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The K-12 game-based learning market size is estimated to grow by USD 30.75 billion at a CAGR of 32.14% between 2023 and 2028. Market growth is increasingly driven by the growing importance of STEM learning, which emphasizes science, technology, engineering, and mathematics, aligning with industry demands for a skilled workforce. This trend is complemented by a growing focus on early education, recognizing the critical role of foundational learning in shaping future academic and career success. Additionally, evolving teaching methodologies, such as the integration of technology and personalized learning approaches, are transforming traditional educational models and enhancing student engagement and outcomes. Together, these factors are reshaping the educational landscape, necessitating continuous adaptation and innovation by institutions to meet the changing needs of students and the demands of the modern economy.
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Companies are implementing various strategies, such as strategic alliances, partnerships, mergers and acquisitions, geographical expansion, and product/service launches, to enhance their presence in the market.
Filament Games: The company offers K 12 game-based learning solutions such as Reach for the Sun.
The market report also includes detailed analyses of the competitive landscape of the market and information about 20 market companies, including:
Qualitative and quantitative analysis of companieshas been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize companiesas pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize companiesas dominant, leading, strong, tentative, and weak.
North America is estimated to contribute 36% to the growth of the global market during the forecast period. Technavio’s analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.
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Some of the main factors for the significant growth of the market in North America is due to the factors such as the rising awareness of early education, strong digital infrastructure in schools, and the mass adoption of BYOD policies in K-12 schools in the region. As a result, such policies are expected to encourage the use of innovative gadgets, such as tablets, iPads, chrome books, and others, in K-12 schools, thereby enabling students to learn using digital apps and video games. Another key factor that has significantly contributed to the growth of the market is the increasing focus on experiential which has promoted educators to use blended methodologies. Hence such factors are e expected to drive the market growth in the region during the forecast period.
The subject-specific games segment is estimated to witness significant growth during the forecast period. One of the main reasons for the increase in growth of the subject-specific games segment in the market is due to factors such as the rapidly increasing awareness of STEM learning in schools across the world.
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The subject-specific games segment was the largest segment and was valued at USD 2.05 billion in 2018. Several companies in the market are launching interactive games such as Waker, Shortfall, and Foldit, which help students right from kindergarten up to 12th grade. The main purpose of these games with respect to the curriculum is that provide ample opportunities for students to learn basic STEM concepts and create a sound foundation for higher studies. For instance, Filament Games offers a game called Reach for the Sun, which teaches students some basics of plant biology. In the game, the students must balance the right amount of water, starch, and nutrients, which will enable the plant to grow.
Many schools are also supporting students to design their own games by providing them enough opportunities to bring out their creativity, thereby the basic rules to play a STEM-based game. In addition to STEM learning, K-12 schools are encouraging game-based learning in modern classrooms for classes in subjects like social studies and humanities. Some of these games include Historia, iCivics, and Galactic Mappers which are used by teachers to help children learn about ancient civilizations and the function of government organizations. Hence, such factors are expected to drive the growth of this segment which in turn will drive the market growth during the forecast period.
Educational technology is transforming teaching and learning in K-12 education through digital and mobile gaming platforms, offering engaging multimedia games that reinforce core concepts and knowledge in real-world situations. These technology-driven educational tools, such as Flashcard Games, Simulation Games, Quiz Games, and Puzzles, cater to students from Preprimary School to Primary School, enhancing student engagement. With advancements like AI and VR technology, along with low-cost gaming technology, remote learning is made interactive. Additionally, augmented reality and 3D printing further enrich the learning experience. To ensure privacy and integrity, measures for data security are integrated into digital education, complemented by interactive whiteboards for immersive learning.
One of the key factors driving the market growth is the growing focus on early education. There has been an increasing popularity for early education over the years due to the increasing competition and rising job opportunities, particularly from the programming; coding; and information, communication, and technology (ICT) domains. Additionally, as per research, it is expected that children in their early ages learn quickly by engaging in activities and playing educational games.
As a result, most of the primary schools in the US are implementing game-based learning from early ages to improve the understanding of complex subjects among children. There has been increasing participation in early education and has gained importance in both developed and developing countries. One of the main factors is that several parents in the US are more interested in enrolling their children in pre-primary schools that use educational games for cognitive, social, and emotional development. Hence, such factors are expected to drive market growth during the forecast period.
A key factor shaping the market growth is the increasing popularity of mobile technologies. There is a growing importance for mobile technologies globally over the years due to the rising penetration of smartphones both in emerging and developed countries. As a result of this growing adoption of smartphones, helps companies to promote gaming applications compatible with different operating platforms, including iOS and Android. Another significant factor that is expected to fuel the sales of game-based learning applications and software is the rising popularity of the BYOD policy, especially in the US.
For instance, companiesare increasingly developing game-based learning products, which are compatible with smartphones, expanding their penetration in the education as well as corporate sectors. Therefore these mobile learning solutions incorporated with games are expected to rapidly change STEM education, language learning, and the ways lessons are conducted in subjects like social sciences, arts, and archaeology. Hence, such trends are expected to continue and drive market growth during the forecast period.
Limited content-curriculum integration is one of the key challenges hindering market growth. Content-curriculum integration in game-based learning methodologies is comparatively less when compared to the traditional educational curriculum. As a result, this type of education system is preferred less by teachers in schools across the US.
Another significant challenge is that these games must be associated with certain curriculum-based concepts and linked with learning outcomes, but most of these content-based games are often stereotyped to be distracting students and affecting their cognitive development, as continuous gaming can lead to health concerns such as visual impairments and obesity and consumes a lot of time. Hence, such factors are expected to hinder the market growth during the forecast period.
The report includes the adoption lifecycle of the market, from the innovator’s stage to the laggard’s stage. It focuses on adoption rates in different regions based on market penetration. Furthermore, the report also includes key purchase criteria and drivers of price sensitivity to help companies evaluate and develop their growth strategies.
Global Market Customer Landscape
The market research report provides comprehensive data (region wise segment analysis), with forecasts and estimates in "USD Billion" for the period 2024 to 2028, as well as historical data from 2018 to 2022 for the following segments.
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The market is experiencing a significant surge, fueled by the COVID-19 pandemic and the rapid adoption of new technologies. With a focus on digital content and personalized learning experiences, students are engaging more than ever through mobile devices and virtual reality-based learning solutions. Augmented reality-based learning solutions and other immersive technologies are reshaping educational experiences, attracting interest from venture capitalists and educational institutions alike.
Furthermore, the integration of mixed reality offers an immersive learning experience, while gamification transforms traditional educational content into interactive games. Online and offline game-based learning, along with cloud-based solutions, cater to diverse learning environments. As the demand for digital learning tools grows, the market embraces a digital future, leveraging high-speed internet and hardware for an interactive and enriching educational journey.
Market Scope |
|
Report Coverage |
Details |
Page number |
168 |
Base year |
2023 |
Historic period |
2018-2022 |
Forecast period |
2024-2028 |
Growth momentum & CAGR |
Accelerate at a CAGR of 32.14% |
Market growth 2024-2028 |
USD 30.75 billion |
Market structure |
Fragmented |
YoY growth 2023-2024(%) |
24.42 |
Regional analysis |
North America, Europe, APAC, South America, and Middle East and Africa |
Performing market contribution |
North America at 36% |
Key countries |
US, China, UK, Canada, and Germany |
Competitive landscape |
Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks |
Key companies profiled |
Alphabet Inc., Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Cognitive ToyBox Inc., Filament Games, iCivics Inc., Kahoot ASA, KILLER SNAILS LLC, Kuato Studios, Microsoft Corp., MobilizAR Technologies Pvt. Ltd., MONKIMUN Inc., Paratus Knowledge Ventures Pvt. Ltd., Schell Games LLC, Smart Lumies Inc., Think and Learn Pvt. Ltd., Thrust Interactive Inc., Tinybop Inc., and University of Michigan |
Market dynamics |
Parent market growth analysis, Market Forecasting, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, and Market condition analysis for the market 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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1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by Product
7 Market Segmentation by Type
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Opportunity/Restraints
11 Competitive Landscape
12 Competitive Analysis
13 Appendix
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