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.