitations on curriculum integration
  • Threat from simulation-based learning market

PART 08: Impact of drivers and challenges

PART 09: Market trends

  • Rising use of AR and VR in game-based learning
  • Growth in adoption of tablets
  • Stronger focus on experiential and inquiry-based learning
  • Pressure on higher education institutions to produce outcomes

PART 10: Market landscape

  • Global higher education market
  • Global game-based learning market
  • Global higher education game-based learning market
  • Five forces analysis

PART 11: Market segmentation by product

PART 12: Geographical segmentation

  • Global higher education game-based learning market by geography
  • Higher education game-based learning market in North America
  • Higher education game-based learning market in Europe
  • Higher education game-based learning market in APAC
  • Higher education game-based learning market in ROW

PART 13: Vendor landscape

  • Competitive scenario
  • Competitive benchmarking

PART 14: Key vendor analysis

  • McGraw-Hill Education
  • PlayGen
  • Toolwire
  • Totem Learning

PART 15: Other prominent vendors

PART 16: Appendix

  • List of abbreviations

PART 17: Explore Technavio

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.


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


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



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


  • Market size and forecast
  • Market segmentation
  • Geographical insights
  • Competitive landscape
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