According to this latest study, the growth in the Higher Education Game-based Learning market will change significantly from the previous year. Over the next five years, Higher Education Game-based Learning will register a CAGR in terms of revenue, and the global market size will reach USD in millions by 2028.
Higher Education Game-based Learning is an active learning pedagogical approach where games are used to increase student engagement. The student learns from playing the game and promotes critical thinking and problem-solving skills. Game-based learning is not just creating games for students to play, it is designing learning activities that can incrementally introduce concepts, and guide users towards an end goal. Traditional games can incorporate competition, points, incentives, and feedback loops. These concepts have become increasingly popular in higher education and in libraries as a way to engage students in learning.
The rising demand for Higher Education Game-Based Learning Market Quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market. Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience. The other factors influencing the growth of the market include the rapid emergence of social media, rising income levels, increasing penetration of smart phones, rising access to high speed internet, etc.
Key Players Covered In Higher Education Game-based Learning Market Are:
· McGraw-Hill Education
· PlayGen
· Toolwire
· Totem Learning
· Lumos Labs
· Triseum
· Designing Digitally
· Forio
· Innovative Dutch
· LearningWare
Market has segmented the Higher Education Game-based Learning market on the basis of type, application, and region:
By Type:
· Rognitive Ability-Based Game-Based Learning
· Language Learning-Related Game-Based Learning
· Stem-Based Game-Based Learning
By Application:
· Educational institutions
· Universities
· Training organizations
· Others
By Regional Outlook (Revenue, USD Billion, 2017 – 2028)
· North America (U.S., Canada, Mexico)
· Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
· Asia-Pacific (China, India, Japan, Southeast Asia, Rest of APAC)
· Middle East & Africa (GCC Countries, South Africa, Rest of MEA)
· South America (Brazil, Argentina, Rest of South America)
COVID-19 Impact game-based learning market
The COVID-19 pandemic has had devastating effects on several industry verticals globally. To constrain the number of cases and slow the coronavirus spread, various public health guidelines were implemented in different countries across the globe. COVID-19 protocols ranging from declaring national emergency states, enforcing stay-at-home orders, closing nonessential business operations and schools, banning public gatherings, imposing curfews, distributing digital passes, and allowing police to restrict citizen movements within a country, as well as closing international borders. With the growing vaccination rate, governments are uplifting the protocols to give a boost to the stagnant economy. Like other industries, Higher Education Game-based Learning Market have experienced slowdown the growth, however market is expected bounce back as restrictions are being lifted up by governments across the globe.
Report covered the major key points:
· Explore key findings of the overall market
· Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges)
· Market forecasts for a minimum of 7years, along with 5 years of historical data for all segments, sub-segments, and regions
· Market Segmentation caters to a thorough assessment of key segments with their market estimations
· Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share
· Key analytics: Porter's Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc.
· Competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc.
· Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments
IMR presents a detailed study, and summation of data from multiple sources by an analysis of key parameters. Our report on Higher Education Game-based Learning market covers the following areas:
· Higher Education Game-based Learning Industry Sizing Analysis
· Higher Education Game-based Learning Industry Forecast Analysis
· Higher Education Game-based Learning Market Industry Analysis
Reasons to Purchase the Higher Education Game-based Learning Market Report:
· The report includes a plethora of information such as market dynamics scenario and opportunities during the forecast period
· Segments and sub-segments include quantitative, qualitative, value (USD Million,) and volume (Units Million) data.
· Regional, sub-regional, and country level data includes the demand and supply forces along with their influence on the market.
· The competitive landscape comprises share of key players, new developments, and strategies in the last three years.
· Comprehensive companies offering products, relevant financial information, recent developments, SWOT analysis, and strategies by these players.
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