
The global market for Game-Based Learning Service was estimated to be worth US$ million in 2023 and is forecast to a readjusted size of US$ million by 2030 with a CAGR of % during the forecast period 2024-2030.
North American market for Game-Based Learning Service was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Game-Based Learning Service was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Europe market for Game-Based Learning Service was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global key companies of Game-Based Learning Service include Quizlet, Duolingo, Classcraft, Kahoot!, Udacity, Minecraft Education Edition, Learning Games Network, Edmentum and BrainPOP, etc. In 2023, the global five largest players hold a share approximately % in terms of revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Game-Based Learning Service, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Game-Based Learning Service by region & country, by Type, and by Application.
The Game-Based Learning Service market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Game-Based Learning Service.
Market Segmentation
By Company
Quizlet
Duolingo
Classcraft
Kahoot!
Udacity
Minecraft Education Edition
Learning Games Network
Edmentum
BrainPOP
Legends of Learning
Nearpod
Schell Games
Rosetta Stone
Coursera
Prodigy Education
edX
TypingClub
Roblox Education
Code
Filament Games
Segment by Type:
Offline
Online
Segment by Application
Government
Enterprise
Other
By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Game-Based Learning Service manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Game-Based Learning Service in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Game-Based Learning Service in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
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1 Market Overview
1.1 Game-Based Learning Service Product Introduction
1.2 Global Game-Based Learning Service Market Size Forecast
1.3 Game-Based Learning Service Market Trends & Drivers
1.3.1 Game-Based Learning Service Industry Trends
1.3.2 Game-Based Learning Service Market Drivers & Opportunity
1.3.3 Game-Based Learning Service Market Challenges
1.3.4 Game-Based Learning Service Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Game-Based Learning Service Players Revenue Ranking (2023)
2.2 Global Game-Based Learning Service Revenue by Company (2019-2024)
2.3 Key Companies Game-Based Learning Service Manufacturing Base Distribution and Headquarters
2.4 Key Companies Game-Based Learning Service Product Offered
2.5 Key Companies Time to Begin Mass Production of Game-Based Learning Service
2.6 Game-Based Learning Service Market Competitive Analysis
2.6.1 Game-Based Learning Service Market Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Game-Based Learning Service Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Game-Based Learning Service as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Offline
3.1.2 Online
3.2 Global Game-Based Learning Service Sales Value by Type
3.2.1 Global Game-Based Learning Service Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Game-Based Learning Service Sales Value, by Type (2019-2030)
3.2.3 Global Game-Based Learning Service Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Government
4.1.2 Enterprise
4.1.3 Other
4.2 Global Game-Based Learning Service Sales Value by Application
4.2.1 Global Game-Based Learning Service Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Game-Based Learning Service Sales Value, by Application (2019-2030)
4.2.3 Global Game-Based Learning Service Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Game-Based Learning Service Sales Value by Region
5.1.1 Global Game-Based Learning Service Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Game-Based Learning Service Sales Value by Region (2019-2024)
5.1.3 Global Game-Based Learning Service Sales Value by Region (2025-2030)
5.1.4 Global Game-Based Learning Service Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Game-Based Learning Service Sales Value, 2019-2030
5.2.2 North America Game-Based Learning Service Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Game-Based Learning Service Sales Value, 2019-2030
5.3.2 Europe Game-Based Learning Service Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Game-Based Learning Service Sales Value, 2019-2030
5.4.2 Asia Pacific Game-Based Learning Service Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Game-Based Learning Service Sales Value, 2019-2030
5.5.2 South America Game-Based Learning Service Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Game-Based Learning Service Sales Value, 2019-2030
5.6.2 Middle East & Africa Game-Based Learning Service Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Game-Based Learning Service Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Game-Based Learning Service Sales Value
6.3 United States
6.3.1 United States Game-Based Learning Service Sales Value, 2019-2030
6.3.2 United States Game-Based Learning Service Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Game-Based Learning Service Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Game-Based Learning Service Sales Value, 2019-2030
6.4.2 Europe Game-Based Learning Service Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Game-Based Learning Service Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Game-Based Learning Service Sales Value, 2019-2030
6.5.2 China Game-Based Learning Service Sales Value by Type (%), 2023 VS 2030
6.5.3 China Game-Based Learning Service Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Game-Based Learning Service Sales Value, 2019-2030
6.6.2 Japan Game-Based Learning Service Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Game-Based Learning Service Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Game-Based Learning Service Sales Value, 2019-2030
6.7.2 South Korea Game-Based Learning Service Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Game-Based Learning Service Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Game-Based Learning Service Sales Value, 2019-2030
6.8.2 Southeast Asia Game-Based Learning Service Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Game-Based Learning Service Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Game-Based Learning Service Sales Value, 2019-2030
6.9.2 India Game-Based Learning Service Sales Value by Type (%), 2023 VS 2030
6.9.3 India Game-Based Learning Service Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Quizlet
7.1.1 Quizlet Profile
7.1.2 Quizlet Main Business
7.1.3 Quizlet Game-Based Learning Service Products, Services and Solutions
7.1.4 Quizlet Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.1.5 Quizlet Recent Developments
7.2 Duolingo
7.2.1 Duolingo Profile
7.2.2 Duolingo Main Business
7.2.3 Duolingo Game-Based Learning Service Products, Services and Solutions
7.2.4 Duolingo Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.2.5 Duolingo Recent Developments
7.3 Classcraft
7.3.1 Classcraft Profile
7.3.2 Classcraft Main Business
7.3.3 Classcraft Game-Based Learning Service Products, Services and Solutions
7.3.4 Classcraft Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.3.5 Kahoot! Recent Developments
7.4 Kahoot!
7.4.1 Kahoot! Profile
7.4.2 Kahoot! Main Business
7.4.3 Kahoot! Game-Based Learning Service Products, Services and Solutions
7.4.4 Kahoot! Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.4.5 Kahoot! Recent Developments
7.5 Udacity
7.5.1 Udacity Profile
7.5.2 Udacity Main Business
7.5.3 Udacity Game-Based Learning Service Products, Services and Solutions
7.5.4 Udacity Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.5.5 Udacity Recent Developments
7.6 Minecraft Education Edition
7.6.1 Minecraft Education Edition Profile
7.6.2 Minecraft Education Edition Main Business
7.6.3 Minecraft Education Edition Game-Based Learning Service Products, Services and Solutions
7.6.4 Minecraft Education Edition Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.6.5 Minecraft Education Edition Recent Developments
7.7 Learning Games Network
7.7.1 Learning Games Network Profile
7.7.2 Learning Games Network Main Business
7.7.3 Learning Games Network Game-Based Learning Service Products, Services and Solutions
7.7.4 Learning Games Network Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.7.5 Learning Games Network Recent Developments
7.8 Edmentum
7.8.1 Edmentum Profile
7.8.2 Edmentum Main Business
7.8.3 Edmentum Game-Based Learning Service Products, Services and Solutions
7.8.4 Edmentum Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.8.5 Edmentum Recent Developments
7.9 BrainPOP
7.9.1 BrainPOP Profile
7.9.2 BrainPOP Main Business
7.9.3 BrainPOP Game-Based Learning Service Products, Services and Solutions
7.9.4 BrainPOP Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.9.5 BrainPOP Recent Developments
7.10 Legends of Learning
7.10.1 Legends of Learning Profile
7.10.2 Legends of Learning Main Business
7.10.3 Legends of Learning Game-Based Learning Service Products, Services and Solutions
7.10.4 Legends of Learning Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.10.5 Legends of Learning Recent Developments
7.11 Nearpod
7.11.1 Nearpod Profile
7.11.2 Nearpod Main Business
7.11.3 Nearpod Game-Based Learning Service Products, Services and Solutions
7.11.4 Nearpod Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.11.5 Nearpod Recent Developments
7.12 Schell Games
7.12.1 Schell Games Profile
7.12.2 Schell Games Main Business
7.12.3 Schell Games Game-Based Learning Service Products, Services and Solutions
7.12.4 Schell Games Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.12.5 Schell Games Recent Developments
7.13 Rosetta Stone
7.13.1 Rosetta Stone Profile
7.13.2 Rosetta Stone Main Business
7.13.3 Rosetta Stone Game-Based Learning Service Products, Services and Solutions
7.13.4 Rosetta Stone Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.13.5 Rosetta Stone Recent Developments
7.14 Coursera
7.14.1 Coursera Profile
7.14.2 Coursera Main Business
7.14.3 Coursera Game-Based Learning Service Products, Services and Solutions
7.14.4 Coursera Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.14.5 Coursera Recent Developments
7.15 Prodigy Education
7.15.1 Prodigy Education Profile
7.15.2 Prodigy Education Main Business
7.15.3 Prodigy Education Game-Based Learning Service Products, Services and Solutions
7.15.4 Prodigy Education Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.15.5 Prodigy Education Recent Developments
7.16 edX
7.16.1 edX Profile
7.16.2 edX Main Business
7.16.3 edX Game-Based Learning Service Products, Services and Solutions
7.16.4 edX Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.16.5 edX Recent Developments
7.17 TypingClub
7.17.1 TypingClub Profile
7.17.2 TypingClub Main Business
7.17.3 TypingClub Game-Based Learning Service Products, Services and Solutions
7.17.4 TypingClub Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.17.5 TypingClub Recent Developments
7.18 Roblox Education
7.18.1 Roblox Education Profile
7.18.2 Roblox Education Main Business
7.18.3 Roblox Education Game-Based Learning Service Products, Services and Solutions
7.18.4 Roblox Education Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.18.5 Roblox Education Recent Developments
7.19 Code
7.19.1 Code Profile
7.19.2 Code Main Business
7.19.3 Code Game-Based Learning Service Products, Services and Solutions
7.19.4 Code Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.19.5 Code Recent Developments
7.20 Filament Games
7.20.1 Filament Games Profile
7.20.2 Filament Games Main Business
7.20.3 Filament Games Game-Based Learning Service Products, Services and Solutions
7.20.4 Filament Games Game-Based Learning Service Revenue (US$ Million) & (2019-2024)
7.20.5 Filament Games Recent Developments
8 Industry Chain Analysis
8.1 Game-Based Learning Service Industrial Chain
8.2 Game-Based Learning Service Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Game-Based Learning Service Sales Model
8.5.2 Sales Channel
8.5.3 Game-Based Learning Service Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Quizlet
Duolingo
Classcraft
Kahoot!
Udacity
Minecraft Education Edition
Learning Games Network
Edmentum
BrainPOP
Legends of Learning
Nearpod
Schell Games
Rosetta Stone
Coursera
Prodigy Education
edX
TypingClub
Roblox Education
Code
Filament Games
Ìý
Ìý
*If Applicable.
