Authored By: Sarah
11 Jan 2022

Game-based Learning Market in US | Banzai Labs Inc., BrainQuake Inc., Lumos Labs Inc., and Microsoft Corp are some of the key market vendors

Leading Segments, Trends, Drivers and Challenges

Global game-based learning market in US is likely to post an incremental growth of $ 4.98 billion, accelerating at a CAGR of  20.31% during the forecast period. This research provides a detailed analysis of the market segments and geographic landscape. It also offers insights into the various growth factors and challenges that are likely to have a negative impact on market growth. This thorough research will equip clients with the insights necessary to plan and strategize a post-pandemic recovery plan.


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US Game-based Learning Market | Market Size to Grow by $ 4.98 Billion till 2025 | Growing focus on early education

Game-based Learning Market in US : Market Segments and Growth Forecasts

This research report will provide insights into the current market share of each segment along with growth projections for the next five years.

  • Market is segmented by Product (knowledge and skill-based games, cognitive ability games, and other games) and End-user (academic users and non-academic users). Market growth by the knowledge and skill-based games segment will be significant during the forecast period as various corporates are utilizing knowledge and skill-based games to keep their employees engaged and involved in the process of continuous professional development process. The addition of game-like elements such as badges and leaderboards to enhance the existing training curriculum is leading to increased popularity among corporates. This report provides an accurate prediction of the contribution of all the geographic segments to the growth of the Game-based Learning Market in US size.

Game-based Learning Market in US : Trends, Drivers, Challenges

The report also offers a detailed impact analysis of various trends, drivers, and challenges that are likely to influence the market growth during the forecast period. These insights will equip clients to design a growth strategy for their business and area of operations.

  • Increasing investments from venture capitalists will be a significant factor in driving the growth of the Game-based Learning Market in US .
  • Growing focus on early education will be instrumental in driving the market growth during the forecast period. Many K12 schools in the US are collaborating with startups to launch educational games to enhance the learning experience for students from an early age right through to senior classes. These startups are receiving funding from various angel investors to strengthen their product portfolio and engage in R&D for the development of new products, which in turn has boosted the demand for GBL in educational institutes across the US. 
  • High development costs is a hurdle that needs to be crossed on the path to success. These games are subscription-based and require specific gaming consoles or platforms to play, which is an additional cost for the educational institutes, corporates, and other end-user sectors. However, with an ever-growing base of users and bundling of products, product and sales managers will be able to overcome this issue.

Game-based Learning Market in US : Vendor Analysis

  • The market is fragmented.
  • Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Filament Games, GAMELEARN SL, iCivics Inc., John Wiley and Sons Inc., LearningWare Inc., Lumos Labs Inc., and Microsoft Corp. are some of the major market participants.
  • The unprecedented outbreak of COVID-19 in 2020 has had a significant impact on market segments had a ripple effect on various stakeholders. Our vendor analysis and insights will provide you with all the information required to make the most of the opportunities and plan business recovery and growth post the pandemic.

Key Areas Covered in our Report:

  • Game-based Learning Market in US Split by Product
    • Knowledge and skill-based games
    • Cognitive ability games
    • Other games
  • Game-based Learning Market in US Split by End-user
    • Academic users
    • Non-academic users

Customer landscape

  • Customer landscape

Geographic Landscape

  • Geographic segmentation
  • Geographic comparison
  • APAC - Market size and forecast 2020-2025
  • MEA - Market size and forecast 2020-2025
  • Europe - Market size and forecast 2020-2025
  • North America - Market size and forecast 2020-2025
  • South America - Market size and forecast 2020-2025
  • Key leading countries
  • Market opportunity by geography
  • Market drivers
  • Market challenges
  • Market trends

Vendor Landscape

  • Competitive scenario
  • Vendor landscape
  • Landscape disruption

Vendor Analysis

  • Banzai Labs Inc.
  • BrainQuake Inc.
  • BreakAway Ltd. Inc.
  • Filament Games
  • GAMELEARN SL
  • iCivics Inc.
  • John Wiley and Sons Inc.
  • LearningWare Inc.
  • Lumos Labs Inc.
  • Microsoft Corp.

For more insights into this market: Download a Free Sample Report. Our custom reports provide market insights at the global and regional level along with pipeline analysis of new product launches. It also provides a peek into the latest R&D along with an impact analysis of government regulations.

The report provides insights into the following FAQs:

  1. What is the market CAGR?
    The market will accelerate at a CAGR of 20.31%.

     
  2. What is the incremental growth of the market?
    The market is expected to grow by $ 4.98 bn through 2021-2025.

     
  3. What is a key factor driving this market?
    Increasing investments from venture capitalists will drive market growth over the forecast period.

     
  4. What are the key regions covered in this market research report?
    US is the key region featured in this research report.

     
  5. Who are the leading market vendors?
    The leading vendors in this market are Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Filament Games, GAMELEARN SL, iCivics Inc., John Wiley and Sons Inc., LearningWare Inc., Lumos Labs Inc., and Microsoft Corp.

     
  6. What are the market segments covered in this report?
    The market is segmented by Product (knowledge and skill-based games, cognitive ability games, and other games) and End-user (academic users and non-academic users)
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