Dublin, Dec. 19, 2022 (GLOBE NEWSWIRE) -- The "Game-Based Learning Market By Component, By Deployment Model, By Game Type, By Industry Vertical: Global Opportunity Analysis and Industry Forecast, 2021-2031" report has been added to ResearchAndMarkets.com's offering. According to this report the game-based learning market was valued at $16.2 billion in 2021, and is estimated to reach $79.9 billion by 2031, growing at a CAGR of 17.4% from 2022 to 2031. Game-based learning refers to the borrowing of certain gaming principles and applying them to real-life settings to engage users. The motivational psychology involved in game- based learning allows students to engage with educational materials in a playful and dynamic way. Moreover, game-based learning takes this same concept and applies it to teaching a curriculum. Students work toward a goal, choosing actions and experiencing the consequences of those actions. They actively learn and practice the right way to do things. The result is active learning instead of passive learning. Technological advancements in game-based learning such as inclusion of artificial intelligence (AI), augmented reality (AR), increase in smartphone & internet penetration, and surge in demand for game-based learning solutions are some factors that drive the growth of game-based learning market. However, high cost of implementation of game-based learning is expected to hamper the growth of the market. Furthermore, the adoption of cloud for game-based learning market is expected to provide lucrative opportunities to the game-based learning market The game-based learning market is segmented on the basis of component, deployment, game type, industry vertical, and region. On the basis of component, the market is segmented into solution and services. According to the deployment, it is fragmented into on-premise and cloud. On the basis of game type, the market is segmented into AR VR games, AI based games, location-based games, assessment & evaluation games, training, knowledge & skill-based games, language learning games, and others. According to industry vertical, it is fragmented into consumer, education, government and enterprises. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.Some of the major players in the market are Cisco Systems Inc., Hurix Digital, Duolingo, StratBeans Consulting Pvt. Ltd., Learning Pool, Centrical, Cognitive Toybox Inc., ELM Learning, Gametize, G-cube, Allen Communication Learning Services, EI Design Pvt. Ltd., Filament Games, Learnbrite, Schell Games, Toolwire Spaces Learning and Performance Development Group. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.Key Benefits This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the game-based learning market analysis from 2021 to 2031 to identify the prevailing game-based learning market opportunities.The market research is offered along with information related to key drivers, restraints, and opportunities.Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.In-depth analysis of the game-based learning market segmentation assists to determine the prevailing market opportunities.Major countries in each region are mapped according to their revenue contribution to the global market.Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.The report includes the analysis of the regional as well as global game-based learning market trends, key players, market segments, application areas, and market growth strategies. Key Topics Covered: CHAPTER 1: INTRODUCTIONCHAPTER 2: EXECUTIVE SUMMARYCHAPTER 3: MARKET OVERVIEW3.1.Market definition and scope3.2.Key findings3.2.1.Top investment pockets3.3.Porter's five forces analysis3.4.Top player positioning3.5.Market dynamics3.5.1.Drivers3.5.2.Restraints3.5.3.Opportunities3.6.COVID-19 Impact Analysis on the marketCHAPTER 4: GAME-BASED LEARNING MARKET, BY COMPONENT4.1 Overview4.1.1 Market size and forecast4.2 Solution4.2.1 Key market trends, growth factors and opportunities4.2.2 Market size and forecast, by region4.2.3 Market analysis by country4.3 Services4.3.1 Key market trends, growth factors and opportunities4.3.2 Market size and forecast, by region4.3.3 Market analysis by countryCHAPTER 5: GAME-BASED LEARNING MARKET, BY DEPLOYMENT MODEL5.1 Overview5.1.1 Market size and forecast5.2 On Premise5.2.1 Key market trends, growth factors and opportunities5.2.2 Market size and forecast, by region5.2.3 Market analysis by country5.3 Cloud5.3.1 Key market trends, growth factors and opportunities5.3.2 Market size and forecast, by region5.3.3 Market analysis by countryCHAPTER 6: GAME-BASED LEARNING MARKET, BY GAME TYPE6.1 Overview6.1.1 Market size and forecast6.2 AR VR games6.2.1 Key market trends, growth factors and opportunities6.2.2 Market size and forecast, by region6.2.3 Market analysis by country6.3 AI based games6.3.1 Key market trends, growth factors and opportunities6.3.2 Market size and forecast, by region6.3.3 Market analysis by country6.4 Location based games6.4.1 Key market trends, growth factors and opportunities6.4.2 Market size and forecast, by region6.4.3 Market analysis by country6.5 Assessment and evaluation games6.5.1 Key market trends, growth factors and opportunities6.5.2 Market size and forecast, by region6.5.3 Market analysis by country6.6 Training, knowledge and skill based games6.6.1 Key market trends, growth factors and opportunities6.6.2 Market size and forecast, by region6.6.3 Market analysis by country6.7 Language learning games6.7.1 Key market trends, growth factors and opportunities6.7.2 Market size and forecast, by region6.7.3 Market analysis by country6.8 Others6.8.1 Key market trends, growth factors and opportunities6.8.2 Market size and forecast, by region6.8.3 Market analysis by countryCHAPTER 7: GAME-BASED LEARNING MARKET, BY INDUSTRY VERTICAL7.1 Overview7.1.1 Market size and forecast7.2 Consumer7.2.1 Key market trends, growth factors and opportunities7.2.2 Market size and forecast, by region7.2.3 Market analysis by country7.3 Education7.3.1 Key market trends, growth factors and opportunities7.3.2 Market size and forecast, by region7.3.3 Market analysis by country7.4 Government7.4.1 Key market trends, growth factors and opportunities7.4.2 Market size and forecast, by region7.4.3 Market analysis by country7.5 Enterprises7.5.1 Key market trends, growth factors and opportunities7.5.2 Market size and forecast, by region7.5.3 Market analysis by countryCHAPTER 8: GAME-BASED LEARNING MARKET, BY REGIONCHAPTER 9: COMPANY LANDSCAPE9.1. Introduction9.2. Top winning strategies9.3. Product Mapping of Top 10 Player9.4. Competitive Dashboard9.5. Competitive Heatmap9.6. Key developmentsCHAPTER 10: COMPANY PROFILES10.1 Allen Communication Learning Services10.1.1 Company overview10.1.2 Company snapshot10.1.3 Operating business segments10.1.4 Product portfolio10.1.5 Business performance10.1.6 Key strategic moves and developments10.2 Centrical10.2.1 Company overview10.2.2 Company snapshot10.2.3 Operating business segments10.2.4 Product portfolio10.2.5 Business performance10.2.6 Key strategic moves and developments10.3 Cisco Systems Inc.10.3.1 Company overview10.3.2 Company snapshot10.3.3 Operating business segments10.3.4 Product portfolio10.3.5 Business performance10.3.6 Key strategic moves and developments10.4 Cognitive Toybox Inc.10.4.1 Company overview10.4.2 Company snapshot10.4.3 Operating business segments10.4.4 Product portfolio10.4.5 Business performance10.4.6 Key strategic moves and developments10.5 Duolingo10.5.1 Company overview10.5.2 Company snapshot10.5.3 Operating business segments10.5.4 Product portfolio10.5.5 Business performance10.5.6 Key strategic moves and developments10.6 EI Design Pvt. Ltd.10.6.1 Company overview10.6.2 Company snapshot10.6.3 Operating business segments10.6.4 Product portfolio10.6.5 Business performance10.6.6 Key strategic moves and developments10.7 ELM Learning10.7.1 Company overview10.7.2 Company snapshot10.7.3 Operating business segments10.7.4 Product portfolio10.7.5 Business performance10.7.6 Key strategic moves and developments10.8 Filament Games10.8.1 Company overview10.8.2 Company snapshot10.8.3 Operating business segments10.8.4 Product portfolio10.8.5 Business performance10.8.6 Key strategic moves and developments10.9 Gametize10.9.1 Company overview10.9.2 Company snapshot10.9.3 Operating business segments10.9.4 Product portfolio10.9.5 Business performance10.9.6 Key strategic moves and developments10.10 G-cube10.10.1 Company overview10.10.2 Company snapshot10.10.3 Operating business segments10.10.4 Product portfolio10.10.5 Business performance10.10.6 Key strategic moves and developments10.11 Hurix Digital10.11.1 Company overview10.11.2 Company snapshot10.11.3 Operating business segments10.11.4 Product portfolio10.11.5 Business performance10.11.6 Key strategic moves and developments10.12 Learnbrite10.12.1 Company overview10.12.2 Company snapshot10.12.3 Operating business segments10.12.4 Product portfolio10.12.5 Business performance10.12.6 Key strategic moves and developments10.13 Learning Pool10.13.1 Company overview10.13.2 Company snapshot10.13.3 Operating business segments10.13.4 Product portfolio10.13.5 Business performance10.13.6 Key strategic moves and developments10.14 Schell Games10.14.1 Company overview10.14.2 Company snapshot10.14.3 Operating business segments10.14.4 Product portfolio10.14.5 Business performance10.14.6 Key strategic moves and developments10.15 StratBeans Consulting Pvt. Ltd.10.15.1 Company overview10.15.2 Company snapshot10.15.3 Operating business segments10.15.4 Product portfolio10.15.5 Business performance10.15.6 Key strategic moves and developments10.16 The Performance Development Group10.16.1 Company overview10.16.2 Company snapshot10.16.3 Operating business segments10.16.4 Product portfolio10.16.5 Business performance10.16.6 Key strategic moves and developments10.17 Toolwire Spaces Learning10.17.1 Company overview10.17.2 Company snapshot10.17.3 Operating business segments10.17.4 Product portfolio10.17.5 Business performance10.17.6 Key strategic moves and developments For more information about this report visit https://www.researchandmarkets.com/r/7di9ka