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.
Global Game-based Learning Market Report Segment
By Type
By Application
By End-User
By Platform
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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