Market Overview
The global game-based learning market size reached USD 21.3 Billion in 2024. It is projected to grow at a compound annual growth rate (CAGR) of 15.05% during the forecast period 2025 to 2033, reaching USD 80.0 Billion by 2033. This growth is driven by the escalating demand for engaging learning experiences, corporate training and skill development, improved personalization, adaptability, and the widespread use of smartphones. Learn more at Game-Based Learning Market
Study Assumption Years
- Base Year: 2024
- Historical Years: 2019-2024
- Forecast Period: 2025-2033
Game-Based Learning Market Key Takeaways
- The global game-based learning market size was valued at USD 21.3 Billion in 2024.
- The market is expected to grow at a CAGR of 15.05% from 2025 to 2033.
- The market forecast value is USD 80.0 Billion by 2033.
- Game-based learning improves retention rates and knowledge acquisition compared to traditional methods.
- Rising popularity of gamification techniques like rewards, points, badges, and leaderboards is increasing learner engagement.
- Extensive R&D in augmented and virtual reality technologies is fueling market growth.
- North America dominates the market due to advanced education infrastructure and innovation in teaching methods.
- Challenges include the high cost and time involved in developing high-quality immersive games with advanced animations and educational content.
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Market Growth Factors
The demand for game-based learning is strongly driven by its proven impact on retention rates and knowledge acquisition, outperforming traditional learning methods. The enhancement of skills such as critical thinking, problem-solving, collaboration, and decision-making in corporate and educational settings further boosts market growth. The development of immersive and specialized games targeting these competencies contributes significantly to expanding the market.
Gamification techniques—such as rewards, points, badges, and leaderboards—are increasingly popular and motivate learners by enhancing engagement and motivation. Moreover, significant investments in research and development by leading players in augmented reality (AR) and virtual reality (VR) enrich learning experiences, making game-based learning more immersive and effective, which in turn accelerates market expansion.
The proliferation of smartphones facilitates widespread accessibility to game-based learning platforms, promoting personalized and adaptive learning environments. These platforms collect learner data to adjust content and difficulty, catering to individual preferences and skill levels. This personalization improves motivation and inclusivity, fostering a more effective educational approach that drives revenue growth in the sector.
Market Segmentation
Breakup by Platform:
- Online
- Online platforms provide convenience through connectivity across devices, enabling real-time collaboration and global reach.
- Offline
- Offline learning includes physical educational games, valued for tactile interaction, focused education without digital distractions, and privacy in sensitive industries like defense and healthcare.
Breakup by Revenue Type:
- Game Purchase
- Represents direct payment for educational games and content, common in online and app-based platforms, offering ownership and access flexibility.
- Advertising
- Revenue from displaying targeted ads on free-to-access educational gaming platforms, benefiting both users and developers.
- Others
Breakup by End-User:
- K-12 Game-Based Learning
- Dominates the market; focuses on curriculum-aligned educational games promoting active engagement and skill development among kindergarten to grade 12 students.
- Higher Game-Based Learning
Breakup by Region:
- North America
- Largest market share due to advanced education infrastructure, innovation, tech-savvy educators, and strong government investments facilitating wide adoption.
- Europe
- Asia Pacific
- Middle East and Africa
- Latin America
Regional Insights
North America currently leads the game-based learning market, attributed to its technologically advanced education infrastructure and continuous innovation focus. The region benefits from a well-established digital environment that supports expansive adoption of educational games and online platforms. By 2025, smartphone subscribers in North America are projected to reach 328 million, with mobile subscriber penetration at 86%, enhancing market demand significantly.
Recent Developments & News
In April 2024, Bengaluru-based Kairos launched a game-based learning platform aimed at enhancing soft skills training for L&D professionals. In the same month, the U.S. Department of Education awarded an $8 million grant to the Legends of Learning platform to study game-based learning effectiveness in Florida. In July 2023, a consortium including Goldman Sachs and General Atlantic agreed to acquire Oslo-based Kahoot for USD 1.72 Billion, highlighting major investment interest in the market.
Key Players
- Badgeville (CallidusCloud)
- Bunchball (BI WORLDWIDE)
- Classcraft Studios Inc.
- Six Waves Inc.
- Recurrence, Inc.
- Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
- Gametize Pte. Ltd.
- GradeCraft (The Regents of the University of Michigan)
- Kuato Studios
- BreakAway Ltd. Inc.
- Filament Games
- LearningWare, Inc.
- Osmo (Tangible Play, Inc.)
- Toolwire, Inc.
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