Enjoy complimentary customisation on priority with our Enterprise License!
The K-12 game-based learning market size is estimated to grow at a CAGR of 24.44% between 2022 and 2027 and the size of the market is forecast to increase by USD 16,504.33 million. The report includes historic market data from 2017 to 2021. It also extensively covers market segmentation by product (subject-specific games, language learning games, and others), type (middle school level, high school level, and elementary school level), and geography (North America, Europe, APAC, South America, and Middle East and Africa). This report also includes an in-depth analysis of drivers, trends, and challenges.
One of the key factors driving the global K-12 game-based learning 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 the global K-12 game-based learning market growth during the forecast period.
View Sample PDF at your Fingertips
Vendors 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 K-12 game-based learning market report also includes detailed analyses of the competitive landscape of the market and information about 20 market vendors, including:
Qualitative and quantitative analysis of vendors has 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 vendors as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize vendors as dominant, leading, strong, tentative, and weak.
North America is estimated to contribute 37% 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.
View the Bestselling Market Report Instantly
Some of the main factors for the significant growth of the global K-12 game-based learning 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 global K-12 game-based learning market is the increasing focus on experiential and experimental learning which has promoted educators to use blended learning methodologies. Hence such factors are e expected to drive the K-12 game-based learning 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 global K-12 game-based learning market is due to the factors such as the rapidly increasing awareness of STEM learning in schools across the world.
Get a glance at the market contribution of various segments View PDF Sample
The subject-specific games segment was the largest segment and was valued at USD 1,746.02 million in 2017. Several vendors 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 learning 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 K-12 game-based learning market growth during the forecast period.
Our researchers analyzed the data with 2022 as the base year, along with the key drivers, trends, and challenges. A holistic analysis of drivers will help companies refine their marketing strategies to gain a competitive advantage.
A key factor shaping the K-12 game-based learning 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, it helps vendors 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, vendors are 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 the K-12 game-based learning market growth during the forecast period.
Limited content-curriculum integration is one of the key challenges hindering the K-12 game-based learning 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 K-12 game-based learning 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 K-12 Game-based Learning Market Customer Landscape
In 2020, during the COVID-19 pandemic, the growth of the global K-12 game-based learning market witnessed significant growth due to the shift from classrooms to virtual platforms creating immense opportunities to adopt game-based learning solutions. In 2021, the initiation of large-scale vaccination drives lifted the lockdown and travel restrictions, which led to the increasing adoption of e-learning continued to be high as many universities and educational institutes were using online modes for teaching. Such factors are expected to drive the market during the forecast period.
The K-12 game-based learning market report forecasts market growth by revenue at global, regional & country levels and provides an analysis of the latest trends and growth opportunities from 2017 to 2027.
K-12 Game-based Learning Market Scope |
|
Report Coverage |
Details |
Page number |
164 |
Base year |
2022 |
Historic period |
2017-2021 |
Forecast period |
2023-2027 |
Growth momentum & CAGR |
Accelerate at a CAGR of 24.44% |
Market growth 2023-2027 |
USD 16,504.33 million |
Market structure |
Fragmented |
YoY growth 2022-2023(%) |
22.08 |
Regional analysis |
North America, Europe, APAC, South America, and Middle East and Africa |
Performing market contribution |
North America at 37% |
Key countries |
US, Canada, China, UK, and Germany |
Competitive landscape |
Leading Vendors, Market Positioning of Vendors, 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 analysis, 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 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. |
We can help! Our analysts can customize this market research report to meet your requirements. Get in touch
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 Trends
11 Vendor Landscape
12 Vendor Analysis
13 Appendix
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.
INFORMATION SOURCES
Primary sources
Secondary sources
DATA ANALYSIS
Data Synthesis
Data Validation
REPORT WRITING
Qualitative
Quantitative
Certified ISO 9001 : 2015
We are ISO 9001:2015 recognized that ensures quality services and product delivery to our clients.
We are GDPR and CCPA compliant! Your transaction & personal information is protected from unauthorized use.
Get lifetime access to our
Technavio Insights
Customized Report as per your Business Needs
Let us help you make report more suited to your requirements.
Cookie Policy
The Site uses cookies to record users' preferences in relation to the functionality of accessibility. We, our Affiliates, and our Vendors may store and access cookies on a device, and process personal data including unique identifiers sent by a device, to personalise content, tailor, and report on advertising and to analyse our traffic. By clicking “I’m fine with this”, you are allowing the use of these cookies. You may change your settings based on a legitimate interest at any time, by selecting “Manage Settings” on our site. Please refer to the help guide of your browser for further information on cookies, including how to disable them. Review our Privacy & Cookie Notice.