Game-Based Learning Market Development, Trends, Demand and Forecast Till 2024Posted by Peter Clooney on November 25th, 2019 According to the latest report by IMARC Group titled, “Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2019-2024”, the market reached a value of US$ 2.4 Billion in 2018. Looking forward, the market is expected to reach a value of US$ 4.3 Billion by 2024, exhibiting a CAGR of around 10% during 2019-2024. Game-based learning is a teaching approach that helps students to learn new subjects through different aspects of a game. It simplifies complex topics and improves cognitive functions like memory and reasoning among learners. Moreover, it offers focus stimulation, engaging experience and high customization. As a result, the demand for game-based learning devices is increasing in the education industry across the world. As game-based learning solutions assist in promoting logical thinking and improving hand-eye coordination, schools, universities and other educational institutions are shifting from conventional teaching methods towards these modern technologies. Further, manufacturers are financing research and development activities to introduce advancements in game-based learning technology. For instance, they are incorporating Virtual Reality (VR), Augmented Reality (AR) and Artificial Intelligence (AI) in these devices to gain popularity among potential users, thereby expanding their consumer base. Apart from being used for educational purposes, the technology also finds application in the corporate sector for employee training and providing development programs. Market Segmentation: Breakup by Platform • Online Breakup by Revenue Type • Game Purchase Browse full report with detailed TOC and list of figures and tables: https://www.imarcgroup.com/game-based-learning-market Breakup by End-User • K-12 Game-Based Learning Breakup by Region • North America Competitive Landscape The report has also examined the competitive landscape of global game-based learning market. Some of the major players in the market are Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft, Kuato Studios, BreakAway Games, Filament Games, LearningWare, Playgen, Tangible Play and Toolwire. About Us IMARC Group is a leading market research company that offers management strategy and market research worldwide. We partner with clients in all sectors and regions to identify their highest-value opportunities, address their most critical challenges, and transform their businesses. IMARC’s information products include major market, scientific, economic and technological developments for business leaders in pharmaceutical, industrial, and high technology organizations. Market forecasts and industry analysis for biotechnology, advanced materials, pharmaceuticals, food and beverage, travel and tourism, nanotechnology and novel processing methods are at the top of the company’s expertise. Contact Us IMARC Group Like it? Share it!More by this author |