
Game-based learning includes digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. It is mainly used in educational institutions, healthcare organizations, and defense organizations. It is also used in employee training programs in corporate business houses.
Market Analysis and Insights: Global Game Learning Market
The global Game Learning market is projected to grow from US$ 3354 million in 2024 to US$ 5033.4 million by 2030, at a Compound Annual Growth Rate (CAGR) of 7.0% during the forecast period.
The US & Canada market for Game Learning is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The China market for Game Learning is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The Europe market for Game Learning is estimated to increase from $ million in 2024 to reach $ million by 2030, at a CAGR of % during the forecast period of 2025 through 2030.
The global key companies of Game Learning include LearningWare, BreakAway, Lumos Labs, PlayGen, Corporate Internet Games, Games2Train, HealthTap, RallyOn, Inc and MAK Technologies, etc. In 2023, the global top five players had a share approximately % in terms of revenue.
Game Learning is widely used in various fields, such as Educational Institutions, Healthcare Organizations, Defense Organizations and Corporate Employee Training, etc. Educational Institutions provides greatest supports to the Game Learning industry development. In 2023, global % revenue of Game Learning went into Educational Institutions filed and the proportion will reach to % in 2030.
Report Covers:
This report presents an overview of global market for Game Learning market size. Analyses of the global market trends, with historic market revenue data for 2019 - 2023, estimates for 2024, and projections of CAGR through 2030.
This report researches the key producers of Game Learning, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for Game Learning, and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the Game Learning revenue, market share and industry ranking of main companies, data from 2019 to 2024. Identification of the major stakeholders in the global Game Learning market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2019 to 2030. Evaluation and forecast the market size for Game Learning revenue, projected growth trends, production technology, application and end-user industry.
Market Segmentation
By Company
LearningWare
BreakAway
Lumos Labs
PlayGen
Corporate Internet Games
Games2Train
HealthTap
RallyOn, Inc
MAK Technologies
SCVNGR
SimuLearn
Will Interactive
Segment by Type
E-Learning Courseware
Online Audio and Video Content
Social Games
Mobile Games
Other
Segment by Application
Educational Institutions
Healthcare Organizations
Defense Organizations
Corporate Employee Training
Other
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
China
Asia (excluding China)
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America, Middle East & Africa
Brazil
Mexico
Turkey
Israel
GCC Countries
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, 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: Revenue of Game Learning in global and regional level. 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. 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 Learning companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the revenue, 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 revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: North America (US & Canada) by Type, by Application and by country, revenue for each segment.
Chapter 7: Europe by Type, by Application and by country, revenue for each segment.
Chapter 8: China by Type, and by Application, revenue for each segment.
Chapter 9: Asia (excluding China) by Type, by Application and by region, revenue for each segment.
Chapter 10: Middle East, Africa, and Latin America by Type, by Application and by country, revenue for each segment.
Chapter 11: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Game Learning revenue, gross margin, and recent development, etc.
Chapter 12: Analyst's Viewpoints/Conclusions
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 Learning Market Size Growth Rate by Type, 2019 VS 2023 VS 2030
1.2.2 E-Learning Courseware
1.2.3 Online Audio and Video Content
1.2.4 Social Games
1.2.5 Mobile Games
1.2.6 Other
1.3 Market by Application
1.3.1 Global Game Learning Market Size Growth Rate by Application, 2019 VS 2023 VS 2030
1.3.2 Educational Institutions
1.3.3 Healthcare Organizations
1.3.4 Defense Organizations
1.3.5 Corporate Employee Training
1.3.6 Other
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Game Learning Market Perspective (2019-2030)
2.2 Global Game Learning Growth Trends by Region
2.2.1 Game Learning Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Game Learning Historic Market Size by Region (2019-2024)
2.2.3 Game Learning Forecasted Market Size by Region (2025-2030)
2.3 Game Learning Market Dynamics
2.3.1 Game Learning Industry Trends
2.3.2 Game Learning Market Drivers
2.3.3 Game Learning Market Challenges
2.3.4 Game Learning Market Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue Game Learning by Players
3.1.1 Global Game Learning Revenue by Players (2019-2024)
3.1.2 Global Game Learning Revenue Market Share by Players (2019-2024)
3.2 Global Game Learning Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of Game Learning, Ranking by Revenue, 2022 VS 2023 VS 2024
3.4 Global Game Learning Market Concentration Ratio
3.4.1 Global Game Learning Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Game Learning Revenue in 2023
3.5 Global Key Players of Game Learning Head office and Area Served
3.6 Global Key Players of Game Learning, Product and Application
3.7 Global Key Players of Game Learning, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Game Learning Breakdown Data by Type
4.1 Global Game Learning Historic Market Size by Type (2019-2024)
4.2 Global Game Learning Forecasted Market Size by Type (2025-2030)
5 Game Learning Breakdown Data by Application
5.1 Global Game Learning Historic Market Size by Application (2019-2024)
5.2 Global Game Learning Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Game Learning Market Size (2019-2030)
6.2 North America Game Learning Market Size by Type
6.2.1 North America Game Learning Market Size by Type (2019-2024)
6.2.2 North America Game Learning Market Size by Type (2025-2030)
6.2.3 North America Game Learning Market Share by Type (2019-2030)
6.3 North America Game Learning Market Size by Application
6.3.1 North America Game Learning Market Size by Application (2019-2024)
6.3.2 North America Game Learning Market Size by Application (2025-2030)
6.3.3 North America Game Learning Market Share by Application (2019-2030)
6.4 North America Game Learning Market Size by Country
6.4.1 North America Game Learning Market Size by Country: 2019 VS 2023 VS 2030
6.4.2 North America Game Learning Market Size by Country (2019-2024)
6.4.3 North America Game Learning Market Size by Country (2025-2030)
6.4.4 U.S.
6.4.5 Canada
7 Europe
7.1 Europe Game Learning Market Size (2019-2030)
7.2 Europe Game Learning Market Size by Type
7.2.1 Europe Game Learning Market Size by Type (2019-2024)
7.2.2 Europe Game Learning Market Size by Type (2025-2030)
7.2.3 Europe Game Learning Market Share by Type (2019-2030)
7.3 Europe Game Learning Market Size by Application
7.3.1 Europe Game Learning Market Size by Application (2019-2024)
7.3.2 Europe Game Learning Market Size by Application (2025-2030)
7.3.3 Europe Game Learning Market Share by Application (2019-2030)
7.4 Europe Game Learning Market Size by Country
7.4.1 Europe Game Learning Market Size by Country: 2019 VS 2023 VS 2030
7.4.2 Europe Game Learning Market Size by Country (2019-2024)
7.4.3 Europe Game Learning Market Size by Country (2025-2030)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China Game Learning Market Size (2019-2030)
8.2 China Game Learning Market Size by Type
8.2.1 China Game Learning Market Size by Type (2019-2024)
8.2.2 China Game Learning Market Size by Type (2025-2030)
8.2.3 China Game Learning Market Share by Type (2019-2030)
8.3 China Game Learning Market Size by Application
8.3.1 China Game Learning Market Size by Application (2019-2024)
8.3.2 China Game Learning Market Size by Application (2025-2030)
8.3.3 China Game Learning Market Share by Application (2019-2030)
9 Asia (excluding China)
9.1 Asia Game Learning Market Size (2019-2030)
9.2 Asia Game Learning Market Size by Type
9.2.1 Asia Game Learning Market Size by Type (2019-2024)
9.2.2 Asia Game Learning Market Size by Type (2025-2030)
9.2.3 Asia Game Learning Market Share by Type (2019-2030)
9.3 Asia Game Learning Market Size by Application
9.3.1 Asia Game Learning Market Size by Application (2019-2024)
9.3.2 Asia Game Learning Market Size by Application (2025-2030)
9.3.3 Asia Game Learning Market Share by Application (2019-2030)
9.4 Asia Game Learning Market Size by Region
9.4.1 Asia Game Learning Market Size by Region: 2019 VS 2023 VS 2030
9.4.2 Asia Game Learning Market Size by Region (2019-2024)
9.4.3 Asia Game Learning Market Size by Region (2025-2030)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America Game Learning Market Size (2019-2030)
10.2 Middle East, Africa, and Latin America Game Learning Market Size by Type
10.2.1 Middle East, Africa, and Latin America Game Learning Market Size by Type (2019-2024)
10.2.2 Middle East, Africa, and Latin America Game Learning Market Size by Type (2025-2030)
10.2.3 Middle East, Africa, and Latin America Game Learning Market Share by Type (2019-2030)
10.3 Middle East, Africa, and Latin America Game Learning Market Size by Application
10.3.1 Middle East, Africa, and Latin America Game Learning Market Size by Application (2019-2024)
10.3.2 Middle East, Africa, and Latin America Game Learning Market Size by Application (2025-2030)
10.3.3 Middle East, Africa, and Latin America Game Learning Market Share by Application (2019-2030)
10.4 Middle East, Africa, and Latin America Game Learning Market Size by Country
10.4.1 Middle East, Africa, and Latin America Game Learning Market Size by Country: 2019 VS 2023 VS 2030
10.4.2 Middle East, Africa, and Latin America Game Learning Market Size by Country (2019-2024)
10.4.3 Middle East, Africa, and Latin America Game Learning Market Size by Country (2025-2030)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 LearningWare
11.1.1 LearningWare Company Details
11.1.2 LearningWare Business Overview
11.1.3 LearningWare Game Learning Introduction
11.1.4 LearningWare Revenue in Game Learning Business (2019-2024)
11.1.5 LearningWare Recent Developments
11.2 BreakAway
11.2.1 BreakAway Company Details
11.2.2 BreakAway Business Overview
11.2.3 BreakAway Game Learning Introduction
11.2.4 BreakAway Revenue in Game Learning Business (2019-2024)
11.2.5 BreakAway Recent Developments
11.3 Lumos Labs
11.3.1 Lumos Labs Company Details
11.3.2 Lumos Labs Business Overview
11.3.3 Lumos Labs Game Learning Introduction
11.3.4 Lumos Labs Revenue in Game Learning Business (2019-2024)
11.3.5 Lumos Labs Recent Developments
11.4 PlayGen
11.4.1 PlayGen Company Details
11.4.2 PlayGen Business Overview
11.4.3 PlayGen Game Learning Introduction
11.4.4 PlayGen Revenue in Game Learning Business (2019-2024)
11.4.5 PlayGen Recent Developments
11.5 Corporate Internet Games
11.5.1 Corporate Internet Games Company Details
11.5.2 Corporate Internet Games Business Overview
11.5.3 Corporate Internet Games Game Learning Introduction
11.5.4 Corporate Internet Games Revenue in Game Learning Business (2019-2024)
11.5.5 Corporate Internet Games Recent Developments
11.6 Games2Train
11.6.1 Games2Train Company Details
11.6.2 Games2Train Business Overview
11.6.3 Games2Train Game Learning Introduction
11.6.4 Games2Train Revenue in Game Learning Business (2019-2024)
11.6.5 Games2Train Recent Developments
11.7 HealthTap
11.7.1 HealthTap Company Details
11.7.2 HealthTap Business Overview
11.7.3 HealthTap Game Learning Introduction
11.7.4 HealthTap Revenue in Game Learning Business (2019-2024)
11.7.5 HealthTap Recent Developments
11.8 RallyOn, Inc
11.8.1 RallyOn, Inc Company Details
11.8.2 RallyOn, Inc Business Overview
11.8.3 RallyOn, Inc Game Learning Introduction
11.8.4 RallyOn, Inc Revenue in Game Learning Business (2019-2024)
11.8.5 RallyOn, Inc Recent Developments
11.9 MAK Technologies
11.9.1 MAK Technologies Company Details
11.9.2 MAK Technologies Business Overview
11.9.3 MAK Technologies Game Learning Introduction
11.9.4 MAK Technologies Revenue in Game Learning Business (2019-2024)
11.9.5 MAK Technologies Recent Developments
11.10 SCVNGR
11.10.1 SCVNGR Company Details
11.10.2 SCVNGR Business Overview
11.10.3 SCVNGR Game Learning Introduction
11.10.4 SCVNGR Revenue in Game Learning Business (2019-2024)
11.10.5 SCVNGR Recent Developments
11.11 SimuLearn
11.11.1 SimuLearn Company Details
11.11.2 SimuLearn Business Overview
11.11.3 SimuLearn Game Learning Introduction
11.11.4 SimuLearn Revenue in Game Learning Business (2019-2024)
11.11.5 SimuLearn Recent Developments
11.12 Will Interactive
11.12.1 Will Interactive Company Details
11.12.2 Will Interactive Business Overview
11.12.3 Will Interactive Game Learning Introduction
11.12.4 Will Interactive Revenue in Game Learning Business (2019-2024)
11.12.5 Will Interactive Recent Developments
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
LearningWare
BreakAway
Lumos Labs
PlayGen
Corporate Internet Games
Games2Train
HealthTap
RallyOn, Inc
MAK Technologies
SCVNGR
SimuLearn
Will Interactive
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*If Applicable.
