
Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.
Highlights
The global Higher Education Game-based Learning market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
Motion-sensing technology can be used to study the motion of the learner while the learning process is in progress and can record inferences accordingly. For instance, the eye-tracking feature can be used to deduce the focus level of the student, while the facial expressions and head positions can be studied to understand the learner’s engagement and also the focus level. This helps the instructor to modify the learning environment and content according to the preference of the students. Motion-sensing technology also helps learners practice physical skills or nuances, which can be implemented into the learning activity. For instance, the incorporation of physical movements or activities trains the learner about the optimum force or pressure required for a particular task. This will people the demand for the implementation of gamification in education, especially in the higher education sector.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Higher Education 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 Higher Education Game-based Learning.
The Higher Education Game-based Learning market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Higher Education 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 Higher Education Game-based Learning companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
By Company
McGraw-Hill Education
PlayGen
Toolwire
Totem Learning
Lumos Labs
Triseum
Designing Digitally
Forio
Innovative Dutch
LearningWare
Segment by Type
Rognitive Ability-Based Game-Based Learning
Language Learning-Related Game-Based Learning
Stem-Based Game-Based Learning
Segment by Application
Educational Institutions
Universities
Training Organizations
Others
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
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by 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: 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 Higher Education 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 key companies in the market in detail, including product revenue, 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 Higher Education Game-based Learning Market Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Rognitive Ability-Based Game-Based Learning
1.2.3 Language Learning-Related Game-Based Learning
1.2.4 Stem-Based Game-Based Learning
1.3 Market by Application
1.3.1 Global Higher Education Game-based Learning Market Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Educational Institutions
1.3.3 Universities
1.3.4 Training Organizations
1.3.5 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Higher Education Game-based Learning Market Perspective (2018-2029)
2.2 Higher Education Game-based Learning Growth Trends by Region
2.2.1 Global Higher Education Game-based Learning Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 Higher Education Game-based Learning Historic Market Size by Region (2018-2023)
2.2.3 Higher Education Game-based Learning Forecasted Market Size by Region (2024-2029)
2.3 Higher Education Game-based Learning Market Dynamics
2.3.1 Higher Education Game-based Learning Industry Trends
2.3.2 Higher Education Game-based Learning Market Drivers
2.3.3 Higher Education Game-based Learning Market Challenges
2.3.4 Higher Education Game-based Learning Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Higher Education Game-based Learning Players by Revenue
3.1.1 Global Top Higher Education Game-based Learning Players by Revenue (2018-2023)
3.1.2 Global Higher Education Game-based Learning Revenue Market Share by Players (2018-2023)
3.2 Global Higher Education Game-based Learning Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Higher Education Game-based Learning Revenue
3.4 Global Higher Education Game-based Learning Market Concentration Ratio
3.4.1 Global Higher Education Game-based Learning Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Higher Education Game-based Learning Revenue in 2022
3.5 Higher Education Game-based Learning Key Players Head office and Area Served
3.6 Key Players Higher Education Game-based Learning Product Solution and Service
3.7 Date of Enter into Higher Education Game-based Learning Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Higher Education Game-based Learning Breakdown Data by Type
4.1 Global Higher Education Game-based Learning Historic Market Size by Type (2018-2023)
4.2 Global Higher Education Game-based Learning Forecasted Market Size by Type (2024-2029)
5 Higher Education Game-based Learning Breakdown Data by Application
5.1 Global Higher Education Game-based Learning Historic Market Size by Application (2018-2023)
5.2 Global Higher Education Game-based Learning Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America Higher Education Game-based Learning Market Size (2018-2029)
6.2 North America Higher Education Game-based Learning Market Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Higher Education Game-based Learning Market Size by Country (2018-2023)
6.4 North America Higher Education Game-based Learning Market Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Higher Education Game-based Learning Market Size (2018-2029)
7.2 Europe Higher Education Game-based Learning Market Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Higher Education Game-based Learning Market Size by Country (2018-2023)
7.4 Europe Higher Education Game-based Learning Market Size by Country (2024-2029)
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 Higher Education Game-based Learning Market Size (2018-2029)
8.2 Asia-Pacific Higher Education Game-based Learning Market Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Higher Education Game-based Learning Market Size by Region (2018-2023)
8.4 Asia-Pacific Higher Education Game-based Learning Market Size by Region (2024-2029)
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 Higher Education Game-based Learning Market Size (2018-2029)
9.2 Latin America Higher Education Game-based Learning Market Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Higher Education Game-based Learning Market Size by Country (2018-2023)
9.4 Latin America Higher Education Game-based Learning Market Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Higher Education Game-based Learning Market Size (2018-2029)
10.2 Middle East & Africa Higher Education Game-based Learning Market Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Higher Education Game-based Learning Market Size by Country (2018-2023)
10.4 Middle East & Africa Higher Education Game-based Learning Market Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 McGraw-Hill Education
11.1.1 McGraw-Hill Education Company Detail
11.1.2 McGraw-Hill Education Business Overview
11.1.3 McGraw-Hill Education Higher Education Game-based Learning Introduction
11.1.4 McGraw-Hill Education Revenue in Higher Education Game-based Learning Business (2018-2023)
11.1.5 McGraw-Hill Education Recent Development
11.2 PlayGen
11.2.1 PlayGen Company Detail
11.2.2 PlayGen Business Overview
11.2.3 PlayGen Higher Education Game-based Learning Introduction
11.2.4 PlayGen Revenue in Higher Education Game-based Learning Business (2018-2023)
11.2.5 PlayGen Recent Development
11.3 Toolwire
11.3.1 Toolwire Company Detail
11.3.2 Toolwire Business Overview
11.3.3 Toolwire Higher Education Game-based Learning Introduction
11.3.4 Toolwire Revenue in Higher Education Game-based Learning Business (2018-2023)
11.3.5 Toolwire Recent Development
11.4 Totem Learning
11.4.1 Totem Learning Company Detail
11.4.2 Totem Learning Business Overview
11.4.3 Totem Learning Higher Education Game-based Learning Introduction
11.4.4 Totem Learning Revenue in Higher Education Game-based Learning Business (2018-2023)
11.4.5 Totem Learning Recent Development
11.5 Lumos Labs
11.5.1 Lumos Labs Company Detail
11.5.2 Lumos Labs Business Overview
11.5.3 Lumos Labs Higher Education Game-based Learning Introduction
11.5.4 Lumos Labs Revenue in Higher Education Game-based Learning Business (2018-2023)
11.5.5 Lumos Labs Recent Development
11.6 Triseum
11.6.1 Triseum Company Detail
11.6.2 Triseum Business Overview
11.6.3 Triseum Higher Education Game-based Learning Introduction
11.6.4 Triseum Revenue in Higher Education Game-based Learning Business (2018-2023)
11.6.5 Triseum Recent Development
11.7 Designing Digitally
11.7.1 Designing Digitally Company Detail
11.7.2 Designing Digitally Business Overview
11.7.3 Designing Digitally Higher Education Game-based Learning Introduction
11.7.4 Designing Digitally Revenue in Higher Education Game-based Learning Business (2018-2023)
11.7.5 Designing Digitally Recent Development
11.8 Forio
11.8.1 Forio Company Detail
11.8.2 Forio Business Overview
11.8.3 Forio Higher Education Game-based Learning Introduction
11.8.4 Forio Revenue in Higher Education Game-based Learning Business (2018-2023)
11.8.5 Forio Recent Development
11.9 Innovative Dutch
11.9.1 Innovative Dutch Company Detail
11.9.2 Innovative Dutch Business Overview
11.9.3 Innovative Dutch Higher Education Game-based Learning Introduction
11.9.4 Innovative Dutch Revenue in Higher Education Game-based Learning Business (2018-2023)
11.9.5 Innovative Dutch Recent Development
11.10 LearningWare
11.10.1 LearningWare Company Detail
11.10.2 LearningWare Business Overview
11.10.3 LearningWare Higher Education Game-based Learning Introduction
11.10.4 LearningWare Revenue in Higher Education Game-based Learning Business (2018-2023)
11.10.5 LearningWare 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
McGraw-Hill Education
PlayGen
Toolwire
Totem Learning
Lumos Labs
Triseum
Designing Digitally
Forio
Innovative Dutch
LearningWare
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*If Applicable.
