Enjoy complimentary customisation on priority with our Enterprise License!
The game-based learning (GBL) market share in the US is expected to increase by USD 4.98 billion from 2020 to 2025, and the market's growth momentum will accelerate at a CAGR of 20.31%.
This game-based learning market research report of US provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers game-based learning market segmentation in US by product (knowledge and skill-based games, cognitive ability games, and other games) and end-user (academic users and non-academic users). The game-based learning market report of US also offers information on several market vendors, including Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Filament Games, GAMELEARN SL, iCivics Inc., John Wiley and Sons Inc., LearningWare Inc., Lumos Labs Inc., and Microsoft Corp. among others.
Download the Free Report Sample to Unlock the Game-based Learning Market Size in US for the Forecast Period and Other Important Statistics
The increasing investments from venture capitalists are notably driving the GBL market growth in US, although factors such as high development costs may impede market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the game-based learning industry in US. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.
Key Game-based Learning Market Driver in US
The investments from angel investors and venture capitalists are increasing in the gaming industry. The growing demand for incorporating game-based learning in K-12 schools, especially in developed countries, is expected to accelerate investments in the industry. Many schools across the US are collaborating with startups to launch educational games, which will enhance the learning experience for both students and teachers. These startups are receiving funding from various angel investors to strengthen their product portfolio and engage in R&D for the development of new products, which in turn has boosted the demand for GBL in educational institutes across the US. Hence, the growing investments from venture capitalists are expected to boost the sales of educational games in K-12 schools across the US.
Key Game-based Learning Market Challenge in US
Game-based learning might be an immersive solution for educating children of various grades. But the cost of development involved, which ensures that game-based learning is available for all the students, is one of the major factors affecting the growth of the market. Various games are available for free on several digital platforms. However, most of them allow students to cross only up to a certain level. These games are subscription-based and require specific gaming consoles or platforms to play, which is an additional cost for the educational institutes, corporates, and other end-user sectors. Moreover, buying gaming consoles and subscribing to games are costly even when purchased annually or in bulk for a large audience. Hence, educational institutes and corporates willing to incorporate GBL in their conventional teaching methodologies and curriculum must focus on the annual budget and allocation of funds. Therefore, the substantial cost involved in buying consoles and content for incorporating GBL in standard curricula is expected to restrict market growth.
This game-based learning market analysis report of US also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2021-2025.
The report analyzes the market's competitive landscape and offers information on several market vendors, including:
This statistical study of the game-based learning market in US encompasses successful business strategies deployed by the key vendors. The GBL market in US is fragmented and the vendors are deploying various organic and inorganic growth strategies to compete in the market.
To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.
The game-based learning market forecast report of US offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.
Executive Summary
Market Landscape
Market Sizing
Five Forces Analysis
Market Segmentation by Product
Market Segmentation by End-user
Customer landscape
Vendor Landscape
Vendor Analysis
Appendix
Get lifetime access to our
Technavio Insights
Quick Report Overview:
Cookie Policy
The Site uses cookies to record users' preferences in relation to the functionality of accessibility. We, our Affiliates, and our Vendors may store and access cookies on a device, and process personal data including unique identifiers sent by a device, to personalise content, tailor, and report on advertising and to analyse our traffic. By clicking “I’m fine with this”, you are allowing the use of these cookies. Please refer to the help guide of your browser for further information on cookies, including how to disable them. Review our Privacy & Cookie Notice.