Game-Based Learning Market Size & Share Analysis - Growth Trends & Forecasts (2024 - 2029)

The Game-Based Learning Market Report is Segmented by Component (Solution, Services), by Platform Type (Offline, Online), by Deployment Type (On-Premises, Cloud), by Game Type (AR VR Games, Location Based Games, Knowledge & Skill-Based Games, Language Learning Games, AI-Based Games and Training, Others), by End-User Industry (Consumer, Education, Government, Enterprises, Other End-User Industries), by Geography (North America, Europe, Asia-Pacific, Latin America, Middle East, and Africa). The Market Sizes and Forecasts are Provided in Terms of Value (USD) for all the Above Segments.

Game-Based Learning Market Size

Game-Based Learning Market Summary
Study Period 2019 - 2029
Market Size (2024) USD 24.19 Billion
Market Size (2029) USD 64.78 Billion
CAGR (2024 - 2029) 21.78 %
Fastest Growing Market Asia Pacific
Largest Market North America
Market Concentration Low

Major Players

Game-Based Learning Market Major Players

*Disclaimer: Major Players sorted in no particular order

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Game-Based Learning Market Analysis

The Game-Based Learning Market size is estimated at USD 24.19 billion in 2024, and is expected to reach USD 64.78 billion by 2029, at a CAGR of 21.78% during the forecast period (2024-2029).

The increasing demand for gamified learning tools in education, enterprises, and other end-user industries, driven by advancements in artificial intelligence, augmented reality/virtual reality, and mobile technologies, is accelerating the market. The market sizing estimates are based on the revenue generated by solutions and services deployed through on-premise and cloud platforms catering to knowledge-based training, language learning, AR/VR games, and skill-building applications in North America, Europe, Asia-Pacific, and other regions. 

  • Game-based learning platforms encourage active learner participation by embedding challenging situations, rewards, and real-time feedback. These features enhance knowledge retention and skill development, making learning more engaging and effective, and appealing to both individual learners and corporate training programs. 
  • Increased corporate interest in upgrading skills and reskilling has driven the adoption rate of gamified training solutions. Organizations increasingly use such tools for leadership development, problem-solving exercises, and compliance training.
  • According to Ericsson, Global smartphone adoption is increasing significantly, with projections estimating around 7.5 billion users by 2028. This expanding user base is driving the demand for mobile-based learning applications. As smartphone users grow, the demand for gamified learning tools also rises. These tools enhance educational content by making it more flexible, interactive, and personalized, catering to the needs of modern learners who are often on the move.
  • The proliferation of smartphones and mobile tablets has changed how users access study materials. As more regions adopt these technologies, optimizing gamification-based learning solutions for mobile devices provides users with flexible, on-the-go learning experiences.
  • Using game-based learning platforms involves relatively lower infrastructure costs than traditional classrooms, making them more affordable and accessible to institutions and organizations of all sizes. These platforms are also scalable, meeting the diverse needs of different learners, which adds to their popularity across various sectors.

Game-Based Learning Market Trends

AR/VR Games Segment Expected to Witness Significant Growth

  • The new wave of learning, with immersive and interactive educational experiences, is leading the education landscape, placing AR/VR games as the fastest-growing segment in the game-based learning market. These technologies enhance engagement by creating virtual simulations of real-world environments where learners practice and build skills and concepts without risk in a dynamic environment. As schools and enterprises increasingly adopt AR/VR tools, the demand for game-based AR/VR solutions continues to soar.
  • Integrating augmented and virtual reality into game-based learning is part of the total trend of experiential learning, whereby students at school and employees in companies can work with complex concepts and get active, hands-on experience by literally seeing them. Virtual reality history lessons take users on a "visit to" ancient civilizations, just as augmented reality overlays in corporation training simulate machinery operations without giving on-site risks or a decrease in skill acquisition rates.
  • The growth of AR/VR games is also influenced by the reduction in the cost of hardware, like VR headsets and AR-enabled devices, which makes such technologies accessible to more users. Companies are also creating lightweight, portable, and easy-to-use equipment to ensure further-wide adoption across age and institutional divides.
  • Furthermore, the collaborations between AR/VR developers and educational institutions are fast-tracking innovations in this segment. Examples include partnerships that create curriculum-aligned VR modules and AR games, letting educators incorporate game-based learning seamlessly into traditional teaching.
  • More recently, the role of AR/VR games has been to provide learning content that best matches individual students' needs and abilities. Hence, AR/VR delivers both personalized content and adaptive learning paths.
  • Based on type, the AR/VR games segment is analyzed to hold a significant share of the game-based learning market during the forecast period. These games are increasingly being used in schools, colleges, and corporate training to enhance engagement and improve learning outcomes. Additionally, the growing recognition of AR/VR as a critical tool for modern education is expected to drive the segment's growth over the next few years.
Game-Based Learning Market: Global Internet Penetration Rate, in Percentage (%), by Region, 2019-2024

North America Expected to Hold the Largest Share in the Market

  • The advanced technological infrastructure and massive awareness regarding digital transformation in education and corporate training keep North America at the forefront of the Game-Based Learning Market. This region has swiftly adopted solutions based on AR/VR and gamified tools, defeating the conventional methods of creating an immersive and adaptive learning environment for diverse audiences.
  • The United States leads this growth, driven by significant investments in integrating game-based learning solutions in classrooms, training programs, and personal development platforms. In education and training systems within North America, a belief in gamification for improving engagement and retention is typical.
  • North American institutions have now started embracing sophisticated tools for simulation, like VR, which assists in developing skills. At the same time, AR helps overlay in the classroom to make learning interactive. The idea behind such technologies is to have learners go through scenarios they are likely to face in real life while still virtual; such practice inspires creativity, instills critical thinking, and puts knowledge into helpful application.
  • Corporate adoption of game-based learning tools is surging in most industries, including health, technology, and finance. Businesses increasingly use gamified training modules to streamline induction processes, conduct compliance training, and foster leadership development—a fact that underlines the region's strategic approach toward workforce upskilling.
  • At the same time, Canada is turning out to be one of the most significant contributors to the market because it prioritizes customized learning models and inclusiveness in education. Gamified platforms supporting different learning styles and needs are gaining momentum in the region, reflecting its dedication to creating accessible education for all.
  • Key achievements include the development of collaborations between educational institutions and technology providers for designing AR/VR-enabled curriculum modules. Examples of this kind of collaboration are immersive lessons in history or interactive learning activities in STEM subjects, which have transformed how youngsters learn, making it exciting and more effective.
  • With its cultural atmosphere of innovation, North America leads the Game-Based Learning Market. The interaction among edtech startups, established technology companies, and educational institutions enables continuous innovation in gamified solutions, keeping this region at the forefront of global trends in learning.
Game-Based Learning Market, Market CAGR (%), By Region, Global

Game-Based Learning Industry Overview

Factors such as low entry barriers, rapid adoption of gamified solutions, and technological advancements in augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) are driving competitive rivalry in the market.

Key players in the market include Kahoot, Duolingo, Cisco Systems, ELM Learning, and Centrical, among others.

The market consists of a combination of global and regional players competing in a fragmented landscape. As major players invest in expanding their presence and adopting innovative technologies, the firm's concentration ratio is expected to grow significantly during the forecast period.

With a focus on delivering immersive and adaptive learning experiences, competitive rivalry is anticipated to increase.

Competition in the early stages of gamified platform adoption indicates a high probability of intensified rivalry over the forecast period.

The current intensity of competitive rivalry in the market is high, and this trend is expected to continue.

Game-Based Learning Market Leaders

  1. Duolingo

  2. Cisco Systems Inc.

  3. Kahoot

  4. ELM Learning

  5. Centrical

*Disclaimer: Major Players sorted in no particular order

Game-Based Learning Market Concentration
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Game-Based Learning Market News

  • May 2024: Prodigy Learning has partnered with Minecraft Education to improve computer science education through game-based learning. This collaboration aims to provide engaging and easily teachable computer science curricula and assessments within the Minecraft Education platform.
  • April 2024: Legends of Learning has secured an USD 8 million grant from the U.S. Department of Education. Over the next five years, the study will delve into the effectiveness of game-based learning in Florida. Targeting fifth-grade science classes, the research will be conducted within the Miami-Dade County Public Schools, recognized as one of the largest K-12 districts in the U.S. The primary goal is to determine if gamification can boost student engagement and elevate standardized test scores in science.

Game-Based Learning Market Report - Table of Contents

  1. 1. INTRODUCTION

    1. 1.1 Study Assumptions and Market Definition

    2. 1.2 Scope of the Study

  2. 2. RESEARCH METHODOLOGY

  3. 3. EXECUTIVE SUMMARY

  4. 4. MARKET INSIGHTS

    1. 4.1 Market Overview

    2. 4.2 Industry Attractiveness - Porter's Five Forces Analysis

      1. 4.2.1 Threat of New Entrants

      2. 4.2.2 Bargaining Power of Buyers/Consumers

      3. 4.2.3 Bargaining Power of Suppliers

      4. 4.2.4 Threat of Substitute Products

      5. 4.2.5 Intensity of Competitive Rivalry

    3. 4.3 Assessment of Impact of macroeconomic trends on the market

  5. 5. MARKET DYNAMICS

    1. 5.1 Market Drivers

      1. 5.1.1 Increasing Demand for Interactive Learning

      2. 5.1.2 Rising Adoption in Education and Corporate Training

    2. 5.2 Market Restraints

      1. 5.2.1 Lack of Awarness and Resistance to Change

  6. 6. MARKET SEGMENTATION

    1. 6.1 Component

      1. 6.1.1 Solution

      2. 6.1.2 Services

    2. 6.2 Platform Type

      1. 6.2.1 Offline

      2. 6.2.2 Online

    3. 6.3 Deployment Type

      1. 6.3.1 On-Premise

      2. 6.3.2 Cloud

    4. 6.4 Game Type

      1. 6.4.1 AR VR Games

      2. 6.4.2 Location Based Games

      3. 6.4.3 Knowledge & Skill-based games

      4. 6.4.4 language learning games

      5. 6.4.5 AI-based Games and Training

      6. 6.4.6 Others

    5. 6.5 End-User Industry

      1. 6.5.1 Consumer

      2. 6.5.2 Education

      3. 6.5.3 Government

      4. 6.5.4 Enterprises

      5. 6.5.5 Others End-user Industries

    6. 6.6 Geography

      1. 6.6.1 North America

        1. 6.6.1.1 United States

        2. 6.6.1.2 Canada

        3. 6.6.1.3 Mexico

      2. 6.6.2 Europe

        1. 6.6.2.1 Germany

        2. 6.6.2.2 United Kingdom

        3. 6.6.2.3 France

        4. 6.6.2.4 Spain

      3. 6.6.3 Asia

        1. 6.6.3.1 India

        2. 6.6.3.2 China

        3. 6.6.3.3 Japan

      4. 6.6.4 Australia and New Zealand

      5. 6.6.5 Latin America

        1. 6.6.5.1 Brazil

        2. 6.6.5.2 Argentina

      6. 6.6.6 Middle East and Africa

        1. 6.6.6.1 United Arab Emirates

        2. 6.6.6.2 Saudi Arabia

  7. 7. COMPETITIVE LANDSCAPE

    1. 7.1 Company Profiles

      1. 7.1.1 Duolingo

      2. 7.1.2 Cisco Systems Inc.

      3. 7.1.3 Kahoot

      4. 7.1.4 ELM Learning

      5. 7.1.5 Centrical

      6. 7.1.6 Gamelearn

      7. 7.1.7 Filament Games

      8. 7.1.8 Allen Communication Learning

      9. 7.1.9 G-cube

      10. 7.1.10 Centrical

      11. 7.1.11 Gametize Learning Pool

      12. 7.1.12 The Performance Devlopment Group

      13. 7.1.13 Hurix Digital

      14. 7.1.14 Toolwire Spaces

      15. 7.1.15 StartBeans Consulting Pvt,Ltd

      16. 7.1.16 Cognitive Toybox Inc.

    2. *List Not Exhaustive
  8. 8. INVESTMENT ANALYSIS

  9. 9. FUTURE OF THE MARKET

**Subject to Availability
*** In the Final Report Asia, Australia and New Zealand will be Studied Together as 'Asia Pacific'
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Game-Based Learning Industry Segmentation

Game-based learning involves using games or game-like attributes to enhance learning by making experiences more engaging and interactive. This approach integrates educational content into challenges, rewards, and simulations to evoke active participation and skill-building. Game-based learning teaches learners to understand complex ideas, practice decision-making, and retain information better by applying storytelling, real-time feedback, and adaptive scenarios.

The game-based learning market is segmented by component (solution, services), by platform type (offline, online),by deployment type (on-premises, cloud), by game type (ar vr games, location based games, knowledge & skill-based games, language learning games, ai-based games and training, others), by end-user industry (consumer, education, government, enterprises, other end-user industries), by geography (North America [United States, Canada, Mexico, and Rest of North America], Europe [Germany, United Kingdom, France, Spain, and Rest of Europe], Asia-Pacific [India, China, Japan, New Zealand, Australia and Rest of Asia-Pacific], Latin America [Brazil, Argentina, and Rest of Latin America], Middle East and Africa [United Arab Emirates, Saudi Arabia, and Rest of Middle East and Africa]).

The report offers market forecasts and size in value (USD) for all the above segments.

Component
Solution
Services
Platform Type
Offline
Online
Deployment Type
On-Premise
Cloud
Game Type
AR VR Games
Location Based Games
Knowledge & Skill-based games
language learning games
AI-based Games and Training
Others
End-User Industry
Consumer
Education
Government
Enterprises
Others End-user Industries
Geography
North America
United States
Canada
Mexico
Europe
Germany
United Kingdom
France
Spain
Asia
India
China
Japan
Australia and New Zealand
Latin America
Brazil
Argentina
Middle East and Africa
United Arab Emirates
Saudi Arabia
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Game-Based Learning Market Research FAQs

The Game-Based Learning Market size is expected to reach USD 24.19 billion in 2024 and grow at a CAGR of 21.78% to reach USD 64.78 billion by 2029.

In 2024, the Game-Based Learning Market size is expected to reach USD 24.19 billion.

Duolingo, Cisco Systems Inc., Kahoot, ELM Learning and Centrical are the major companies operating in the Game-Based Learning Market.

Asia Pacific is estimated to grow at the highest CAGR over the forecast period (2024-2029).

In 2024, the North America accounts for the largest market share in Game-Based Learning Market.

In 2023, the Game-Based Learning Market size was estimated at USD 18.92 billion. The report covers the Game-Based Learning Market historical market size for years: 2019, 2020, 2021, 2022 and 2023. The report also forecasts the Game-Based Learning Market size for years: 2024, 2025, 2026, 2027, 2028 and 2029.

Game-Based Learning Industry Report

Statistics for the 2024 Game-Based Learning market share, size and revenue growth rate, created by Mordor Intelligence™ Industry Reports. Game-Based Learning analysis includes a market forecast outlook for 2024 to 2029 and historical overview. Get a sample of this industry analysis as a free report PDF download.

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Game-Based Learning Market Size & Share Analysis - Growth Trends & Forecasts (2024 - 2029)