Global K-12 Game-based Learning Market 2017-2021

  • Published: Aug 2017
  • Pages: 71
  • SKU: IRTNTR14561

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This market research study identifies GlassLab, Microsoft, Osmo, and PlayGen as the leading players in the global K-12 game-based learning market. A comprehensive analysis of this market is also presented by school level (middle school level, high school level, and elementary school level), by product (subject-specific games, language learning games, and others), and by geography (APAC, Europe, North America, and ROW).

Global K-12 game-based learning market forecast

Research analysis on the global K-12 game-based learning market identifies that the growing importance of Science, Technology, Engineering, Mathematics (STEM) learning will be one of the major factors that will have a positive impact on the growth of the market. Technavio’s market research analysts predict that this market will grow at a CAGR of close to 28% by 2021. The demand for educational video games, simulators, and other game-based learning devices to learn STEM subjects are increasing because it encourages students to undergo live projects or real-time activities so that they can learn by experimenting. The incorporation of game-based learning in STEM subjects help students to overcome the fear of failure in STEM-related examinations by boosting their confidence. This, in turn, boosts the interest of students in complex topics and increases their learning span. Game-based learning benefits both teachers and students in K-12 schools.

North America is witnessing considerable growth in the market for K-12 game-based learning due to the rising awareness of early education and the availability of strong digital infrastructure in schools. The market will continue to grow in the region during the estimated period due to the mass adoption of BYOD policies in K-12 schools. This, in turn, will allow students to use digital game-based learning apps and video games using their tablets, iPads, chrome books, and other devices.

Competitive landscape and key vendors

The K-12 game-based learning market is characterized by the presence of many vendors. These vendors are offering games with curriculum-aligned content, which in turn, increases the market penetration of vendors. The vendors are focusing on encouraging student-centric learning by providing games with stimulating solutions for students. Vendors are able to create and offer applications and games with the increasing penetration of smartphones, mobile devices, and other digital platforms. Many players are making efforts to enhance their product portfolio by adopting strategic mergers and acquisitions.

Key vendors in this market are -

  • GlassLab
  • Microsoft
  • Osmo
  • PlayGen

Other prominent vendors in the market include Banzai Labs, BrainQuake, Filament Games, Gameloft, iCivics, Infinite Dreams, and Schell Games.

Segmentation by school level and analysis of the K-12 game-based learning market

  • Middle school level
  • High school level
  • Elementary school level

According to the K12 Game-based learning market analysis, the middle school level is witnessing an increasing demand for language learning games due to the growing focus on learning foreign languages. The adoption of DIY games by educators will continue to increase in the middle school levels during the forecast period to encourage collaboration and partnerships. Thi, in turn, will help educators to ensure the social as well as the emotional development of students. Game-based learning helps in the overall personality development of students by strengthening their concepts in subject-specific learning.

Segmentation by product and analysis of the K-12 game-based learning market

  • Subject-specific games
  • Language learning games

Subject-specific games contributed the maximum shares during 2016 due to the rapid increase in awareness about STEM learning in schools across the world. This motivates vendors to develop games such as Waker, Shortfall, and Foldit and increases the K12 game-based learning market value. For instance, reach for the sun is a game created by Filament Games, which is designed to teach students basics of plant biology.

Key questions answered in the report include

  • What will the market size and the growth rate be in 2021?
  • What are the key factors driving the global K-12 game-based learning market?
  • What are the key market trends impacting the growth of the global K-12 game-based learning market?
  • What are the challenges to market growth?
  • Who are the key vendors in the global K-12 game-based learning market?
  • What are the market opportunities and threats faced by the vendors in the global K-12 game-based learning market?
  • What are the 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 K-12 game-based learning market?

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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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