
Game-based learning or serious game refers to all digital applications that are developed to impart learning through games.
The global Corporate Game-Based Learning market was valued at US$ 300.4 million in 2023 and is anticipated to reach US$ 432.5 million by 2030, witnessing a CAGR of 5.3% during the forecast period 2024-2030.
The North America to dominate the corporate game-based learning market. The high generation of jobs in the IT, banking, and healthcare industry is the major reason for the growth of the corporate game-based learning market in the region.
This report aims to provide a comprehensive presentation of the global market for Corporate Game-Based Learning, 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 Corporate Game-Based Learning.
Report Scope
The Corporate Game-Based Learning market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Corporate Game-Based Learning market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Corporate Game-Based Learning companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
PlayGen
Gamelearn
BreakAway Games
G-Cube
Growth Engineering
Indusgeeks Solutions
mLevel
StratBeans Consulting
Wrainb
Segment by Type
Generic Product
Packaged Product
Segment by Application
Under 25 Years
25-55 Years
Over 55 Years
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Corporate Game-Based Learning companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Corporate Game-Based Learning Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Generic Product
1.2.3 Packaged Product
1.3 Market by Application
1.3.1 Global Corporate Game-Based Learning Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Under 25 Years
1.3.3 25-55 Years
1.3.4 Over 55 Years
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Corporate Game-Based Learning Market Perspective (2019-2030)
2.2 Corporate Game-Based Learning Growth Trends by Region
2.2.1 Global Corporate Game-Based Learning Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Corporate Game-Based Learning Historic Market Size by Region (2019-2024)
2.2.3 Corporate Game-Based Learning Forecasted Market Size by Region (2025-2030)
2.3 Corporate Game-Based Learning Market Dynamics
2.3.1 Corporate Game-Based Learning Industry Trends
2.3.2 Corporate Game-Based Learning Market Drivers
2.3.3 Corporate Game-Based Learning Market Challenges
2.3.4 Corporate Game-Based Learning Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Corporate Game-Based Learning Players by Revenue
3.1.1 Global Top Corporate Game-Based Learning Players by Revenue (2019-2024)
3.1.2 Global Corporate Game-Based Learning Revenue Market Share by Players (2019-2024)
3.2 Global Corporate Game-Based Learning Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Corporate Game-Based Learning Revenue
3.4 Global Corporate Game-Based Learning Market Concentration Ratio
3.4.1 Global Corporate Game-Based Learning Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Corporate Game-Based Learning Revenue in 2023
3.5 Corporate Game-Based Learning Key Players Head office and Area Served
3.6 Key Players Corporate Game-Based Learning Product Solution and Service
3.7 Date of Enter into Corporate Game-Based Learning Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Corporate Game-Based Learning Breakdown Data by Type
4.1 Global Corporate Game-Based Learning Historic Market Size by Type (2019-2024)
4.2 Global Corporate Game-Based Learning Forecasted Market Size by Type (2025-2030)
5 Corporate Game-Based Learning Breakdown Data by Application
5.1 Global Corporate Game-Based Learning Historic Market Size by Application (2019-2024)
5.2 Global Corporate Game-Based Learning Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Corporate Game-Based Learning Market Size (2019-2030)
6.2 North America Corporate Game-Based Learning Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Corporate Game-Based Learning Market Size by Country (2019-2024)
6.4 North America Corporate Game-Based Learning Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Corporate Game-Based Learning Market Size (2019-2030)
7.2 Europe Corporate Game-Based Learning Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Corporate Game-Based Learning Market Size by Country (2019-2024)
7.4 Europe Corporate Game-Based Learning Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Corporate Game-Based Learning Market Size (2019-2030)
8.2 Asia-Pacific Corporate Game-Based Learning Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Corporate Game-Based Learning Market Size by Region (2019-2024)
8.4 Asia-Pacific Corporate Game-Based Learning Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Corporate Game-Based Learning Market Size (2019-2030)
9.2 Latin America Corporate Game-Based Learning Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Corporate Game-Based Learning Market Size by Country (2019-2024)
9.4 Latin America Corporate Game-Based Learning Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Corporate Game-Based Learning Market Size (2019-2030)
10.2 Middle East & Africa Corporate Game-Based Learning Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Corporate Game-Based Learning Market Size by Country (2019-2024)
10.4 Middle East & Africa Corporate Game-Based Learning Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 PlayGen
11.1.1 PlayGen Company Detail
11.1.2 PlayGen Business Overview
11.1.3 PlayGen Corporate Game-Based Learning Introduction
11.1.4 PlayGen Revenue in Corporate Game-Based Learning Business (2019-2024)
11.1.5 PlayGen Recent Development
11.2 Gamelearn
11.2.1 Gamelearn Company Detail
11.2.2 Gamelearn Business Overview
11.2.3 Gamelearn Corporate Game-Based Learning Introduction
11.2.4 Gamelearn Revenue in Corporate Game-Based Learning Business (2019-2024)
11.2.5 Gamelearn Recent Development
11.3 BreakAway Games
11.3.1 BreakAway Games Company Detail
11.3.2 BreakAway Games Business Overview
11.3.3 BreakAway Games Corporate Game-Based Learning Introduction
11.3.4 BreakAway Games Revenue in Corporate Game-Based Learning Business (2019-2024)
11.3.5 BreakAway Games Recent Development
11.4 G-Cube
11.4.1 G-Cube Company Detail
11.4.2 G-Cube Business Overview
11.4.3 G-Cube Corporate Game-Based Learning Introduction
11.4.4 G-Cube Revenue in Corporate Game-Based Learning Business (2019-2024)
11.4.5 G-Cube Recent Development
11.5 Growth Engineering
11.5.1 Growth Engineering Company Detail
11.5.2 Growth Engineering Business Overview
11.5.3 Growth Engineering Corporate Game-Based Learning Introduction
11.5.4 Growth Engineering Revenue in Corporate Game-Based Learning Business (2019-2024)
11.5.5 Growth Engineering Recent Development
11.6 Indusgeeks Solutions
11.6.1 Indusgeeks Solutions Company Detail
11.6.2 Indusgeeks Solutions Business Overview
11.6.3 Indusgeeks Solutions Corporate Game-Based Learning Introduction
11.6.4 Indusgeeks Solutions Revenue in Corporate Game-Based Learning Business (2019-2024)
11.6.5 Indusgeeks Solutions Recent Development
11.7 mLevel
11.7.1 mLevel Company Detail
11.7.2 mLevel Business Overview
11.7.3 mLevel Corporate Game-Based Learning Introduction
11.7.4 mLevel Revenue in Corporate Game-Based Learning Business (2019-2024)
11.7.5 mLevel Recent Development
11.8 StratBeans Consulting
11.8.1 StratBeans Consulting Company Detail
11.8.2 StratBeans Consulting Business Overview
11.8.3 StratBeans Consulting Corporate Game-Based Learning Introduction
11.8.4 StratBeans Consulting Revenue in Corporate Game-Based Learning Business (2019-2024)
11.8.5 StratBeans Consulting Recent Development
11.9 Wrainb
11.9.1 Wrainb Company Detail
11.9.2 Wrainb Business Overview
11.9.3 Wrainb Corporate Game-Based Learning Introduction
11.9.4 Wrainb Revenue in Corporate Game-Based Learning Business (2019-2024)
11.9.5 Wrainb Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
PlayGen
Gamelearn
BreakAway Games
G-Cube
Growth Engineering
Indusgeeks Solutions
mLevel
StratBeans Consulting
Wrainb
Ìý
Ìý
*If Applicable.
