Game-Based Learning Market By Component (Solution {Online Games, Offline Games}, Services {Consulting, Support & Maintenance, Implementation}), By Game Type (Adventure Games, Puzzle Games, Simulation Games, Role-Playing Games, Strategy Games, Others), By Platform (Mobiles, Laptops, Consoles), By End-user (K–12 Schools, Higher Education, Corporate Training, Government & Defense, Private Coaching, Others), Global Market Size, Segmental analysis, Regional Overview, Company share analysis, Leading Company Profiles And Market Forecast, 2025 – 2035

Published Date: Jul 2025 | Report ID: MI3027 | 215 Pages


Report Coverage:

By Component

  • Solution
    • Online Games
    • Offline Games
  • Services
    • Consulting
    • Support & Maintenance
    • Implementation

By Game Type

  • Adventure Games
  • Puzzle Games
  • Simulation Games
  • Role-Playing Games
  • Strategy Games
  • Others

By Platform

  • Mobiles
  • Laptops
  • Consoles

By End-user

  • K–12 Schools
  • Higher Education
  • Corporate Training
  • Government & Defense
  • Private Coaching
  • Others

By Region

North America

  • U.S.
  • Canada

Europe

  • U.K.
  • France
  • Germany
  • Italy
  • Spain
  • Rest of Europe

Asia Pacific

  • China
  • Japan
  • India
  • Australia
  • South Korea
  • Singapore
  • Rest of Asia Pacific

Latin America

  • Brazil
  • Argentina
  • Mexico
  • Rest of Latin America

Middle East & Africa

  • GCC Countries
  • South Africa
  • Rest of Middle East & Africa

List of Companies:

  • Kahoot!
  • Duolingo
  • Pearson
  • Microsoft
  • Google
  • BYJU’S
  • Quizlet
  • Coursera
  • DreamBox Learning
  • Lumosity
  • Classcraft Studios
  • Edmodo
  • Promethean
  • Knowledge Adventure
  • E-Learning Brothers

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