Increasing Demand for Engaging Learning to Promote Game Based Learning Market

Published: May 2024

Global game-based learning (GBL) market is anticipated to grow at a significant CAGR of 21.4% during the forecast period (2024-2031). The growing need for engaging and interactive learning methods from end-users for effective outcomes is a key factor driving the growth of the global market. Traditional methods, such as textbooks and lectures, can be passive, monotonous, and limited in application. GBL offers advantages such as engagement, interactivity, fun, enjoyment, practical application, and immediate feedback. These factors make learning more positive, fostering motivation, and problem-solving abilities, and allowing learners to identify strengths and weaknesses.

Browse the full report description of “Game-based Learning Market Size, Share & Trends Analysis Report by Type (Location-Based Games, AR/VR Games, and Others), by Application (Critical Thinking & Problem-Solving, Training & Development, and Evaluation), by Platform (Online, and Offline), End-User (IT & Telecom, Retail, Consumer, Manufacturing, and Others) Forecast Period (2024-2031)” at https://www.omrglobal.com/industry-reports/game-based-learning-market

According to a study by the National Library of Medicine 2023, GBL positively impacted students when they were learning mathematics by increasing their interest and motivation while improving the academic achievements and attitudes of students, indicating the efficacy of GBL amongst learners.

In March 2023, Duolingo launched its free-to-use app, Duolingo ABC, to teach English to kids aged 3-8 years in India in a fun and gamified way. The app includes more than 700 bite-sized modules teaching phonics, alphabet, and sight words and is built on a child-friendly interface with no ads and in-app purchases. The increasing availability of such free apps for interactive learning is further anticipated to drive the growth of the global GBL market. 

Market Coverage

The market number available for – 2023-2031

Base year- 2023

Forecast period- 2024-2031

Segment Covered- 

o By Type

o By Application

o By End-User

o By Platform

Regions Covered-

o North America

o Europe

o Asia-Pacific

o Rest of the World

Competitive Landscape- Amazon Web Services, Inc., Google LLC, Duolingo, Inc., Mojang Studios, and  Breakaway Games among others.

Key questions addressed by the report.

  • What is the market growth rate?
  • Which segment and region dominate the market in the base year?
  • Which segment and region will project the fastest growth in the market?
  • Who is the leader in the market?
  • How are players addressing challenges to sustain growth?
  • Where is the investment opportunity?

Global Game-based Learning Market Report Segment

By Type

  • Location-Based Games
  • AR/VR Games
  • Others (AI-Based Games, Language Learning, Skill-Based Learning, Simulation)

By Application

  • Critical Thinking & Problem-Solving
  • Training & Development
  • Evaluation

By End-User

  • IT & Telecom
  • Retail
  • Consumer
  • Manufacturing
  • Others (Government, Education, Healthcare & Life Sciences)

By Platform

  • Online
  • Offline

Global Game-based Learning Market Report Segment by Region

North America

United States

Canada

Europe

UK

Germany

Italy

Spain

France

Rest of Europe 

Asia-Pacific

China

India

Japan

South Korea

Rest of Asia-Pacific 

Rest of the World

Latin America 

Middle East & Africa


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