Global Game-Based Learning Market to grow at a CAGR of 6.47% During 2015

Game-Based Learning MarketAbout Game-based Learning

Game-based learning or serious games refer to all digital applications that impart learning through games. Psychological susceptibility of humans to engage in gaming encourages learning while playing games. Game-based learning includes digital products such as e-learning courseware, online audio and video content, social games, and mobile games. It is primarily used in educational institutions, healthcare organizations, and the military. It is also used by corporates for their employee training programs.

Global game-based learning market to grow at a CAGR of 6.47% over the period 2014-2019.

Market growth can be attributed to the rise in internet penetration, growth in the sales of smartphones, and increasing popularity of the social media. Most gaming developers are now creating educational gaming apps for mobile devices and social media, which gradually increase the penetration of the game-based learning market. Growing preference for e-learning in developed economies coupled with increasing adoption of games by government educational organizations have also augmented the demand for educational games.

“Gamification is a significant trend that has emerged in recent years. It includes game mechanics and game design techniques in a non-gaming context. It is a powerful tool that engages individuals by helping them develop problem-solving and cooperation skills,”.

“Educational institutions are deploying mobile-gaming platforms and apps to engage students and motivate learning. There are various software developers that offer gaming solutions to schools and colleges.”

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Covered in this Report

This report covers the present scenario and the growth prospects of the global game-based learning market for the period 2015-2019. To calculate the market size, the report considers revenue generated from global game-based learning worldwide.

Global Game-based Learning Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers North America, APAC, Europe, and ROW; it also covers the global game-based learning market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

Key Market Drivers:

Increased Use of Mobile Educational Games.
Emergence of Social Media.
Growing Demand for E-learning.
Increase in Venture Capital Investments.

Key Market Trends:

Increase in Gamification.
Increased Use of Tablets.
Increase in Online Content Development.

Key Market Vendors:

BreakAway Games Ltd.
LearningWare Inc.
Lumos Labs Inc.

To define the market circumstances in the next 3-4 years, Our analysts have conducted in-depth analysis of the impact of market drivers, challenges and trends featuring data on product segmentations, vendor shares, growth rate by revenue and an evaluation of the different buying criteria in the order of importance.

William Mckeown is a qualitative researcher who specializes in technology , moderating and online community management. He combines his experience in forthcoming technology research. He has conducted qualitative research in a variety of industries. These include: ad tracking, consumer packaged goods (CPGs), healthcare, pharmaceutical, food/beverage, alcohol/spirits, B2B, banking, insurance, automotive, apparel, beauty/cosmetics, and mobile technology.

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