The Game Based Learning Market Landscape: A Deep Dive into Market Share, Trends,

31 March 2025

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According to the research report published by Polaris Market Research, the global game-based learning market was valued at USD 11.15 billion in 2021 and is expected to reach USD 55.80 billion by 2030, to grow at a CAGR of 21.6% during the forecast period.

Polaris Market Research has published its latest comprehensive research study tiled Game Based Learning Market Evaluation. The report offers an in-depth analysis of all the key market aspects, covering Game Based Learning market share, size, trends, and industry developments. It offers authentic data and information to clients, helping them make strategic decisions. In addition, the research report tracks and provides information on all the major innovations and technological advancements in the market.

The research report considers the market’s past performance, highlights the market’s current status, and provides information on market forecasts. It examines the market’s competitive environments, along with the major segments and sub-segments in the market. In addition, an examination of the key regions and sub-regions has been provided. Stakeholders, investors, businesses, and other stakeholders will benefit from the detailed insights provided in the research study.

Market Dynamics

Growth Drivers: The research report sheds light on all the major factors driving the Game Based Learning market growth.

Market Trends: The study identifies and highlights all the key trends expected to fuel market development in the coming years.

Market Opportunities: The research report identifies areas where there is potential for growth or innovation within the market.

Key Challenges: Along with growth drivers and trends, the study details the most pressing challenges faced by the market and their potential impact on businesses and investors.

Research Methodology

This section of the Game Based Learning market research report highlights the research design and methods used to collect and analyze information. The report has been prepared by using a mix of both qualitative and quantitative analysis. Both primary and secondary research techniques, including surveys, focus groups, and information from credible sources, have been used to collect market data. The study has been prepared by expert analysts and researchers having extensive experience in the industry. In addition, all the information goes through a multi-step verification method to ensure accurate and reliable market analysis.

Market segmentations

Game-Based Learning Market, Platform Outlook (Revenue - USD Billion, 2018 - 2030)

Online
Offline
Game-Based Learning Market, Revenue Type Outlook (Revenue - USD Billion, 2018 - 2030)

Game Purchase
Advertising
Others
Game-Based Learning Market, End-Use Outlook (Revenue - USD Billion, 2018 - 2030)

Consumer
Education
K-12 Game-Based Learning
Higher Game-Based Learning
Government
Enterprises
Others
Game-Based Learning Market, Game Type Outlook (Revenue - USD Billion, 2018 - 2030)

AR VR games
AI-based games
Location-based games
Assessment and evaluation games
Training, knowledge, and skill-based games
Language learning games
Others
Browse Full Insights:

https://www.polarismarketresearch.com/industry-analysis/game-based-learning-market

Competitive Landscape

The Game Based Learning market competitive landscape explores all the major players in the market. It offers insight into the strategies, market share, strengths, and weaknesses. It also includes a competitive matrix, highlighting how the major market players across different market criteria such as product offerings, innovation, customer service, or pricing. An analysis of emerging market competitors has also been provided in the report. The research study makes use of industry-standard methodologies such as Porter’s Five Forces analysis and SWOT analysis to offer a thorough analysis of the market’s competitive environment.

A few of the major players covered in the research report are:

BreakAway games
Banzai Labs
Bublar Group
Frontier Developments
Cognitive Toybox
Fundamentor
Hornbill FX
Idnusgeeks
Indusgeek Solutions Pvt Ltd
Gamelearn
Kahoot
Recurrence
Raptivity
Schell Games
StratBeans Consulting Pvt
Tangible Play
Growth Drivers

The growing demand for training, presentations, and meetings within corporate and educational sectors is driving market expansion. For example, in February 2022, Imarticus Learning acquired StratOnboard, marking its second strategic acquisition. This move aligns with Imarticus’ broader ecosystem, supporting its diverse business segments, including Enterprise, Academic, Retail, and Consumer.

In November 2021, Kahoot! launched Kahoot! + Study, a new service tailored for higher education students. This platform allows students to create formative study experiences, helping them enhance their knowledge in preparation for final exams and throughout the academic year.

Additionally, in January 2021, Spin Master acquired Rubik's Cube to continue the brand’s legacy. The acquisition focuses on driving innovation across Rubik's product portfolio and expanding its global distribution. Key features like interactive challenges, automated feedback, competitive elements, social engagement, and reward systems exemplify game-based learning concepts.

Furthermore, businesses are increasingly organizing meetings, training sessions, and conferences focused on employee engagement, knowledge development, talent acquisition, and consumer interaction, further fueling market growth.

Regional Overview

The research report discusses how the growth of the market across various regions and sub-regions. The regional analysis section provides Game Based Learning market information at the global, national, and regional levels. In addition, an assessment of the market’s historical performance in specific regions and their supply and demand, logistics, and production capacity has been provided. The report also includes a forecast analysis section that provides vital information on revenue projection and global production, along with regional forecasts.

The key regions and sub-regions covered in the research report are:

• North America (US, Canada)
• Europe (France, Germany, UK, Italy, Netherlands, Spain, Russia)
• Asia Pacific (Japan, China, India, Malaysia, Indonesia. South Korea)
• Latin America (Brazil, Mexico, Argentina)
• Middle East & Africa (Saudi Arabia, UAE, Israel, South Africa)

The Report Answers Questions Such As

• What are the Game Based Learning market stats?
• What is the projected growth rate of the Game Based Learning market value?
• Which region is projected to witness the fastest growth during the forecast period?
• Which segment accounted for the largest market share?
• Who are the top companies operating in the market?
• How are strategic developments expected to impact the market in the coming years?

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