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
- BYJU’S
- Quizlet
- Coursera
- DreamBox Learning
- Lumosity
- Classcraft Studios
- Edmodo
- Promethean
- Knowledge Adventure
- E-Learning Brothers
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