IMARC Group, a leading market research company, has recently releases report titled “Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028.” The study provides a detailed analysis of the industry, including the global game-based learning market size, share, trends, and growth forecasts. The report also includes competitor and regional analysis and highlights the latest advancements in the market.

Report Highlights

How big is the game-based learning market?

Report Attributes


Market Size in 2022

US$ 15.6 Billion

Market Forecast in 2028

US$ 42.3 Billion

Growth rate (2023 to 2028)

CAGR of 18.3%

Base Year of the Analysis


Forecast Period


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What are game-based learning?

Game-based learning aims to engage and captivate students by integrating video game design and components into educational settings. It not only simplifies intricate subjects but also offers an intriguing and enjoyable environment for learning. It encompasses various academic levels, spanning from early education to lifelong learning. It provides a multifaceted and captivating experience that enhances the learning capabilities and process. By incorporating various dimensions of game design, it effectively engages and motivates learners. Additionally, it promotes hand-eye coordination and facilitates the development of practical skills. These immersive games can be accessed through online platforms, face-to-face interactions, smartphones, and computers. By engaging in game-based learning, students can improve their lateral thinking abilities, cultivate valuable soft skills, reinforce information retention, grasp fundamental concepts, and unravel the intricacies of complex subjects. Moreover, these games provide a safe and supportive environment that encourages experimentation and learning from mistakes. It also empowers students to take ownership of their learning, fosters a creative problem-solving mindset, exposes them to diverse fields of study, and enhances the overall effectiveness of the learning process. As a result, game-based learning is gaining immense traction as a rapidly expanding trend in the education sector across the globe.

What are the growth prospects and trends in the game-based learning industry?

The global game-based learning market is primarily driven by the rising product adoption by educational institutions due to the growing demand for high-quality education that incorporates modern and interactive approaches. Moreover, the integration of tablet devices and e-learning methodologies in schools is positively influencing market growth. Apart from this, the rising utilization of Augmented Reality (AR) and Virtual Reality (VR) technologies in educational gamification that delivers a more immersive and interactive learning experience is another major growth-inducing factor. Additionally, numerous schools and universities are integrating game-based learning into traditional classrooms owing to its various benefits, including enhanced logical reasoning and hand-eye coordination, which in turn has augmented the product demand.

Besides this, the surging adoption of game-based learning in the corporate sector for training and skill development, aided by the introduction of new software solutions, is propelling market growth. Furthermore, the escalating demand for game-based services due to the increasing adoption of cloud-based platforms is contributing to market growth. Along with this, the rising popularity of game-based learning services among users that improve performance and seamless functionality of educational solutions and platforms during the learning process has catalyzed market growth. Other factors, including the rapid growth of social media platforms, inflating consumer disposable income levels, widespread access to smartphones, and the availability of high-speed internet, are also anticipated to drive the market further.

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What is included in market segmentation?

The report has segmented the market into the following categories:

Breakup by Platform:

  • Online
  • Offline

Breakup by Revenue Type:

  • Game Purchase
  • Advertising
  • Others

Breakup by End-User:

  • K-12 Game-Based Learning
  • Higher Game-Based Learning

Market Breakup by Region:

  • North America (United States, Canada)
  • Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, Others)
  • Europe (Germany, France, United Kingdom, Italy, Spain, Russia, Others)
  • Latin America (Brazil, Mexico, Others)
  • Middle East and Africa

Who are the key players operating in the industry?

The report covers the major market players including: 

  • Badgeville (CallidusCloud),
  • Bunchball (BI WORLDWIDE),
  • Classcraft Studios Inc.,
  • Six Waves Inc.,
  • Recurrence, Inc.,
  • Fundamentor (Paratus Knowledge Ventures Pvt Ltd),
  • Gametize Pte. Ltd.,
  • GradeCraft (The Regents of the University of Michigan),
  • Kuato Studios,
  • BreakAway Ltd., Inc.,
  • Filament Games,
  • LearningWare, Inc.,
  • Osmo (Tangible Play, Inc.)
  • Toolwire, Inc.

If you require any specific information that is not covered currently within the scope of the report, we will provide the same as a part of the customization.

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