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Game-based Learning is games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play.
LPI (LP Information)' newest research report, the "K-12 Game-Based Learning Industry Forecast" looks at past sales and reviews total world K-12 Game-Based Learning sales in 2022, providing a comprehensive analysis by region and market sector of projected K-12 Game-Based Learning sales for 2023 through 2029. With K-12 Game-Based Learning sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world K-12 Game-Based Learning industry.
This Insight Report provides a comprehensive analysis of the global K-12 Game-Based Learning landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyzes the strategies of leading global companies with a focus on K-12 Game-Based Learning portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms' unique position in an accelerating global K-12 Game-Based Learning market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for K-12 Game-Based Learning and breaks down the forecast by type, by application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global K-12 Game-Based Learning.
The global K-12 Game-Based Learning market size is projected to grow from US$ million in 2022 to US$ million in 2029; it is expected to grow at a CAGR of % from 2023 to 2029.
Game types include board, card, and video games. An educational game is a game designed to teach humans about a specific subject and to teach them a skill. As educators, governments, and parents realize the psychological need and benefits of gaming have on learning, this educational tool has become mainstream. Games are interactive play that teach us goals, rules, adaptation, problem solving, interaction, all represented as a story.
This report presents a comprehensive overview, market shares, and growth opportunities of K-12 Game-Based Learning market by product type, application, key players and key regions and countries.
Market Segmentation:
Segmentation by type
- Subject-specific Games
- Language Learning Games
- Others
Segmentation by application
- Pre-primary School
- Primary School
- Middle School
- High School
This report also splits the market by region:
- Americas
- - United States
- - Canada
- - Mexico
- - Brazil
- APAC
- - China
- - Japan
- - Korea
- - Southeast Asia
- - India
- - Australia
- Europe
- - Germany
- - France
- - UK
- - Italy
- - Russia
- Middle East & Africa
- - Egypt
- - South Africa
- - Israel
- - Turkey
- - GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
- GlassLab
- Microsoft
- Osmo
- PlayGen
- Banzai Labs
- BrainQuake
- Filament Games
- Gameloft
- iCivics
- Infinite Dreams
- Schell Games