Allied Market Research

2025

Higher Education Game-based Learning Market

Higher Education Game-based Learning Market Size, Share, Competitive Landscape and Trend Analysis Report, by Learning Type, by Deployment Model, by Gaming Platform, by Game-based Learning Model, by Game-based Learning Type, by User Type and, by Application : Opportunity Analysis and Industry Forecast, 2023-2032

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Author's: | Onkar Sumant
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The report on Higher education game-based learning market provides related insights, information, and recommendation to market stakeholder to achieve their priorities and enable the growth by taking the right decisions. The research covers Higher education game-based learning market across multiple countries and companies. The report is based on rigorous research methodology, which includes extensive desk research using quantitative/statistical methods, qualitative analysis, and primary interviews. This report examines the market scope, revenue size, and growth of the global Higher education game-based learning market in value terms, and also tracks the key trends at regional level. Moreover, it includes qualitative analysis on different parameters such as impact on market size, regulatory framework, economic impact, key player strategies, and opportunity window. The company profile section of the report covers company overview, key executives, company snapshot, operating business segments, product/service portfolio, R&D expenditure, business performance, and key strategic moves & developments. The global Higher education game-based learning market is segmented depending on by learning type, by deployment model, by gaming platform, by game-based learning model, by game-based learning type, by user type, by application.

Key Companies identified in the report are Knewton, Mango Young, Kahoot, Pearson, DreamBox Learning, Gamelearn, Cogmed, Educomp, McGraw Hill Education, Smart Sparrow

Deliverables:

  • Market size value forecast by country

  • Regional level market trends and dynamics

  • Porter’s Five Forces Model and PESTLE Analysis

  • Company profile, competition landscape inclusive of competition dashboard, heatmap analysis, and product/service offerings

  • Key developmental strategies and M&A activities

  • Country Wise market size and forecast for each segment

  • Market Share of Leading Players worldwide

Market Taxonomy

This Higher education game-based learning market is segmented on the basis of by learning type, by deployment model, by gaming platform, by game-based learning model, by game-based learning type, by user type, by application. On the basis of region, the global Higher education game-based learning market is analyzed across North America, Europe, Asia-Pacific, Latin America, Middle East and Africa.

Higher Education Game-based Learning Market Report Highlights

Aspects Details
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By Learning Type
  • Mobile Learning
  • Social Learning
  • Cloud Learning
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By Deployment Model
  • On-premises
  • Cloud-based
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By Gaming Platform
  • PC
  • Mobile
  • Web
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By Game-based Learning Model
  • Gamification
  • Simulation
  • Simulation Role Playing (SRP)
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By Game-based Learning Type
  • Flash-based Learning
  • AR/VR Based Learning
  • 3D Games
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By User Type
  • K-12
  • Higher Education
  • Corporate
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By Application
  • Educational Institutes
  • Training Centers
  • Organizations
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By Region
  • North America  (U.S., Canada, Mexico)
  • Europe  (France, Germany, Italy, Spain, UK, Russia, Rest of Europe)
  • Asia-Pacific  (China, Japan, India, South Korea, Australia, Thailand, Malaysia, Indonesia, Rest of Asia-Pacific)
  • LAMEA  (Brazil, South Africa, Saudi Arabia, UAE, Argentina, Rest of LAMEA)
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Key Market Players

Educomp, Kahoot, DreamBox Learning, McGraw Hill Education, Smart Sparrow, Cogmed, Knewton, Mango Young, Pearson, Gamelearn

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Higher Education Game-based Learning Market

Opportunity Analysis and Industry Forecast, 2023-2032