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Global K-12 Game-Based Learning Industry Outlook 2024: Overview, Opportunities, Key Companies and Forecast to 2034


Published on: 2024-01-04 | No of Pages : 411 | Industry : Service & Software

Publisher : GRD Survey | Format : PDF

Global K-12 Game-Based Learning Industry Outlook 2024: Overview, Opportunities, Key Companies and Forecast to 2034

Executive Summary

According to GRD Survey data, the global K-12 Game-Based Learning market is estimated at million US$ in 2021 and is expected to million US$ by the end of 2028, growing at a CAGR of % in the forecast period from 2022 to 2028.

This report studies the K-12 Game-Based Learning market dynamics from angles such as new entries, mergers and acquisitions, fundings, exit and major technology breakthroughs. Market performance is evaluated through market size (Million USD) by players, regions, product types and end industries. This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

Geographically, this report is segmented into several key regions, with revenue, market share and growth Rate of K-12 Game-Based Learning in these regions, from 2016 to 2027, covering
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Italy, Spain and Russia, etc.)
Asia-Pacific (China, Japan, Korea, Southeast Asia, India, Australia)
South America (Brazil, Argentina, Colombia, etc.)
Middle East and Africa (Turkey, Saudi Arabia, South Africa, etc.)

Market Snapshot, By Product Type
Subject-specific Games
Language Learning Games
Others

Market Snapshot, By Application
Pre-primary School
Primary School
Middle School
High School

Main Market Players Analyzed in this report, including
Schell Games
PlayGen
Osmo
Microsoft
Infinite Dreams
iCivics
GlassLab
Gameloft
Filament Games
BrainQuake
Banzai Labs

The study objectives of this report are
To study and analyze the global K-12 Game-Based Learning market size (Million USD) by company, key regions/countries, products and application, history data from 2016 to 2020, and forecast to 2027.
To understand industry structure of K-12 Game-Based Learning market by identifying its various subsegments.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To identify the key global K-12 Game-Based Learning manufacturers and regional typical players, to define, describe and analyze their sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the K-12 Game-Based Learning market with respect to individual growth trends, future prospects, and their contribution to the total market.
To project the value and volume of K-12 Game-Based Learning submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.

In this study, the years considered to estimate the market size of K-12 Game-Based Learning are as follows
History Year2016-2020
Base Year2020
Estimated Year2021
Forecast Year 2021 to 2027

This report includes the estimation of market size from top-down approach by analyzing major submarkets and their major driving factors, and verified from bottom-up approaches. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified from primary sources.

For the data information by region, company, type and application, 2020 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Key Stakeholders Considered in the study
Raw material vendors
Distributors/traders/wholesalers/suppliers
Regulatory authorities, including government agencies and NGO
Commercial research & development (R&D) institutions
Importers and exporters
Government organizations, research organizations, and consulting firms
Trade/Industrial associations
End-use industries

Table of Content

Global K-12 Game-Based Learning Industry Outlook 2022: Overview, Opportunities, Key Companies and Forecast to 2028.pdf

List of Figure

Table of Contents

1 Market Definition & Scope
1.1 Definition & Scope
1.2 K-12 Game-Based Learning Product Specifications
1.3 Main Events (Entry, M&A, Exit, Technology and Capital Activity)
1.4 Global K-12 Game-Based Learning Market Performance and Outlook

2 Market Development Performance under COVID-19
2.1 Influencing Factors of Industry Development in the Next Five Years
2.1.1 Drivers
2.1.2 Restraints
2.1.3 Opportunities
2.2 Porter’s Five Forces Analysis
2.3 Comparison of Alternatives and K-12 Game-Based Learning

3 3 Industrial Lift Cycle and Main Buyers Analysis
3.1 Industry Life Cycle Analysis
3.2 Key Buying Industries/Consumers
3.2.1 Major Buyers in Pre-primary School
3.2.2 Major Buyers in Primary School

4 Market Segment: by Type
4.1 K-12 Game-Based Learning Type Introduction
4.1.1 Subject-specific Games
4.1.2 Language Learning Games
4.1.3 Others
4.2 Global K-12 Game-Based Learning Revenue by Type 2016-2021

5 Market Segment: by Application
5.1 K-12 Game-Based Learning Type Introduction
5.1.1 Pre-primary School
5.1.2 Primary School
5.1.3 Middle School
5.1.3 High School
5.2 Global K-12 Game-Based Learning Revenue by Application 2016-2021

6 Marke Segment: by Region
6.1 Global K-12 Game-Based Learning Market by Region
6.2 North America K-12 Game-Based Learning Market 2016-2021
6.3 Europe K-12 Game-Based Learning Market 2016-2021
6.4 Asia Pacific K-12 Game-Based Learning Market 2016-2021
6.5 South America K-12 Game-Based Learning Market 2016-2021
6.6 Middle East and Africa K-12 Game-Based Learning Market 2016-2021

7 North America
7.1 North America K-12 Game-Based Learning Market by Country 2016-2021
7.2 United States
7.3 Canada
7.4 Mexico

8 Europe
8.1 Europe K-12 Game-Based Learning Market by Country 2016-2021
8.2 Germany
8.3 France
8.4 UK
8.5 Italy
8.6 Russia
8.7 Spain

9 Asia Pacific
9.1 Asia Pacific K-12 Game-Based Learning Market by Country 2016-2021
9.2 China
9.3 Japan
9.4 Korea
9.5 Southeast Asia
9.6 India
9.7 Australia

10 South America
10.1 South America K-12 Game-Based Learning Market by Country 2016-2021
10.2 Brazil
10.3 Argentina
10.4 Colombia

11 Middle East and Africa
11.1 Middle East and Africa K-12 Game-Based Learning Market by Country 2016-2021
11.2 Turkey
11.3 Saudi Arabia
11.4 South Africa

12 Key Participants Company Information
12.1 Schell Games
12.1.1 Schell Games Company Information
12.1.2 Schell Games K-12 Game-Based Learning Product Portfolio, Specification and Application
12.1.3 Schell Games K-12 Game-Based Learning Revenue and Gross Margin (2019-2021)
12.1.4 Schell Games Key Development
12.2 PlayGen
12.2.1 PlayGen Company Information
12.2.2 PlayGen K-12 Game-Based Learning Product Portfolio, Specification and Application
12.2.3 PlayGen K-12 Game-Based Learning Revenue and Gross Margin (2019-2021)
12.2.4 PlayGen Key Development
12.3 Osmo
12.3.1 Osmo Company Information
12.3.2 Osmo K-12 Game-Based Learning Product Portfolio, Specification and Application
12.3.3 Osmo K-12 Game-Based Learning Revenue and Gross Margin (2019-2021)
12.3.4 Osmo Key Development
12.4 Microsoft
12.4.1 Microsoft Company Information
12.4.2 Microsoft K-12 Game-Based Learning Product Portfolio, Specification and Application
12.4.3 Microsoft K-12 Game-Based Learning Revenue and Gross Margin (2019-2021)
12.4.4 Microsoft Key Development
12.5 Infinite Dreams
12.5.1 Infinite Dreams Company Information
12.5.2 Infinite Dreams K-12 Game-Based Learning Product Portfolio, Specification and Application
12.5.3 Infinite Dreams K-12 Game-Based Learning Revenue and Gross Margin (2019-2021)
12.5.4 Infinite Dreams Key Development
12.6 iCivics
12.6.1 iCivics Company Information
12.6.2 iCivics K-12 Game-Based Learning Product Portfolio, Specification and Application
12.6.3 iCivics K-12 Game-Based Learning Revenue and Gross Margin (2019-2021)
12.6.4 iCivics Key Development
12.7 GlassLab
12.7.1 GlassLab Company Information
12.7.2 GlassLab K-12 Game-Based Learning Product Portfolio, Specification and Application
12.7.3 GlassLab K-12 Game-Based Learning Revenue and Gross Margin (2019-2021)
12.7.4 iCivics Key Development
12.9 Filament Games
12.9.1 Filament Games Company Information
12.9.2 Filament Games K-12 Game-Based Learning Product Portfolio, Specification and Application
12.9.3 Filament Games K-12 Game-Based Learning Revenue and Gross Margin (2019-2021)
12.9.4 Filament Games Key Development
12.8 Gameloft
12.8.1 Gameloft Company Information
12.8.2 Gameloft K-12 Game-Based Learning Product Portfolio, Specification and Application
12.8.3 Gameloft K-12 Game-Based Learning Revenue and Gross Margin (2019-2021)
12.8.4 Gameloft Key Development
12.11 Banzai Labs
12.11.1 Banzai Labs Company Information
12.11.2 Banzai Labs K-12 Game-Based Learning Product Portfolio, Specification and Application
12.11.3 Banzai Labs K-12 Game-Based Learning Revenue and Gross Margin (2019-2021)
12.11.4 Banzai Labs Key Development

13 Global K-12 Game-Based Learning Market Forecast by Region by Type and by Application
13.1 Global K-12 Game-Based Learning Revenue Forecast 2022-2027
13.2 Global K-12 Game-Based Learning Forecast by Regions
13.3 Global K-12 Game-Based Learning Forecast by Type
13.4 Global K-12 Game-Based Learning Forecast by Application

14 Analyst Views and Conclusions

15 Methodology and Data Source
15.1 Methodology
15.2 Research Data Source
15.2.1 Secondary Data
15.2.2 Primary Data
15.2.3 Market Size Estimation
15.3 Legal Disclaimer