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Game-Based Learning Market Report Scope & Overview:

The Game-Based Learning Market size was USD 16.35 Billion in 2023 and is expected to Reach USD 78.13 Billion by 2031 and grow at a CAGR of 21.6% over the forecast period of 2024-2031.

The rapid use of immersive digital learning solutions like Augmented Reality (AR) and Virtual Reality (VR), as well as rising internet penetration and rising mobile device usage, are important factors fueling the market's revenue development. The market is expanding as a result of rising demand from the business and educational sectors for meetings, training, and presentations. The need for various online game-based learning courses has increased as a result of the move toward online education and the norms around working from home. These courses would allow for the real-time visualization of scalable 3D models, making learning more dynamic and relevant for students.

Game-Based Learning Market Revenue Analysis

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Many educational institutions have improved their game-based learning approaches in response to the increased need for high-quality education with a contemporary and interactive approach. The global market for game-based learning has also grown as a result of schools all over the world adopting tablet and e-learning approaches. Minecraft, developed by Mojang Studios, is an immersive sandbox video game. Players can construct anything they can think of in the game using a variety of blocks. One of the most popular video games of all time, Minecraft has been downloaded more than 232 million times. Because it can be used to teach a multitude of subjects, including arithmetic, science, and coding, Minecraft has also been used in educational settings.

Market Dynamics

Drivers

  • Customers exhibit a pronounced inclination towards engaging in educational activities while simultaneously deriving enjoyment from the game.

  • Increasing the use of technology in the educational sector to drive demand.

  • Increasing the use of digital learning

This makes it easier for learning centers to give students a more thorough, interesting, and immersive experience. The employment of cutting-edge tools can aid pupils in comprehending complicated issues and enhancing their decision-making and problem-solving abilities. Additionally, using technology to conduct knowledge sessions gives participants access to better resources like videos, digital textbooks, and online information, strengthening the session's overall impact. It promotes improved teacher-student interaction and fosters a positive atmosphere conducive to discussion, idea production, and debate. Technology has become crucial because it helps pupils prepare for the future. The need for game-based learning, which is known to have a substantial impact on students' learning, is anticipated to increase as this part of education is increasingly realized.

Restrains

  • Huge implementation, maintenance, and training costs

  • Phishing attempts in game-based learning require high levels of safety.

  • Low internet accessibility and a lack of IT infrastructure at schools and colleges.

Opportunities

  • A greater need for comprehension and retention among students

  • Attractive revenue generation and affordable operating costs

  • The increased demand for learning-related AI, AR, and VR

Challenges

  • Various complexity in eLearning

Even while game-based learning is a tool, calling it that oversimplifies the idea. It is a tool that serves a purpose, yet both the tool and the purpose are very complicated. Learners will lose interest in the game if they realize it was built haphazardly or without a real purpose if game-based learning is employed badly in a training course, which not only wastes money. Game-based learning is hampered by difficulties with technology, vendor management, and personnel management. Games are complicated artifacts, and creating them requires expertise in a variety of fields, including design, psychology, and programming, to mention a few. Like games, game-based learning strives to give consumers compelling experiences. According to a Talon study, creating gamified features is even more challenging than creating games since the operational needs of the game-based learning context restrict the infinite design possibilities of games. The students run into technological issues due to a poor internet connection. Overall, the game-based learning approach has a few minor difficulties.

Impact of the Russia-Ukraine

In times of crisis, governments may redirect resources away from education and technology initiatives to fund military efforts and address immediate humanitarian needs. This can lead to reduced funding for educational technology, including GBL. Geopolitical tensions can impact international trade and cooperation. If the Russia-Ukraine conflict escalates and leads to further international tensions, it could affect the ability of GBL companies to collaborate across borders and expand into new markets. Ukraine is a significant hub for technology and software development. Many GBL companies rely on global supply chains, and disruptions in the region could affect the production and distribution of GBL products and services. After a month of intense warfare, local officials have reported that a staggering number of 733 educational institutions have been either destroyed or severely damaged. According to data from UNESCO's Institute for Statistics, more than 6.84 million individuals in Ukraine are of school age, ranging from pre-primary to postsecondary education. As of May 6, 2022, 126 schools and universities had been totally destroyed, while an additional 1,635 had sustained varied degrees of damage, according to the Ministry of Education and Science of Ukraine (MOES). This unfortunate situation accounts for approximately 5% of all educational establishments in the country. During times of conflict and crisis, educational priorities may shift. Governments and educational institutions might prioritize emergency response, security, and basic needs over educational technology initiatives, potentially slowing down the adoption of GBL. On the flip side, during times of crisis, there may be an increased demand for online learning solutions, including GBL, as people look for alternatives to traditional classroom-based education. This could present opportunities for GBL providers to meet this demand.

Impact of Recession

Recessions often drive a shift toward online learning, as it can be more cost-effective than traditional classroom-based education. GBL can benefit from this trend as it can often be delivered online, making it an attractive option for cost-conscious institutions and individuals. During economic downturns, the demand for skill development typically increases, as individuals seek to enhance their employability. GBL can play a significant role in meeting this demand by offering engaging and effective ways to acquire new skills. Many companies use GBL for employee training and development. During a recession, companies may reduce their workforce or cut costs, but they may also seek to upskill their remaining employees to improve productivity. GBL can be a valuable tool for this purpose.  The GBL industry may become more competitive during a recession, as providers seek to attract a smaller pool of customers. This can drive innovation as companies look for ways to differentiate themselves and offer more cost-effective solutions.

During economic downturns, governments and educational institutions may prioritize education and workforce development to help individuals recover from job losses. This could lead to increased funding or support for GBL initiatives. According to a recent survey conducted by the Sloan Consortium, there has been a notable 12% increase in the number of students enrolling in at least one online course. During challenging economic times, there may be a greater emphasis on measuring the effectiveness and return on investment (ROI) of educational initiatives, including GBL. Providers may need to demonstrate the value of their products more rigorously.

Key Market Segmentation

By Component

  • Solution

  • Services

By Deployment mode

  • cloud

  • on-premise

By Platform

  • Online

  • Offline

By Game type

  • AR VR games

  • AI-based games

  • Location-based games

  • Assessment and evaluation of games

  • Training, knowledge, and skill-based games

  • Language learning games

  • Others

By End-user

  • Consumer

  • Education

  • Government

  • Enterprises

On-premises and cloud deployment modes make up the deployment mode category. Due to the growing demand for video games and economical gaming solutions, the cloud sector held the top spot in the market with a market share of 59%. The component portion is composed of the segments for services and solutions. Due to rising customer interaction, the solution category held the market's top spot with a market share of 57.3%.

Regional Analysis

The North American market has captured the largest share of revenue 35.2%. A few of the major drivers propelling the market's revenue growth in this area include the quick uptake of game-based learning solutions and the growing integration of sophisticated technologies like AI, AR/VR, and cloud technologies with traditional learning solutions. Strong Information and Communications Technology (ICT) infrastructure in higher educational institutions along with easy access to consistent network connectivity, which permits streaming and downloading of high-quality videos, are supporting market growth. The growing adoption of cloud computing in this region makes it possible to deliver game-based learning effectively by providing greater computational and storage capabilities for running AR and VR-based solutions.

Over the course of the projected period, the Asia Pacific market is anticipated to rise at a substantial rate. A few of the major reasons fueling market revenue growth include the expanding number of government efforts promoting the adoption of digital solutions, as well as the expanding higher education and corporate sectors. One of the main drivers of market expansion is the increase in funding and high-value investments made by big corporations in the Asia Pacific area, particularly by fintech firms.

Game-Based-Learning-Market-By-Region

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REGIONAL COVERAGE:

North America

  • US

  • Canada

  • Mexico

Europe

  • Eastern Europe

    • Poland

    • Romania

    • Hungary

    • Turkey

    • Rest of Eastern Europe

  • Western Europe

    • Germany

    • France

    • UK

    • Italy

    • Spain

    • Netherlands

    • Switzerland

    • Austria

    • Rest of Western Europe

Asia Pacific

  • China

  • India

  • Japan

  • South Korea

  • Vietnam

  • Singapore

  • Australia

  • Rest of Asia Pacific

Middle East & Africa

  • Middle East

    • UAE

    • Egypt

    • Saudi Arabia

    • Qatar

    • Rest of Middle East

  • Africa

    • Nigeria

    • South Africa

    • Rest of Africa

Latin America

  • Brazil

  • Argentina

  • Colombia

Rest of Latin America

Key Players

The major players are Bublar Group, BreakAway games, Frontier Developments, Playgen, Minecraft, Spin Master, Idnusgeeks, Kahoot, Gamelearn, Recurrence, Stratbeans, Tangible Play, Simulearn, Raptivity, Banzai Labs, Cognitive Toybox, VR Education Holdings, Fundamental, Kuato Studios, Schell Games, Monkimun, Smart Lumies, G-Cube, Dreams, Layup, MLevel, Threatgen, Gametize, Sweetrush, Kidoz, and others

BreakAway games-Company Financial Analysis

Company Landscape Analysis

Recent Development

Clever, one of the most popular digital learning platforms in the US, was purchased by Kahoot! in May 2021. K–12 institutions to improve education everywhere. The collaboration of two of the most well-liked educational platforms, each with unique and highly complementary features, will enhance learning options and offerings for US schools while hastening the global rollout of Clever's products.

Redstage joins the Goodbye Kansas Group's Sayduck SaaS AR platform as a value-added reseller in May 2021. Anyone may completely engage with products in 3D and AR on the Sayduck Platform, providing a more realistic purchasing experience. The Sayduck Platform can now be a part of Redstage's 3D/AR offering thanks to this agreement.

Game-Based Learning Market Report Scope:

Report Attributes Details
Market Size in 2023  US$ 16.35 Bn
Market Size by 2031  US$ 78.13 Bn
CAGR   CAGR of 21.6% From 2024 to 2031
Base Year  2023
Forecast Period  2024-2031
Historical Data  2020-2021
Report Scope & Coverage Market Size, Segments Analysis, Competitive  Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook
Key Segments • By Component (Solution, Services)
• By Deployment mode (cloud, on-premise), By Platform (Online, Offline)
• By Game Type (AR VR games, AI-based games, Location-based games, Assessment and evaluation games, Training, knowledge, and skill-based games, Language learning games, and Others)
• By End-user (Consumer, Education, Government, Enterprises)
Regional Analysis/Coverage North America (US, Canada, Mexico), Europe (Eastern Europe [Poland, Romania, Hungary, Turkey, Rest of Eastern Europe] Western Europe] Germany, France, UK, Italy, Spain, Netherlands, Switzerland, Austria, Rest of Western Europe]), Asia Pacific (China, India, Japan, South Korea, Vietnam, Singapore, Australia, Rest of Asia Pacific), Middle East & Africa (Middle East [UAE, Egypt, Saudi Arabia, Qatar, Rest of Middle East], Africa [Nigeria, South Africa, Rest of Africa], Latin America (Brazil, Argentina, Colombia Rest of Latin America)
Company Profiles Bublar Group, BreakAway games, Frontier Developments, Playgen, Minecraft, Spin Master, Idnusgeeks, Kahoot, Gamelearn, Recurrence, Stratbeans, Tangible Play, Simulearn, Raptivity, Banzai Labs, Cognitive Toybox, VR Education Holdings, Fundamental, Kuato Studios, Schell Games, Monkimun, Smart Lumies, G-Cube, Dreams, Layup, MLevel, Threatgen, Gametize, Sweetrush, Kidoz
Key Drivers • Customers exhibit a pronounced inclination towards engaging in educational activities while simultaneously deriving enjoyment from the game.
• Increasing the use of technology in the educational sector to drive demand
• Increasing the use of digital learning
Market Restraints • Huge implementation, maintenance, and training costs
• Phishing attempts in game-based learning require high levels of safety.
• Low internet accessibility and a lack of IT infrastructure at schools and colleges.

 

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Ans: The value of the Game-Based Learning Market is 11.4 billion in 2022.

Ans. The CAGR of the Game-Based Learning Market is 20.78 %.

Ans. The forecast period of the Game-Based Learning Market is 2022-2030.

Ans:  Five segments are covered in the Game-Based Learning Market Report, By Component, By Deployment mode, By Platform, By Game type, By End-user.

Table of Contents


1. Introduction
1.1 Market Definition
1.2 Scope
1.3 Research Assumptions

2. Research Methodology

3. Market Dynamics
3.1 Drivers
3.2 Restraints
3.3 Opportunities
3.4 Challenges

4. Impact Analysis
4.1 Impact of Russia-Ukraine War
4.2 Impact of Ongoing Recession
4.2.1 Introduction
4.2.2 Impact on major economies
4.2.2.1 US
4.2.2.2 Canada
4.2.2.3 Germany
4.2.2.4 France
4.2.2.5 United Kingdom
4.2.2.6 China
4.2.2.7 japan
4.2.2.8 South Korea
4.2.2.9 Rest of the World

5. Value Chain Analysis

6. Porter’s 5 forces model

7. PEST Analysis

8. Game-Based Learning Market Segmentation, By Component
8.1 Solution
8.2 Services

9. Game-Based Learning Market Segmentation, By Deployment Mode
9.1 cloud
9.2 on-premise

10. Game-Based Learning Market Segmentation, By Platform
10.1 Online
10.2 Offline

11. Game-Based Learning Market Segmentation, By Game Type
11.1 AR VR games
11.2 AI-based games
11.3 Location-based games
11.4 Assessment and evaluation games
11.5 Training, knowledge, and skill-based games
11.6 Language learning games
11.7 Others

12. Game-Based Learning Market Segmentation, By End-user
12.1 Consumer
12.2 Education
12.3 Government
12.4 Enterprises

13. Regional Analysis
13.1 Introduction
13.2 North America
13.2.1 North America Game-Based Learning Market By Country
13.2.2 North America Game-Based Learning Market By component
13.2.3 North America Game-Based Learning Market By Deployment Mode
13.2.4 North America Game-Based Learning Market By Platform
13.2.5 North America Game-Based Learning Market By Game Type
13.2.6 North America Game-Based Learning Market By End-user
13.2.7 USA
13.2.7.1 USA Game-Based Learning Market By component
13.2.7.2 USA Game-Based Learning Market By Deployment Mode
13.2.7.3 USA Game-Based Learning Market By Platform
13.2.7.4 USA Game-Based Learning Market By Game Type
13.2.7.5 USA Game-Based Learning Market By End-user
13.2.8 Canada
13.2.8.1 Canada Game-Based Learning Market By component
13.2.8.2 Canada Game-Based Learning Market By Deployment Mode
13.2.8.3 Canada Game-Based Learning Market By Platform
13.2.8.4 Canada Game-Based Learning Market By Game Type
13.2.8.5 Canada Game-Based Learning Market By End-user
13.2.9 Mexico
13.2.9.1 Mexico Game-Based Learning Market By component
13.2.9.2 Mexico Game-Based Learning Market By Deployment Mode
13.2.9.3 Mexico Game-Based Learning Market By Platform
13.2.9.4 Mexico Game-Based Learning Market By Game Type
13.2.9.5 Mexico Game-Based Learning Market By End-user
13.3 Europe
13.3.1 Eastern Europe
13.3.1.1 Eastern Europe Game-Based Learning Market By Country
13.3.1.2 Eastern Europe Game-Based Learning Market By component
13.3.1.3 Eastern Europe Game-Based Learning Market By Deployment Mode
13.3.1.4 Eastern Europe Game-Based Learning Market By Platform
13.3.1.5 Eastern Europe Game-Based Learning Market By Game Type
13.3.1.6 Eastern Europe Game-Based Learning Market By End-user
13.3.1.7 Poland
13.3.1.7.1 Poland Game-Based Learning Market By component
13.3.1.7.2 Poland Game-Based Learning Market By Deployment Mode
13.3.1.7.3 Poland Game-Based Learning Market By Platform
13.3.1.7.4 Poland Game-Based Learning Market By Game Type
13.3.1.7.5 Poland Game-Based Learning Market By End-user
13.3.1.8 Romania
13.3.1.8.1 Romania Game-Based Learning Market By component
13.3.1.8.2 Romania Game-Based Learning Market By Deployment Mode
13.3.1.8.3 Romania Game-Based Learning Market By Platform
13.3.1.8.4 Romania Game-Based Learning Market By Game Type
13.3.1.8.5 Romania Game-Based Learning Market By End-user
13.3.1.9 Hungary
13.3.1.9.1 Hungary Game-Based Learning Market By component
13.3.1.9.2 Hungary Game-Based Learning Market By Deployment Mode
13.3.1.9.3 Hungary Game-Based Learning Market By Platform
13.3.1.9.4 Hungary Game-Based Learning Market By Game Type
13.3.1.9.5 Hungary Game-Based Learning Market By End-user
13.3.1.10 Turkey
13.3.1.10.1 Turkey Game-Based Learning Market By component
13.3.1.10.2 Turkey Game-Based Learning Market By Deployment Mode
13.3.1.10.3 Turkey Game-Based Learning Market By Platform
13.3.1.10.4 Turkey Game-Based Learning Market By Game Type
13.3.1.10.5 Turkey Game-Based Learning Market By End-user
13.3.1.11 Rest of Eastern Europe
13.3.1.11.1 Rest of Eastern Europe Game-Based Learning Market By component
13.3.1.11.2 Rest of Eastern Europe Game-Based Learning Market By Deployment Mode
13.3.1.11.3 Rest of Eastern Europe Game-Based Learning Market By Platform
13.3.1.11.4 Rest of Eastern Europe Game-Based Learning Market By Game Type
13.3.1.11.5 Rest of Eastern Europe Game-Based Learning Market By End-user
13.3.2 Western Europe
13.3.2.1 Western Europe Game-Based Learning Market By Country
13.3.2.2 Western Europe Game-Based Learning Market By component
13.3.2.3 Western Europe Game-Based Learning Market By Deployment Mode
13.3.2.4 Western Europe Game-Based Learning Market By Platform
13.3.2.5 Western Europe Game-Based Learning Market By Game Type
13.3.2.6 Western Europe Game-Based Learning Market By End-user
13.3.2.7 Germany
13.3.2.7.1 Germany Game-Based Learning Market By component
13.3.2.7.2 Germany Game-Based Learning Market By Deployment Mode
13.3.2.7.3 Germany Game-Based Learning Market By Platform
13.3.2.7.4 Germany Game-Based Learning Market By Game Type
13.3.2.7.5 Germany Game-Based Learning Market By End-user
13.3.2.8 France
13.3.2.8.1 France Game-Based Learning Market By component
13.3.2.8.2 France Game-Based Learning Market By Deployment Mode
13.3.2.8.3 France Game-Based Learning Market By Platform
13.3.2.8.4 France Game-Based Learning Market By Game Type
13.3.2.8.5 France Game-Based Learning Market By End-user
13.3.2.9 UK
13.3.2.9.1 UK Game-Based Learning Market By component
13.3.2.9.2 UK Game-Based Learning Market By Deployment Mode
13.3.2.9.3 UK Game-Based Learning Market By Platform
13.3.2.9.4 UK Game-Based Learning Market By Game Type
13.3.2.9.5 UK Game-Based Learning Market By End-user
13.3.2.10 Italy
13.3.2.10.1 Italy Game-Based Learning Market By component
13.3.2.10.2 Italy Game-Based Learning Market By Deployment Mode
13.3.2.10.3 Italy Game-Based Learning Market By Platform
13.3.2.10.4 Italy Game-Based Learning Market By Game Type
13.3.2.10.5 Italy Game-Based Learning Market By End-user
13.3.2.11 Spain
13.3.2.11.1 Spain Game-Based Learning Market By component
13.3.2.11.2 Spain Game-Based Learning Market By Deployment Mode
13.3.2.11.3 Spain Game-Based Learning Market By Platform
13.3.2.11.4 Spain Game-Based Learning Market By Game Type
13.3.2.11.5 Spain Game-Based Learning Market By End-user
13.3.2.12 The Netherlands
13.3.2.12.1 Netherlands Game-Based Learning Market By component
13.3.2.12.2 Netherlands Game-Based Learning Market By Deployment Mode
13.3.2.12.3 Netherlands Game-Based Learning Market By Platform
13.3.2.12.4 Netherlands Game-Based Learning Market By Game Type
13.3.2.12.5 Netherlands Game-Based Learning Market By End-user
13.3.2.13 Switzerland
13.3.2.13.1 Switzerland Game-Based Learning Market By component
13.3.2.13.2 Switzerland Game-Based Learning Market By Deployment Mode
13.3.2.13.3 Switzerland Game-Based Learning Market By Platform
13.3.2.13.4 Switzerland Game-Based Learning Market By Game Type
13.3.2.13.5 Switzerland Game-Based Learning Market By End-user
13.3.2.14 Austria
13.3.2.14.1 Austria Game-Based Learning Market By component
13.3.2.14.2 Austria Game-Based Learning Market By Deployment Mode
13.3.2.14.3 Austria Game-Based Learning Market By Platform
13.3.2.14.4 Austria Game-Based Learning Market By Game Type
13.3.2.14.5 Austria Game-Based Learning Market By End-user
13.3.2.15 Rest of Western Europe
13.3.2.15.1 Rest of Western Europe Game-Based Learning Market By component
13.3.2.15.2 Rest of Western Europe Game-Based Learning Market By Deployment Mode
13.3.2.15.3 Rest of Western Europe Game-Based Learning Market By Platform
13.3.2.15.4 Rest of Western Europe Game-Based Learning Market By Game Type
13.3.2.15.5 Rest of Western Europe Game-Based Learning Market By End-user
13.4 Asia-Pacific
13.4.1 Asia Pacific Game-Based Learning Market By Country
13.4.2 Asia Pacific Game-Based Learning Market By component
13.4.3 Asia Pacific Game-Based Learning Market By Deployment Mode
13.4.4 Asia Pacific Game-Based Learning Market By Platform
13.4.5 Asia Pacific Game-Based Learning Market By Game Type
13.4.6 Asia Pacific Game-Based Learning Market By End-user
13.4.7 China
13.4.7.1 China Game-Based Learning Market By component
13.4.7.2 China Game-Based Learning Market By Deployment Mode
13.4.7.3 China Game-Based Learning Market By Platform
13.4.7.4 China Game-Based Learning Market By Game Type
13.4.7.5 China Game-Based Learning Market By End-user
13.4.8 India
13.4.8.1 India Game-Based Learning Market By component
13.4.8.2 India Game-Based Learning Market By Deployment Mode
13.4.8.3 India Game-Based Learning Market By Platform
13.4.8.4 India Game-Based Learning Market By Game Type
13.4.8.5 India Game-Based Learning Market By End-user
13.4.9 Japan
13.4.9.1 Japan Game-Based Learning Market By component
13.4.9.2 Japan Game-Based Learning Market By Deployment Mode
13.4.9.3 Japan Game-Based Learning Market By Platform
13.4.9.4 Japan Game-Based Learning Market By Game Type
13.4.9.5 Japan Game-Based Learning Market By End-user
13.4.10 South Korea
13.4.10.1 South Korea Game-Based Learning Market By component
13.4.10.2 South Korea Game-Based Learning Market By Deployment Mode
13.4.10.3 South Korea Game-Based Learning Market By Platform
13.4.10.4 South Korea Game-Based Learning Market By Game Type
13.4.10.5 South Korea Game-Based Learning Market By End-user
13.4.11 Vietnam
13.4.11.1 Vietnam Game-Based Learning Market By component
13.4.11.2 Vietnam Game-Based Learning Market By Deployment Mode
13.4.11.3 Vietnam Game-Based Learning Market By Platform
13.4.11.4 Vietnam Game-Based Learning Market By Game Type
13.4.11.5 Vietnam Game-Based Learning Market By End-user
13.4.12 Singapore
13.4.12.1 Singapore Game-Based Learning Market By component
13.4.12.2 Singapore Game-Based Learning Market By Deployment Mode
13.4.12.3 Singapore Game-Based Learning Market By Platform
13.4.12.4 Singapore Game-Based Learning Market By Game Type
13.4.12.5 Singapore Game-Based Learning Market By End-user
13.4.13 Australia
13.4.13.1 Australia Game-Based Learning Market By component
13.4.13.2 Australia Game-Based Learning Market By Deployment Mode
13.4.13.3 Australia Game-Based Learning Market By Platform
13.4.13.4 Australia Game-Based Learning Market By Game Type
13.4.13.5 Australia Game-Based Learning Market By End-user
13.4.14 Rest of Asia-Pacific
13.4.14.1 APAC Game-Based Learning Market By component
13.4.14.2 APAC Game-Based Learning Market By Deployment Mode
13.4.14.3 APAC Game-Based Learning Market By Platform
13.4.14.4 APAC Game-Based Learning Market By Game Type
13.4.14.5 APAC Game-Based Learning Market By End-user
13.5 The Middle East & Africa
13.5.1 Middle East
13.5.1.1 Middle East Game-Based Learning Market By country
13.5.1.2 Middle East Game-Based Learning Market By component
13.5.1.3 Middle East Game-Based Learning Market By Deployment Mode
13.5.1.4 Middle East Game-Based Learning Market By Platform
13.5.1.5 Middle East Game-Based Learning Market By Game Type
13.5.1.6 Middle East Game-Based Learning Market By End-user
13.5.1.7 UAE
13.5.1.7.1 UAE Game-Based Learning Market By component
13.5.1.7.2 UAE Game-Based Learning Market By Deployment Mode
13.5.1.7.3 UAE Game-Based Learning Market By Platform
13.5.1.7.4 UAE Game-Based Learning Market By Game Type
13.5.1.7.5 UAE Game-Based Learning Market By End-user
13.5.1.8 Egypt
13.5.1.8.1 Egypt Game-Based Learning Market By component
13.5.1.8.2 Egypt Game-Based Learning Market By Deployment Mode
13.5.1.8.3 Egypt Game-Based Learning Market By Platform
13.5.1.8.4 Egypt Game-Based Learning Market By Game Type
13.5.1.8.5 Egypt Game-Based Learning Market By End-user
13.5.1.9 Saudi Arabia
13.5.1.9.1 Saudi Arabia Game-Based Learning Market By component
13.5.1.9.2 Saudi Arabia Game-Based Learning Market By Deployment Mode
13.5.1.9.3 Saudi Arabia Game-Based Learning Market By Platform
13.5.1.9.4 Saudi Arabia Game-Based Learning Market By Game Type
13.5.1.9.5 Saudi Arabia Game-Based Learning Market By End-user
13.5.1.10 Qatar
13.5.1.10.1 Qatar Game-Based Learning Market By component
13.5.1.10.2 Qatar Game-Based Learning Market By Deployment Mode
13.5.1.10.3 Qatar Game-Based Learning Market By Platform
13.5.1.10.4 Qatar Game-Based Learning Market By Game Type
13.5.1.10.5 Qatar Game-Based Learning Market By End-user
13.5.1.11 Rest of Middle East
13.5.1.11.1 Rest of Middle East Game-Based Learning Market By component
13.5.1.11.2 Rest of Middle East Game-Based Learning Market By Deployment Mode
13.5.1.11.3 Rest of Middle East Game-Based Learning Market By Platform
13.5.1.11.4 Rest of Middle East Game-Based Learning Market By Game Type
13.5.1.11.5 Rest of Middle East Game-Based Learning Market By End-user
13.5.2 Africa
13.5.2.1 Africa Game-Based Learning Market By Country
13.5.2.2 Africa Game-Based Learning Market By component
13.5.2.3 Africa Game-Based Learning Market By Deployment Mode
13.5.2.4 Africa Game-Based Learning Market By Platform
13.5.2.5 Africa Game-Based Learning Market By Game Type
13.5.2.6 Africa Game-Based Learning Market By End-user
13.5.2.7 Nigeria
13.5.2.7.1 Nigeria Game-Based Learning Market By component
13.5.2.7.2 Nigeria Game-Based Learning Market By Deployment Mode
13.5.2.7.3 Nigeria Game-Based Learning Market By Platform
13.5.2.7.4 Nigeria Game-Based Learning Market By Game Type
13.5.2.7.5 Nigeria Game-Based Learning Market By End-user
13.5.2.8 South Africa
13.5.2.8.1 South Africa Game-Based Learning Market By component
13.5.2.8.2 South Africa Game-Based Learning Market By Deployment Mode
13.5.2.8.3 South Africa Game-Based Learning Market By Platform
13.5.2.8.4 South Africa Game-Based Learning Market By Game Type
13.5.2.8.5 South Africa Game-Based Learning Market By End-user
13.5.2.9 Rest of Africa
13.5.2.9.1 Rest of Africa Game-Based Learning Market By component
13.5.2.9.2 Rest of Africa Game-Based Learning Market By Deployment Mode
13.5.2.9.3 Rest of Africa Game-Based Learning Market By Platform
13.5.2.9.4 Rest of Africa Game-Based Learning Market By Game Type
13.5.2.9.5 Rest of Africa Game-Based Learning Market By End-user
13.6 Latin America
13.6.1 Latin America Game-Based Learning Market By Country
13.6.2 Latin America Game-Based Learning Market By component
13.6.3 Latin America Game-Based Learning Market By Deployment Mode
13.6.4 Latin America Game-Based Learning Market By Platform
13.6.5 Latin America Game-Based Learning Market By Game Type
13.6.6 Latin America Game-Based Learning Market By End-user
13.6.7 Brazil
13.6.7.1 Brazil Game-Based Learning Market By component
13.6.7.2 Brazil Game-Based Learning Market By Deployment Mode
13.6.7.3 Brazil Game-Based Learning Market By Platform
13.6.7.4 Brazil Game-Based Learning Market By Game Type
13.6.7.5 Brazil Game-Based Learning Market By End-user
13.6.8 Argentina
13.6.8.1 Argentina Game-Based Learning Market By component
13.6.8.2 Argentina Game-Based Learning Market By Deployment Mode
13.6.8.3 Argentina Game-Based Learning Market By Platform
13.6.8.4 Argentina Game-Based Learning Market By Game Type
13.6.8.5 Argentina Game-Based Learning Market By End-user
13.6.9 Colombia
13.6.9.1 Colombia Game-Based Learning Market By component
13.6.9.2 Colombia Game-Based Learning Market By Deployment Mode
13.6.9.3 Colombia Game-Based Learning Market By Platform
13.6.9.4 Colombia Game-Based Learning Market By Game Type
13.6.9.5 Colombia Game-Based Learning Market By End-user
13.6.10 Rest of Latin America
13.6.10.1 Rest of Latin America Game-Based Learning Market By component
13.6.10.2 Rest of Latin America Game-Based Learning Market By Deployment Mode
13.6.10.3 Rest of Latin America Game-Based Learning Market By Platform
13.6.10.4 Rest of Latin America Game-Based Learning Market By Game Type
13.6.10.5 Rest of Latin America Game-Based Learning Market By End-user

14. Company Profile
14.1 Bublar Group
14.1.1 Company Overview
14.1.2 Financials
14.1.3 Product/Services/Offerings
14.1.4 SWOT Analysis
14.1.5 The SNS View
14.2 BreakAway games.
14.2.1 Company Overview
14.2.2 Financials
14.2.3 Product/Services/Offerings
14.2.4 SWOT Analysis
14.2.5 The SNS View
14.3 Frontier Developments.
14.3.1 Company Overview
14.3.2 Financials
14.3.3 Product/Services/Offerings
14.3.4 SWOT Analysis
14.3.5 The SNS View
14.4 Playgen.
14.4.1 Company Overview
14.4.2 Financials
14.4.3 Product/Services/Offerings
14.4.4 SWOT Analysis
14.4.5 The SNS View
14.5 Minecraft
14.5.1 Company Overview
14.5.2 Financials
14.5.3 Product/Services/Offerings
14.5.4 SWOT Analysis
14.5.5 The SNS View
14.6 Spin Master.
14.6.1 Company Overview
14.6.2 Financials
14.6.3 Product/Services/Offerings
14.6.4 SWOT Analysis
14.6.5 The SNS View
14.7 Idnusgeeks
14.7.1 Company Overview
14.7.2 Financials
14.7.3 Product/Services/Offerings
14.7.4 SWOT Analysis
14.7.5 The SNS View
14.8 Kahoot.
14.8.1 Company Overview
14.8.2 Financials
14.8.3 Product/Services/Offerings
14.8.4 SWOT Analysis
14.8.5 The SNS View
14.9 Gamelearn.
14.9.1 Company Overview
14.9.2 Financials
14.9.3 Product/Services/Offerings
14.9.4 SWOT Analysis
14.9.5 The SNS View
14.10 Recurrence.
14.10.1 Company Overview
14.10.2 Financials
14.10.3 Product/Services/Offerings
14.10.4 SWOT Analysis
14.10.5 The SNS View

15. Competitive Landscape
15.1 Competitive Benchmarking
15.2 Market Share Analysis
15.3 Recent Developments
15.3.1 Industry News
15.3.2 Company News
15.3.3 Mergers & Acquisitions

16. USE Cases and Best Practices

17. Conclusion

An accurate research report requires proper strategizing as well as implementation. There are multiple factors involved in the completion of good and accurate research report and selecting the best methodology to compete the research is the toughest part. Since the research reports we provide play a crucial role in any company’s decision-making process, therefore we at SNS Insider always believe that we should choose the best method which gives us results closer to reality. This allows us to reach at a stage wherein we can provide our clients best and accurate investment to output ratio.

Each report that we prepare takes a timeframe of 350-400 business hours for production. Starting from the selection of titles through a couple of in-depth brain storming session to the final QC process before uploading our titles on our website we dedicate around 350 working hours. The titles are selected based on their current market cap and the foreseen CAGR and growth.

 

The 5 steps process:

Step 1: Secondary Research:

Secondary Research or Desk Research is as the name suggests is a research process wherein, we collect data through the readily available information. In this process we use various paid and unpaid databases which our team has access to and gather data through the same. This includes examining of listed companies’ annual reports, Journals, SEC filling etc. Apart from this our team has access to various associations across the globe across different industries. Lastly, we have exchange relationships with various university as well as individual libraries.

Secondary Research

Step 2: Primary Research

When we talk about primary research, it is a type of study in which the researchers collect relevant data samples directly, rather than relying on previously collected data.  This type of research is focused on gaining content specific facts that can be sued to solve specific problems. Since the collected data is fresh and first hand therefore it makes the study more accurate and genuine.

We at SNS Insider have divided Primary Research into 2 parts.

Part 1 wherein we interview the KOLs of major players as well as the upcoming ones across various geographic regions. This allows us to have their view over the market scenario and acts as an important tool to come closer to the accurate market numbers. As many as 45 paid and unpaid primary interviews are taken from both the demand and supply side of the industry to make sure we land at an accurate judgement and analysis of the market.

This step involves the triangulation of data wherein our team analyses the interview transcripts, online survey responses and observation of on filed participants. The below mentioned chart should give a better understanding of the part 1 of the primary interview.

Primary Research

Part 2: In this part of primary research the data collected via secondary research and the part 1 of the primary research is validated with the interviews from individual consultants and subject matter experts.

Consultants are those set of people who have at least 12 years of experience and expertise within the industry whereas Subject Matter Experts are those with at least 15 years of experience behind their back within the same space. The data with the help of two main processes i.e., FGDs (Focused Group Discussions) and IDs (Individual Discussions). This gives us a 3rd party nonbiased primary view of the market scenario making it a more dependable one while collation of the data pointers.

Step 3: Data Bank Validation

Once all the information is collected via primary and secondary sources, we run that information for data validation. At our intelligence centre our research heads track a lot of information related to the market which includes the quarterly reports, the daily stock prices, and other relevant information. Our data bank server gets updated every fortnight and that is how the information which we collected using our primary and secondary information is revalidated in real time.

Data Bank Validation

Step 4: QA/QC Process

After all the data collection and validation our team does a final level of quality check and quality assurance to get rid of any unwanted or undesired mistakes. This might include but not limited to getting rid of the any typos, duplication of numbers or missing of any important information. The people involved in this process include technical content writers, research heads and graphics people. Once this process is completed the title gets uploader on our platform for our clients to read it.

Step 5: Final QC/QA Process:

This is the last process and comes when the client has ordered the study. In this process a final QA/QC is done before the study is emailed to the client. Since we believe in giving our clients a good experience of our research studies, therefore, to make sure that we do not lack at our end in any way humanly possible we do a final round of quality check and then dispatch the study to the client.

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