The United States game based learning market size is projected to exhibit a growth rate (CAGR) of 18.00% during 2024-2032. The ongoing digital transformation in the education sector, various advances in technology, including augmented reality (AR), and virtual reality (VR) in the country, and rising parental support for GBL represent some of the key factors driving the market.
Report Attribute
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Key Statistics
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Base Year
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2023 |
Forecast Years
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2024-2032
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Historical Years
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2018-2023
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Market Growth Rate (2024-2032) | 18.00% |
Game-based learning (GBL) is an educational approach that incorporates elements of games and game design into the learning process. It is a pedagogical method that leverages the engagement, motivation, and interactive nature of games to enhance learning outcomes across various subjects and skills. In GBL, educational content is presented in the form of games or gamified activities, making learning enjoyable and effective. Games provide immediate feedback on learners' actions and decisions. This feedback loop allows learners to understand the consequences of their choices and make improvements. Additionally, assessment can be integrated into the game to measure progress. GBL also covers a wide range of subjects and skills, from mathematics and science to history, languages, and soft skills like problem-solving, critical thinking, and teamwork. Examples of GBL include educational video games, simulations, quizzes, puzzles, escape rooms, and gamified apps or platforms used in both traditional and online learning environments. GBL has gained popularity in education due to its ability to make learning enjoyable, foster critical thinking skills, and improve retention of information. It is particularly effective in engaging younger learners, but its principles can be applied to learners of all ages, making it a valuable approach in modern educational settings.
GBL leverages the inherent engagement and motivation that games provide. It captures learners' interest, making the learning experience more enjoyable and effective. This engagement factor is a key driver for the adoption of GBL in both K-12 and higher education. In addition, the ongoing digital transformation in education, accelerated by the COVID-19 pandemic, has created a favorable environment for GBL. Schools and institutions are increasingly integrating technology into their teaching methods, making GBL solutions more accessible. Besides, advances in technology, including augmented reality (AR), virtual reality (VR), and interactive simulations, have expanded the possibilities for GBL. These technologies enhance the immersive and interactive aspects of game-based learning experiences. Moreover, the broader trend of gamification, which applies game elements and principles to non-gaming contexts, has influenced the adoption of GBL. Educators and organizations recognize the value of gamified approaches in boosting engagement and participation. Additionally, Collaboration between educational institutions, ed-tech companies, and game developers has resulted in the creation of high-quality GBL solutions, propelling the market. Furthermore, parental support for GBL has increased as parents recognize its educational benefits. This support extends to advocating for GBL implementation in schools and seeking out GBL resources for home learning.
IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the country level for 2024-2032. Our report has categorized the market based on platform, revenue type, and end user.
Platform Insights:
The report has provided a detailed breakup and analysis of the market based on the platform. This includes online and offline.
Revenue Type Insights:
A detailed breakup and analysis of the market based on the revenue type have also been provided in the report. This includes game purchase, advertising, and others.
End User Insights:
The report has provided a detailed breakup and analysis of the market based on the end user. This includes K-12 game-based learning and higher game-based learning.
Regional Insights:
The report has also provided a comprehensive analysis of all the major regional markets, which include Northeast, Midwest, South, and West.
The market research report has also provided a comprehensive analysis of the competitive landscape. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.
Report Features | Details |
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Base Year of the Analysis | 2023 |
Historical Period | 2018-2023 |
Forecast Period | 2024-2032 |
Units | Million US$ |
Scope of the Report | Exploration of Historical and Forecast Trends, Industry Catalysts and Challenges, Segment-Wise Historical and Predictive Market Assessment:
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Platforms Covered | Online, Offline |
Revenue Types Covered | Game Purchase, Advertising, Others |
End Users Covered | K-12 Game-Based Learning, Higher Game-Based Learning |
Regions Covered | Northeast, Midwest, South, West |
Customization Scope | 10% Free Customization |
Report Price and Purchase Option | Single User License: US$ 3699 Five User License: US$ 4699 Corporate License: US$ 5699 |
Post-Sale Analyst Support |
10-12 Weeks |
Delivery Format | PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request) |