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Game-based Learning: Global Markets

Game-based Learning: Global Markets

Report Scope:

This report provides an overview of the GBL market and analyzes market trends. Using 2021 as the base year, the report provides market data for the forecast period 2022 through 2027 by estimating with values derived from manufacturers’ total revenues. Revenue forecasts for this period are segmented based on component, game type, industry and geography.

The report also includes a section on the leading players in the market. It also explains the main drivers, competitive landscape and current GBL market trends. The report concludes with a focus on the GBL vendor landscape, including detailed profiles of the major players operating in the global GBL market.

Report Includes:

- 36 data tables and 31 additional tables
- In-depth overview of the global market for game-based learning (GBL) technology
- Analyses of the global market trends, with historic market revenue (sales data) from 2021, estimates for 2022, and projections of compound annual growth rates (CAGRs) through 2027
- Evaluation and forecast the game-based learning market size, projected growth trends, and corresponding market share analysis by component, game type, end user, deployment, and geographic region
- Assessment of major driving trends, challenges, and opportunities in this innovation driven market, along with current trends, new developments, and regulatory implications within the marketplace
- Discussion of the industry value chain analysis providing a systematic study of the key intermediaries involved, which could further assist stakeholders in formulating appropriate strategies
- Market share analysis of the key market participants, along with their research priorities, product portfolios, and competitive landscape
- Descriptive company profiles of the leading global players, including Minecraft, Layup, Centrical and Gametize
Table of Contents

Chapter 1 Introduction
1.1 Overview
1.2 Study Goals and Objectives
1.3 Reasons for Doing this Study
1.4 Scope of Report
1.5 Information Sources
1.6 Methodology
1.7 Intended Audience
1.8 Geographic Breakdown
1.9 Analyst's Credentials
1.10 BCC Custom Research
1.11 Related BCC Research Reports
Chapter 2 Summary and Highlights
2.1 Overview
Chapter 3 Market and Technology Background
3.1 GBL History and Overview
3.2 Porter's Five Forces Analysis of GBL
3.2.1 Bargaining Power of Buyers
3.2.2 Bargaining Power of Suppliers
3.2.3 Threat from Substitutes
3.2.4 Threat from New Entrants
3.2.5 Competitive Rivalry
3.3 Patent Analysis
3.3.1 Patents by Title, Code, Status and Abstract
3.4 Impact of COVID-19 on GBL
3.5 Future of GBL
Chapter 4 Market Dynamics
4.1 Market Drivers
4.1.1 Rising Adoption of Digital Learning Solutions
4.1.2 Supportive Government and Organization Initiatives
4.1.3 Increased Prominence of Social Learning
4.1.4 Increase in Strategic Initiatives
4.2 Market Opportunities
4.2.1 Launch of 5G Network and Increasing Penetration of Mobile Learning
4.2.2 Growing Adoption of Online Learning in the Education and Corporate Sectors
4.3 Market Challenges
4.3.1 Increasing Incidence of Cyberattacks
4.3.2 Slow Internet Connection and Poor Infrastructure in Some Countries
Chapter 5 Market Breakdown by Component
5.1 Overview
5.2 Solutions
5.3 Services
Chapter 6 Market Breakdown by Game Type
6.1 Overview
6.2 Assessment and Evaluation Games
6.3 Training, Knowledge and Skill-based Games
6.4 Language Learning Games
6.5 AI-Based Games
6.6 AR and VR Games
6.7 Location- and Role-Based Games
Chapter 7 Market Breakdown by Industry
7.1 Overview
7.2 Education
7.3 Enterprises
7.4 Healthcare
7.5 Other Industries
Chapter 8 Market Breakdown by Region
8.1 Overview
8.2 Americas
8.3 Europe
8.4 Asia-Pacific
8.5 Middle East and Africa
Chapter 9 Competitive Landscape
9.1 Noteworthy Developments
Chapter 10 Company Profiles
10.1 Overview
10.2 Key Companies
BREAKAWAY LTD.
CENTRICAL
DUOLINGO
EDAPP
FILAMENT GAMES
GAMELEARN
GAMETIZE
G-CUBE
GROWTH ENGINEERING
INDUSGEEKS SOLUTIONS PVT. LTD.
KAHOOT!
KUATO STUDIOS
LAYUP
MINECRAFT
MONKIMUN INC.
Chapter 11 Appendix: Abbreviations

List of Tables
Summary Table : Global Market for GBL, by Industry, Through 2027
Table 1 : Porter’s Five Forces Analysis: Overview
Table 2 : Attack Types on Current Technologies
Table 3 : School-Age Children Without Home Internet Access, by Region, 2020
Table 4 : Global Market for GBL, by Component, Through 2027
Table 5 : Global Market for GBL Solutions, by Region, Through 2027
Table 6 : Global Market for GBL Services, by Region, Through 2027
Table 7 : Global Market for GBL, by Game Type, Through 2027
Table 8 : Traditional Measures of Psychometrics Being Converted and Absorbed Into GBA
Table 9 : Global Market for GBL in Assessment and Evaluation Games, by Industry, Through 2027
Table 10 : Global Market for GBL in Training, Knowledge and Skill-Based Games, by Industry, Through 2027
Table 11 : Global Market for GBL in Language Learning Games, by Industry, Through 2027
Table 12 : Global Market for GBL in AI-Based Games, by Industry, Through 2027
Table 13 : Global Market for GBL in AR and VR Games, by Industry, Through 2027
Table 14 : Global Market for GBL in Location- and Role-Based Games, Through 2027
Table 15 : Global Market for GBL, by Industry, Through 2027
Table 16 : Global Market for GBL in Education, by Game Type, Through 2027
Table 17 : Global Market for GBL in Education, by Region, Through 2027
Table 18 : Global Market for GBL in Enterprises, by Game Type, Through 2027
Table 19 : Global Market for GBL in Enterprises, by Region, Through 2027
Table 20 : Global Market for GBL in Healthcare, by Game Type, Through 2027
Table 21 : Global Market for GBL in Healthcare, by Region, Through 2027
Table 22 : Global Market for GBL in Other Industries, by Game Type, Through 2027
Table 23 : Global Market for GBL in Other Industries, by Region, Through 2027
Table 24 : Global Market for GBL, by Region, Through 2027
Table 25 : Americas Market for GBL, by Industry, Through 2027
Table 26 : Americas Market for GBL, by Component, Through 2027
Table 27 : Americas Market for GBL, by Country, Through 2027
Table 28 : European Market for GBL, by Industry, Through 2027
Table 29 : European Market for GBL, by Component, Through 2027
Table 30 : European Market for GBL, by Country, Through 2027
Table 31 : APAC Market for GBL, by Industry, Through 2027
Table 32 : APAC Market for GBL, by Component, Through 2027
Table 33 : APAC Market for GBL, by Country, Through 2027
Table 34 : MEA Market for GBL, by Industry, Through 2027
Table 35 : MEA Market for GBL, by Component, Through 2027
Table 36 : MEA Market for GBL, by Country, Through 2027
Table 37 : GBL Market: Collaborations and Partnerships, 2020-2022
Table 38 : GBL Market: Mergers and Acquisitions, 2020 and 2021
Table 39 : GBL Market: Funding, 2020 and 2021
Table 40 : Breakaway Ltd.: GBL Industries Served
Table 41 : Centrical: GBL Offerings
Table 42 : Centrical: Recent Developments
Table 43 : Duolingo: Recent Financial Performance, 2020 and 2021
Table 44 : Duolingo: GBL Offerings
Table 45 : Duolingo: Recent Developments, 2022
Table 46 : EdApp: GBL Offerings
Table 47 : EdApp: Recent Developments
Table 48 : Filament Games: GBL Industries Served
Table 49 : Filament Games: Recent Developments
Table 50 : Gamelearn: GBL Offerings
Table 51 : Gametize: GBL Offerings
Table 52 : G-Cube: GBL Offerings
Table 53 : G-Cube: Recent Developments, 2021 and 2022
Table 54 : Growth Engineering: GBL Offerings
Table 55 : Growth Engineering: Recent Developments, 2021 and 2022
Table 56 : Indusgeeks: GBL Offerings
Table 57 : Kahoot!: Recent Financial Performance, 2020 and 2021
Table 58 : Kahoot!: GBL Offerings
Table 59 : Kahoot!: Recent Developments, 2021 and 2022
Table 60 : Kuato Studios: GBL Offerings
Table 61 : Kuato Studios: Recent Developments
Table 62 : Layup: GBL Offerings
Table 63 : Minecraft Education: GBL Offerings
Table 64 : Minecraft Education: Recent Developments, 2021–2022
Table 65 : Monkimun: GBL Offerings
Table 66 : Monkimun: Recent Developments, 2020 and 2021
Table 67 : Abbreviations Used in This Report

Report Title: Game-based Learning: Global Markets


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