Global Game-Based Learning Market to Hit USD 190.9 Bn by 2035 | CAGR 22.6%
27 Aug 2025 | Report ID: MI3027 | Industry: Novel Technology | Pages: 215 | Forecast Year: 2025-2035

Read more about this report- Global Game-Based Learning Market to Hit USD 190.9 Bn by 2035 | CAGR 22.6%
The Game-Based Learning Market is valued at USD 20.30 Billion in 2024. The Game-Based Learning Market will achieve USD 190.9 Billion by 2035 through a projected 22.6% CAGR from 2025 to 2035.
Increasing use of digital tools in education, especially with the expansion of the remote learning movement and more student interaction using interactive interfaces, is the major reason why the domain is growing popular. Nevertheless, substantial start-up expenses of content development and a low level of access in the developing world are significant limits. One of the opportunities is connected with the growth of adaptive learning based on AI that customises the learning materials and enhances the results at all levels of learning.
The game-based learning market is categorised by the Component Type (Solution and Services), Game Type (AR/VR games, AI-based games, and simulation games), Platform (Online and Offline) and by End-user (Academic, Corporate, and Government). AR/VR games represent one of the most promising directions that have been demonstrating a rapid increase, which is facilitated by the development of better immersive technology and the increasing spread of VR headsets in schools and training institutions.
Applications are available in K-12, higher education, corporate training, language learning, and military training. The K-12 system is already experiencing higher demand as schools are becoming more gamified as a way to maximise student involvement and retention; recent technological advances with AI-driven platforms and gamified learning management systems have only enhanced this trend. Efforts by the government to digitise learning, as is the case with India in the National Education Policy 2020, have made game-based learning even more accessible by introducing digital and experiential learning into the curriculum.
Five geographic regions support the game-based learning market: North America, Europe, Asia-Pacific, Latin America and the Middle East and Africa. South Korea is seeing remarkable growth with government-funded smart classrooms and a culture of education that is technologically inclined, thereby facilitating the accessibility of educational gaming tools.
Corporate players in the game-based learning industry are Kahoot!, Duolingo, BYJU, Classcraft, and Roblox Education. These companies shape market dynamics by offering innovation around platforms, curriculum intertwining and globalisation, and also by drawing broadly through school partnerships and through business to more effectively deliver the benefit of gamified education.
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