
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.
The global Game Learning market was valued at US$ 3262 million in 2023 and is anticipated to reach US$ 5033.4 million by 2030, witnessing a CAGR of 7.0% during the forecast period 2024-2030.
North American market for Game Learning 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 Learning 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 Learning in Educational Institutions 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 Learning include LearningWare, BreakAway, Lumos Labs, PlayGen, Corporate Internet Games, Games2Train, HealthTap, RallyOn, Inc and MAK Technologies, 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 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 Game Learning.
Report Scope
The Game 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 Game 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 Game 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
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
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 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 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 Growth 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 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Game Learning Market Perspective (2019-2030)
2.2 Game Learning Growth Trends by Region
2.2.1 Global 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 Top Game Learning Players by Revenue
3.1.1 Global Top Game Learning Players by Revenue (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 Players Covered: Ranking by Game Learning Revenue
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 Game Learning Key Players Head office and Area Served
3.6 Key Players Game Learning Product Solution and Service
3.7 Date of Enter into Game Learning Market
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 Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Game Learning Market Size by Country (2019-2024)
6.4 North America Game Learning Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Game Learning Market Size (2019-2030)
7.2 Europe Game Learning Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Game Learning Market Size by Country (2019-2024)
7.4 Europe Game 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 Game Learning Market Size (2019-2030)
8.2 Asia-Pacific Game Learning Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Game Learning Market Size by Region (2019-2024)
8.4 Asia-Pacific Game 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 Game Learning Market Size (2019-2030)
9.2 Latin America Game Learning Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Game Learning Market Size by Country (2019-2024)
9.4 Latin America Game Learning Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Game Learning Market Size (2019-2030)
10.2 Middle East & Africa Game Learning Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Game Learning Market Size by Country (2019-2024)
10.4 Middle East & Africa Game Learning Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 LearningWare
11.1.1 LearningWare Company Detail
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 Development
11.2 BreakAway
11.2.1 BreakAway Company Detail
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 Development
11.3 Lumos Labs
11.3.1 Lumos Labs Company Detail
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 Development
11.4 PlayGen
11.4.1 PlayGen Company Detail
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 Development
11.5 Corporate Internet Games
11.5.1 Corporate Internet Games Company Detail
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 Development
11.6 Games2Train
11.6.1 Games2Train Company Detail
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 Development
11.7 HealthTap
11.7.1 HealthTap Company Detail
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 Development
11.8 RallyOn, Inc
11.8.1 RallyOn, Inc Company Detail
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 Development
11.9 MAK Technologies
11.9.1 MAK Technologies Company Detail
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 Development
11.10 SCVNGR
11.10.1 SCVNGR Company Detail
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 Development
11.11 SimuLearn
11.11.1 SimuLearn Company Detail
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 Development
11.12 Will Interactive
11.12.1 Will Interactive Company Detail
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 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
LearningWare
BreakAway
Lumos Labs
PlayGen
Corporate Internet Games
Games2Train
HealthTap
RallyOn, Inc
MAK Technologies
SCVNGR
SimuLearn
Will Interactive
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*If Applicable.
