Global Game-Based Learning Market: Market by Knowledge Sourcing Intelligence

Global Game-based Learning market is anticipated to grow at a CAGR of 19.60% during the forecast period to reach a total market size of US$8.532 billion by 2022, increasing from US$3.487 billion in 2017. Rapid innovations in early-childhood learning games are significantly driving the growth of global game-based learning market. Various startups are investing in this business segment owing to escalating demand for creative ways to make kids learn new things so as to make education more interesting. Growing focus on the education of children with special needs is also boosting the demand for game-based learning solutions globally.

sample view of game-based learning market : market research by knowledge sourcing intelligence
Sample view of Game-Based Learning Market Forecast, US$ Billion, 2016 To 2022 


Global Game-Based Learning Market by Geography:
By geography, the game-based learning market is segmented as Americas, Europe Middle East and Arica, and Asia Pacific. The Americas game-based learning market is projected to grow significantly during the forecast period on account of increasing number of start-ups developing game-based learning applications along with growing focus on improving the educational proficiency of students. Simultaneously, the rising internet and smartphone penetration will drive the game-based learning market in Asia Pacific. It is anticipated that the use of game-based learning will further increase to improve the proportion of students having the proficient level of knowledge about the constitution of the country. The market research provides a detailed analysis of global game-based learning market on the basis of various segment like- by product, by geography etc.

sample view of game-based learning market: market research by knowledge sourcing intelligence
Sample view of Game-Based Learning Market Share by Geography


Global Game-Based Learning Market by Product:
By product, the game based learning market is segmented as self-paced learning, institutional learning, and corporate training.  The below pie-chart shows the market share of different products in the game-based learning market for the year 2016. Self-paced learning is projected to dominate this segment throughout the forecast period owing to the high usage of smartphones and other devices coupled with easy access to internet which allows users to use game-based learning apps anytime and anywhere. Corporate training will witness a significant CAGR during the forecast period owing to growing adoption of game-based learning solutions to train employees in terms of certain skills including leadership, time management, and personal productivity.

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As a result, the use of game-based learning applications is further anticipated to rise as it tends to support the learning ability of individuals with disability. 

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