K-12 Game-based Learning Market by Product, Type and Geography - Forecast and Analysis 2023-2027

Published: Jun 2023 Pages: 164 SKU: IRTNTR71347

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.

What will be the Size of the K-12 Game-based Learning Market During the Forecast Period?

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Who are the Major K-12 Game-based Learning Market Vendors?

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:

  • Alphabet Inc.
  • Banzai Labs Inc.
  • BrainQuake Inc.
  • BreakAway Ltd. Inc.
  • Cognitive ToyBox Inc.
  • 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.
  • University of Michigan

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.

Regional Insight

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.

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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.

Market Segmentation by Product

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.

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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.

K-12 Game-based Learning Market: Key Trends and Challenges

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.

Trends

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.

Challenge

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.

Customer Landscape

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

COVID Recovery 

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.

Segment Overview

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. 

  • Product Outlook (USD Million, 2017 - 2027)
    • Subject-specific games
    • Language learning games
    • Others
  • Type Outlook (USD Million, 2017 - 2027)
    • Middle school level
    • High school level
    • Elementary school level
  • Geography Outlook (USD Million, 2017 - 2027)
    • North America
      • The U.S.
      • Canada
    • Europe
      • The U.K.
      • Germany
      • France
      • Rest of Europe
    • APAC
      • China
      • India
    • South America
      • Chile
      • Argentina
      • Brazil
    • Middle East & Africa
      • Saudi Arabia
      • South Africa
      • Rest of the Middle East & Africa

 

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.

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What are the Key Data Covered in this K-12 Game-based Learning Market Research Report?

  • CAGR of the market during the forecast period
  • Detailed information on factors that will drive the growth of the market between 2023 and 2027
  • Precise estimation of the market size and its contribution to the market in focus on the parent market
  • Accurate predictions about upcoming trends and changes in consumer behavior
  • Growth of the market across North America, Europe, APAC, South America, and Middle East and Africa
  • A thorough analysis of the market’s competitive landscape and detailed information about vendors
  • Comprehensive analysis of factors that will challenge the growth of market vendors

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1 Executive Summary

  • 1.1 Market overview
    • Exhibit 01: Executive Summary – Chart on Market Overview
    • Exhibit 02: Executive Summary – Data Table on Market Overview
    • Exhibit 03: Executive Summary – Chart on Global Market Characteristics
    • Exhibit 04: Executive Summary – Chart on Market by Geography
    • Exhibit 05: Executive Summary – Chart on Market Segmentation by Product
    • Exhibit 06: Executive Summary – Chart on Market Segmentation by Type
    • Exhibit 07: Executive Summary – Chart on Incremental Growth
    • Exhibit 08: Executive Summary – Data Table on Incremental Growth
    • Exhibit 09: Executive Summary – Chart on Vendor Market Positioning

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 10: Parent market
    • Exhibit 11: Market Characteristics

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 12: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 13: Market segments
  • 3.3 Market size 2022
    • 3.4 Market outlook: Forecast for 2022-2027
      • Exhibit 14: Chart on Global - Market size and forecast 2022-2027 ($ million)
      • Exhibit 15: Data Table on Global - Market size and forecast 2022-2027 ($ million)
      • Exhibit 16: Chart on Global Market: Year-over-year growth 2022-2027 (%)
      • Exhibit 17: Data Table on Global Market: Year-over-year growth 2022-2027 (%)

    4 Historic Market Size

    • 4.1 Global K-12 game-based learning market 2017 - 2021
      • Exhibit 18: Historic Market Size – Data Table on global k-12 game-based learning market 2017 - 2021 ($ million)
    • 4.2 Product Segment Analysis 2017 - 2021
      • Exhibit 19: Historic Market Size – Product Segment 2017 - 2021 ($ million)
    • 4.3 Type Segment Analysis 2017 - 2021
      • Exhibit 20: Historic Market Size – Type Segment 2017 - 2021 ($ million)
    • 4.4 Geography Segment Analysis 2017 - 2021
      • Exhibit 21: Historic Market Size – Geography Segment 2017 - 2021 ($ million)
    • 4.5 Country Segment Analysis 2017 - 2021
      • Exhibit 22: Historic Market Size – Country Segment 2017 - 2021 ($ million)

    5 Five Forces Analysis

    • 5.1 Five forces summary
      • Exhibit 23: Five forces analysis - Comparison between 2022 and 2027
    • 5.2 Bargaining power of buyers
      • Exhibit 24: Chart on Bargaining power of buyers – Impact of key factors 2022 and 2027
    • 5.3 Bargaining power of suppliers
      • Exhibit 25: Bargaining power of suppliers – Impact of key factors in 2022 and 2027
    • 5.4 Threat of new entrants
      • Exhibit 26: Threat of new entrants – Impact of key factors in 2022 and 2027
    • 5.5 Threat of substitutes
      • Exhibit 27: Threat of substitutes – Impact of key factors in 2022 and 2027
    • 5.6 Threat of rivalry
      • Exhibit 28: Threat of rivalry – Impact of key factors in 2022 and 2027
    • 5.7 Market condition
      • Exhibit 29: Chart on Market condition - Five forces 2022 and 2027

    6 Market Segmentation by Product

    • 6.1 Market segments
      • Exhibit 30: Chart on Product - Market share 2022-2027 (%)
      • Exhibit 31: Data Table on Product - Market share 2022-2027 (%)
    • 6.2 Comparison by Product
      • Exhibit 32: Chart on Comparison by Product
      • Exhibit 33: Data Table on Comparison by Product
    • 6.3 Subject-specific games - Market size and forecast 2022-2027
      • Exhibit 34: Chart on Subject-specific games - Market size and forecast 2022-2027 ($ million)
      • Exhibit 35: Data Table on Subject-specific games - Market size and forecast 2022-2027 ($ million)
      • Exhibit 36: Chart on Subject-specific games - Year-over-year growth 2022-2027 (%)
      • Exhibit 37: Data Table on Subject-specific games - Year-over-year growth 2022-2027 (%)
    • 6.4 Language learning games - Market size and forecast 2022-2027
      • Exhibit 38: Chart on Language learning games - Market size and forecast 2022-2027 ($ million)
      • Exhibit 39: Data Table on Language learning games - Market size and forecast 2022-2027 ($ million)
      • Exhibit 40: Chart on Language learning games - Year-over-year growth 2022-2027 (%)
      • Exhibit 41: Data Table on Language learning games - Year-over-year growth 2022-2027 (%)
    • 6.5 Others - Market size and forecast 2022-2027
      • Exhibit 42: Chart on Others - Market size and forecast 2022-2027 ($ million)
      • Exhibit 43: Data Table on Others - Market size and forecast 2022-2027 ($ million)
      • Exhibit 44: Chart on Others - Year-over-year growth 2022-2027 (%)
      • Exhibit 45: Data Table on Others - Year-over-year growth 2022-2027 (%)
    • 6.6 Market opportunity by Product
      • Exhibit 46: Market opportunity by Product ($ million)
      • Exhibit 47: Data Table on Market opportunity by Product ($ million)

    7 Market Segmentation by Type

    • 7.1 Market segments
      • Exhibit 48: Chart on Type - Market share 2022-2027 (%)
      • Exhibit 49: Data Table on Type - Market share 2022-2027 (%)
    • 7.2 Comparison by Type
      • Exhibit 50: Chart on Comparison by Type
      • Exhibit 51: Data Table on Comparison by Type
    • 7.3 Middle school level - Market size and forecast 2022-2027
      • Exhibit 52: Chart on Middle school level - Market size and forecast 2022-2027 ($ million)
      • Exhibit 53: Data Table on Middle school level - Market size and forecast 2022-2027 ($ million)
      • Exhibit 54: Chart on Middle school level - Year-over-year growth 2022-2027 (%)
      • Exhibit 55: Data Table on Middle school level - Year-over-year growth 2022-2027 (%)
    • 7.4 High school level - Market size and forecast 2022-2027
      • Exhibit 56: Chart on High school level - Market size and forecast 2022-2027 ($ million)
      • Exhibit 57: Data Table on High school level - Market size and forecast 2022-2027 ($ million)
      • Exhibit 58: Chart on High school level - Year-over-year growth 2022-2027 (%)
      • Exhibit 59: Data Table on High school level - Year-over-year growth 2022-2027 (%)
    • 7.5 Elementary school level - Market size and forecast 2022-2027
      • Exhibit 60: Chart on Elementary school level - Market size and forecast 2022-2027 ($ million)
      • Exhibit 61: Data Table on Elementary school level - Market size and forecast 2022-2027 ($ million)
      • Exhibit 62: Chart on Elementary school level - Year-over-year growth 2022-2027 (%)
      • Exhibit 63: Data Table on Elementary school level - Year-over-year growth 2022-2027 (%)
    • 7.6 Market opportunity by Type
      • Exhibit 64: Market opportunity by Type ($ million)
      • Exhibit 65: Data Table on Market opportunity by Type ($ million)

    8 Customer Landscape

    • 8.1 Customer landscape overview
      • Exhibit 66: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    9 Geographic Landscape

    • 9.1 Geographic segmentation
      • Exhibit 67: Chart on Market share by geography 2022-2027 (%)
      • Exhibit 68: Data Table on Market share by geography 2022-2027 (%)
    • 9.2 Geographic comparison
      • Exhibit 69: Chart on Geographic comparison
      • Exhibit 70: Data Table on Geographic comparison
    • 9.3 North America - Market size and forecast 2022-2027
      • Exhibit 71: Chart on North America - Market size and forecast 2022-2027 ($ million)
      • Exhibit 72: Data Table on North America - Market size and forecast 2022-2027 ($ million)
      • Exhibit 73: Chart on North America - Year-over-year growth 2022-2027 (%)
      • Exhibit 74: Data Table on North America - Year-over-year growth 2022-2027 (%)
    • 9.4 Europe - Market size and forecast 2022-2027
      • Exhibit 75: Chart on Europe - Market size and forecast 2022-2027 ($ million)
      • Exhibit 76: Data Table on Europe - Market size and forecast 2022-2027 ($ million)
      • Exhibit 77: Chart on Europe - Year-over-year growth 2022-2027 (%)
      • Exhibit 78: Data Table on Europe - Year-over-year growth 2022-2027 (%)
    • 9.5 APAC - Market size and forecast 2022-2027
      • Exhibit 79: Chart on APAC - Market size and forecast 2022-2027 ($ million)
      • Exhibit 80: Data Table on APAC - Market size and forecast 2022-2027 ($ million)
      • Exhibit 81: Chart on APAC - Year-over-year growth 2022-2027 (%)
      • Exhibit 82: Data Table on APAC - Year-over-year growth 2022-2027 (%)
    • 9.6 South America - Market size and forecast 2022-2027
      • Exhibit 83: Chart on South America - Market size and forecast 2022-2027 ($ million)
      • Exhibit 84: Data Table on South America - Market size and forecast 2022-2027 ($ million)
      • Exhibit 85: Chart on South America - Year-over-year growth 2022-2027 (%)
      • Exhibit 86: Data Table on South America - Year-over-year growth 2022-2027 (%)
    • 9.7 Middle East and Africa - Market size and forecast 2022-2027
      • Exhibit 87: Chart on Middle East and Africa - Market size and forecast 2022-2027 ($ million)
      • Exhibit 88: Data Table on Middle East and Africa - Market size and forecast 2022-2027 ($ million)
      • Exhibit 89: Chart on Middle East and Africa - Year-over-year growth 2022-2027 (%)
      • Exhibit 90: Data Table on Middle East and Africa - Year-over-year growth 2022-2027 (%)
    • 9.8 US - Market size and forecast 2022-2027
      • Exhibit 91: Chart on US - Market size and forecast 2022-2027 ($ million)
      • Exhibit 92: Data Table on US - Market size and forecast 2022-2027 ($ million)
      • Exhibit 93: Chart on US - Year-over-year growth 2022-2027 (%)
      • Exhibit 94: Data Table on US - Year-over-year growth 2022-2027 (%)
    • 9.9 China - Market size and forecast 2022-2027
      • Exhibit 95: Chart on China - Market size and forecast 2022-2027 ($ million)
      • Exhibit 96: Data Table on China - Market size and forecast 2022-2027 ($ million)
      • Exhibit 97: Chart on China - Year-over-year growth 2022-2027 (%)
      • Exhibit 98: Data Table on China - Year-over-year growth 2022-2027 (%)
    • 9.10 UK - Market size and forecast 2022-2027
      • Exhibit 99: Chart on UK - Market size and forecast 2022-2027 ($ million)
      • Exhibit 100: Data Table on UK - Market size and forecast 2022-2027 ($ million)
      • Exhibit 101: Chart on UK - Year-over-year growth 2022-2027 (%)
      • Exhibit 102: Data Table on UK - Year-over-year growth 2022-2027 (%)
    • 9.11 Canada - Market size and forecast 2022-2027
      • Exhibit 103: Chart on Canada - Market size and forecast 2022-2027 ($ million)
      • Exhibit 104: Data Table on Canada - Market size and forecast 2022-2027 ($ million)
      • Exhibit 105: Chart on Canada - Year-over-year growth 2022-2027 (%)
      • Exhibit 106: Data Table on Canada - Year-over-year growth 2022-2027 (%)
    • 9.12 Germany - Market size and forecast 2022-2027
      • Exhibit 107: Chart on Germany - Market size and forecast 2022-2027 ($ million)
      • Exhibit 108: Data Table on Germany - Market size and forecast 2022-2027 ($ million)
      • Exhibit 109: Chart on Germany - Year-over-year growth 2022-2027 (%)
      • Exhibit 110: Data Table on Germany - Year-over-year growth 2022-2027 (%)
    • 9.13 Market opportunity by geography
      • Exhibit 111: Market opportunity by geography ($ million)
      • Exhibit 112: Data Tables on Market opportunity by geography ($ million)

    10 Drivers, Challenges, and Trends

    • 10.1 Market drivers
      • 10.2 Market challenges
        • 10.3 Impact of drivers and challenges
          • Exhibit 113: Impact of drivers and challenges in 2022 and 2027
        • 10.4 Market trends

          11 Vendor Landscape

          • 11.1 Overview
            • 11.2 Vendor landscape
              • Exhibit 114: Overview on Criticality of inputs and Factors of differentiation
            • 11.3 Landscape disruption
              • Exhibit 115: Overview on factors of disruption
            • 11.4 Industry risks
              • Exhibit 116: Impact of key risks on business

            12 Vendor Analysis

            • 12.1 Vendors covered
              • Exhibit 117: Vendors covered
            • 12.2 Market positioning of vendors
              • Exhibit 118: Matrix on vendor position and classification
            • 12.3 Alphabet Inc.
              • Exhibit 119: Alphabet Inc. - Overview
              • Exhibit 120: Alphabet Inc. - Business segments
              • Exhibit 121: Alphabet Inc. - Key news
              • Exhibit 122: Alphabet Inc. - Key offerings
              • Exhibit 123: Alphabet Inc. - Segment focus
            • 12.4 Banzai Labs Inc.
              • Exhibit 124: Banzai Labs Inc. - Overview
              • Exhibit 125: Banzai Labs Inc. - Product / Service
              • Exhibit 126: Banzai Labs Inc. - Key offerings
            • 12.5 BrainQuake Inc.
              • Exhibit 127: BrainQuake Inc. - Overview
              • Exhibit 128: BrainQuake Inc. - Product / Service
              • Exhibit 129: BrainQuake Inc. - Key offerings
            • 12.6 Cognitive ToyBox Inc.
              • Exhibit 130: Cognitive ToyBox Inc. - Overview
              • Exhibit 131: Cognitive ToyBox Inc. - Product / Service
              • Exhibit 132: Cognitive ToyBox Inc. - Key offerings
            • 12.7 Filament Games
              • Exhibit 133: Filament Games - Overview
              • Exhibit 134: Filament Games - Product / Service
              • Exhibit 135: Filament Games - Key offerings
            • 12.8 Kahoot ASA
              • Exhibit 136: Kahoot ASA - Overview
              • Exhibit 137: Kahoot ASA - Product / Service
              • Exhibit 138: Kahoot ASA - Key offerings
            • 12.9 KILLER SNAILS LLC
              • Exhibit 139: KILLER SNAILS LLC - Overview
              • Exhibit 140: KILLER SNAILS LLC - Product / Service
              • Exhibit 141: KILLER SNAILS LLC - Key offerings
            • 12.10 Kuato Studios
              • Exhibit 142: Kuato Studios - Overview
              • Exhibit 143: Kuato Studios - Product / Service
              • Exhibit 144: Kuato Studios - Key offerings
            • 12.11 Microsoft Corp.
              • Exhibit 145: Microsoft Corp. - Overview
              • Exhibit 146: Microsoft Corp. - Business segments
              • Exhibit 147: Microsoft Corp. - Key news
              • Exhibit 148: Microsoft Corp. - Key offerings
              • Exhibit 149: Microsoft Corp. - Segment focus
            • 12.12 MobilizAR Technologies Pvt. Ltd.
              • Exhibit 150: MobilizAR Technologies Pvt. Ltd. - Overview
              • Exhibit 151: MobilizAR Technologies Pvt. Ltd. - Product / Service
              • Exhibit 152: MobilizAR Technologies Pvt. Ltd. - Key offerings
            • 12.13 MONKIMUN Inc.
              • Exhibit 153: MONKIMUN Inc. - Overview
              • Exhibit 154: MONKIMUN Inc. - Product / Service
              • Exhibit 155: MONKIMUN Inc. - Key offerings
            • 12.14 Schell Games LLC
              • Exhibit 156: Schell Games LLC - Overview
              • Exhibit 157: Schell Games LLC - Product / Service
              • Exhibit 158: Schell Games LLC - Key offerings
            • 12.15 Smart Lumies Inc.
              • Exhibit 159: Smart Lumies Inc. - Overview
              • Exhibit 160: Smart Lumies Inc. - Product / Service
              • Exhibit 161: Smart Lumies Inc. - Key offerings
            • 12.16 Think and Learn Pvt. Ltd.
              • Exhibit 162: Think and Learn Pvt. Ltd. - Overview
              • Exhibit 163: Think and Learn Pvt. Ltd. - Product / Service
              • Exhibit 164: Think and Learn Pvt. Ltd. - Key offerings
            • 12.17 Thrust Interactive Inc.
              • Exhibit 165: Thrust Interactive Inc. - Overview
              • Exhibit 166: Thrust Interactive Inc. - Product / Service
              • Exhibit 167: Thrust Interactive Inc. - Key offerings

            13 Appendix

            • 13.1 Scope of the report
              • 13.2 Inclusions and exclusions checklist
                • Exhibit 168: Inclusions checklist
                • Exhibit 169: Exclusions checklist
              • 13.3 Currency conversion rates for US$
                • Exhibit 170: Currency conversion rates for US$
              • 13.4 Research methodology
                • Exhibit 171: Research methodology
                • Exhibit 172: Validation techniques employed for market sizing
                • Exhibit 173: Information sources
              • 13.5 List of abbreviations
                • Exhibit 174: 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.

              INFORMATION 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

              DATA 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

              REPORT WRITING

              Qualitative

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

              Quantitative

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

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              k-12 game-based learning market

              Key Questions Answered

              • What are the key global market and the regional market share?
              • What are the revenue-generating key market segments?
              • What are the key factors driving and challenging this market’s growth?
              • Who are the key market vendors and their growth strategies?
              • What are the latest trends influencing the growth of this market?
              • What are the variables influencing the market growth in the primary regions?
              • What are the factors influencing the growth of the parent market?

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