
The global Game-Based Learning Service market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for Game-Based Learning Service is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Game-Based Learning Service is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Game-Based Learning Service in Government is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global 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 world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Game-Based Learning Service, 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.
Report Scope
The Game-Based Learning Service 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 Game-Based Learning Service 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 Game-Based Learning Service 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
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
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 Game-Based Learning Service 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 Game-Based Learning Service Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Offline
1.2.3 Online
1.3 Market by Application
1.3.1 Global Game-Based Learning Service Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Government
1.3.3 Enterprise
1.3.4 Other
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Game-Based Learning Service Market Perspective (2019-2030)
2.2 Game-Based Learning Service Growth Trends by Region
2.2.1 Global Game-Based Learning Service Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Game-Based Learning Service Historic Market Size by Region (2019-2024)
2.2.3 Game-Based Learning Service Forecasted Market Size by Region (2025-2030)
2.3 Game-Based Learning Service Market Dynamics
2.3.1 Game-Based Learning Service Industry Trends
2.3.2 Game-Based Learning Service Market Drivers
2.3.3 Game-Based Learning Service Market Challenges
2.3.4 Game-Based Learning Service Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Game-Based Learning Service Players by Revenue
3.1.1 Global Top Game-Based Learning Service Players by Revenue (2019-2024)
3.1.2 Global Game-Based Learning Service Revenue Market Share by Players (2019-2024)
3.2 Global Game-Based Learning Service Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Game-Based Learning Service Revenue
3.4 Global Game-Based Learning Service Market Concentration Ratio
3.4.1 Global Game-Based Learning Service Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Game-Based Learning Service Revenue in 2023
3.5 Game-Based Learning Service Key Players Head office and Area Served
3.6 Key Players Game-Based Learning Service Product Solution and Service
3.7 Date of Enter into Game-Based Learning Service Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Game-Based Learning Service Breakdown Data by Type
4.1 Global Game-Based Learning Service Historic Market Size by Type (2019-2024)
4.2 Global Game-Based Learning Service Forecasted Market Size by Type (2025-2030)
5 Game-Based Learning Service Breakdown Data by Application
5.1 Global Game-Based Learning Service Historic Market Size by Application (2019-2024)
5.2 Global Game-Based Learning Service Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Game-Based Learning Service Market Size (2019-2030)
6.2 North America Game-Based Learning Service Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Game-Based Learning Service Market Size by Country (2019-2024)
6.4 North America Game-Based Learning Service Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Game-Based Learning Service Market Size (2019-2030)
7.2 Europe Game-Based Learning Service Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Game-Based Learning Service Market Size by Country (2019-2024)
7.4 Europe Game-Based Learning Service 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 Game-Based Learning Service Market Size (2019-2030)
8.2 Asia-Pacific Game-Based Learning Service Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Game-Based Learning Service Market Size by Region (2019-2024)
8.4 Asia-Pacific Game-Based Learning Service 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 Game-Based Learning Service Market Size (2019-2030)
9.2 Latin America Game-Based Learning Service Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Game-Based Learning Service Market Size by Country (2019-2024)
9.4 Latin America Game-Based Learning Service Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Game-Based Learning Service Market Size (2019-2030)
10.2 Middle East & Africa Game-Based Learning Service Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Game-Based Learning Service Market Size by Country (2019-2024)
10.4 Middle East & Africa Game-Based Learning Service Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Quizlet
11.1.1 Quizlet Company Detail
11.1.2 Quizlet Business Overview
11.1.3 Quizlet Game-Based Learning Service Introduction
11.1.4 Quizlet Revenue in Game-Based Learning Service Business (2019-2024)
11.1.5 Quizlet Recent Development
11.2 Duolingo
11.2.1 Duolingo Company Detail
11.2.2 Duolingo Business Overview
11.2.3 Duolingo Game-Based Learning Service Introduction
11.2.4 Duolingo Revenue in Game-Based Learning Service Business (2019-2024)
11.2.5 Duolingo Recent Development
11.3 Classcraft
11.3.1 Classcraft Company Detail
11.3.2 Classcraft Business Overview
11.3.3 Classcraft Game-Based Learning Service Introduction
11.3.4 Classcraft Revenue in Game-Based Learning Service Business (2019-2024)
11.3.5 Classcraft Recent Development
11.4 Kahoot!
11.4.1 Kahoot! Company Detail
11.4.2 Kahoot! Business Overview
11.4.3 Kahoot! Game-Based Learning Service Introduction
11.4.4 Kahoot! Revenue in Game-Based Learning Service Business (2019-2024)
11.4.5 Kahoot! Recent Development
11.5 Udacity
11.5.1 Udacity Company Detail
11.5.2 Udacity Business Overview
11.5.3 Udacity Game-Based Learning Service Introduction
11.5.4 Udacity Revenue in Game-Based Learning Service Business (2019-2024)
11.5.5 Udacity Recent Development
11.6 Minecraft Education Edition
11.6.1 Minecraft Education Edition Company Detail
11.6.2 Minecraft Education Edition Business Overview
11.6.3 Minecraft Education Edition Game-Based Learning Service Introduction
11.6.4 Minecraft Education Edition Revenue in Game-Based Learning Service Business (2019-2024)
11.6.5 Minecraft Education Edition Recent Development
11.7 Learning Games Network
11.7.1 Learning Games Network Company Detail
11.7.2 Learning Games Network Business Overview
11.7.3 Learning Games Network Game-Based Learning Service Introduction
11.7.4 Learning Games Network Revenue in Game-Based Learning Service Business (2019-2024)
11.7.5 Learning Games Network Recent Development
11.8 Edmentum
11.8.1 Edmentum Company Detail
11.8.2 Edmentum Business Overview
11.8.3 Edmentum Game-Based Learning Service Introduction
11.8.4 Edmentum Revenue in Game-Based Learning Service Business (2019-2024)
11.8.5 Edmentum Recent Development
11.9 BrainPOP
11.9.1 BrainPOP Company Detail
11.9.2 BrainPOP Business Overview
11.9.3 BrainPOP Game-Based Learning Service Introduction
11.9.4 BrainPOP Revenue in Game-Based Learning Service Business (2019-2024)
11.9.5 BrainPOP Recent Development
11.10 Legends of Learning
11.10.1 Legends of Learning Company Detail
11.10.2 Legends of Learning Business Overview
11.10.3 Legends of Learning Game-Based Learning Service Introduction
11.10.4 Legends of Learning Revenue in Game-Based Learning Service Business (2019-2024)
11.10.5 Legends of Learning Recent Development
11.11 Nearpod
11.11.1 Nearpod Company Detail
11.11.2 Nearpod Business Overview
11.11.3 Nearpod Game-Based Learning Service Introduction
11.11.4 Nearpod Revenue in Game-Based Learning Service Business (2019-2024)
11.11.5 Nearpod Recent Development
11.12 Schell Games
11.12.1 Schell Games Company Detail
11.12.2 Schell Games Business Overview
11.12.3 Schell Games Game-Based Learning Service Introduction
11.12.4 Schell Games Revenue in Game-Based Learning Service Business (2019-2024)
11.12.5 Schell Games Recent Development
11.13 Rosetta Stone
11.13.1 Rosetta Stone Company Detail
11.13.2 Rosetta Stone Business Overview
11.13.3 Rosetta Stone Game-Based Learning Service Introduction
11.13.4 Rosetta Stone Revenue in Game-Based Learning Service Business (2019-2024)
11.13.5 Rosetta Stone Recent Development
11.14 Coursera
11.14.1 Coursera Company Detail
11.14.2 Coursera Business Overview
11.14.3 Coursera Game-Based Learning Service Introduction
11.14.4 Coursera Revenue in Game-Based Learning Service Business (2019-2024)
11.14.5 Coursera Recent Development
11.15 Prodigy Education
11.15.1 Prodigy Education Company Detail
11.15.2 Prodigy Education Business Overview
11.15.3 Prodigy Education Game-Based Learning Service Introduction
11.15.4 Prodigy Education Revenue in Game-Based Learning Service Business (2019-2024)
11.15.5 Prodigy Education Recent Development
11.16 edX
11.16.1 edX Company Detail
11.16.2 edX Business Overview
11.16.3 edX Game-Based Learning Service Introduction
11.16.4 edX Revenue in Game-Based Learning Service Business (2019-2024)
11.16.5 edX Recent Development
11.17 TypingClub
11.17.1 TypingClub Company Detail
11.17.2 TypingClub Business Overview
11.17.3 TypingClub Game-Based Learning Service Introduction
11.17.4 TypingClub Revenue in Game-Based Learning Service Business (2019-2024)
11.17.5 TypingClub Recent Development
11.18 Roblox Education
11.18.1 Roblox Education Company Detail
11.18.2 Roblox Education Business Overview
11.18.3 Roblox Education Game-Based Learning Service Introduction
11.18.4 Roblox Education Revenue in Game-Based Learning Service Business (2019-2024)
11.18.5 Roblox Education Recent Development
11.19 Code
11.19.1 Code Company Detail
11.19.2 Code Business Overview
11.19.3 Code Game-Based Learning Service Introduction
11.19.4 Code Revenue in Game-Based Learning Service Business (2019-2024)
11.19.5 Code Recent Development
11.20 Filament Games
11.20.1 Filament Games Company Detail
11.20.2 Filament Games Business Overview
11.20.3 Filament Games Game-Based Learning Service Introduction
11.20.4 Filament Games Revenue in Game-Based Learning Service Business (2019-2024)
11.20.5 Filament Games 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
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.
