K-12 Game-based Learning Market poised for a USD 16.50 billion surge (2022-2027), marked by Alphabet Inc., Banzai Labs Inc., BrainQuake Inc., and others – Technavio
Industry: Education
Forecasting Growth and Innovation: What Lies Ahead in the Educational Gaming Sector?
New York, NY (PRUnderground) December 12th, 2023
From 2022 to 2027, the K-12 game-based learning market is anticipated to witness substantial growth, reaching USD 16.50 billion at a CAGR of 24.44%. This market exhibits fragmentation due to the presence of numerous global and regional companies. Some noteworthy contributors to the K-12 game-based learning market include Alphabet Inc., Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Cognitive ToyBox Inc., Filament Games, iCivics Inc., Kahoot ASA, KILLER SNAILS LLC, Kuato Studios, Microsoft Corp., MobilizAR Technologies Pvt. Ltd., MONKIMUN Inc., Paratus Knowledge Ventures Pvt. Ltd., Schell Games LLC, Smart Lumies Inc., Think and Learn Pvt. Ltd., Thrust Interactive Inc., Tinybop Inc., and University of Michigan.
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Company Offerings: • Alphabet Inc. provides K-12 game-based learning solutions, exemplified by Google Classroom. • Banzai Labs Inc. delivers K-12 game-based learning solutions, such as Banzai Classroom. • BrainQuake Inc. offers K-12 game-based learning solutions, including Wuzzit Trouble. • For in-depth details on companies and their offerings, acquire the complete report!
Geographically, the market is segmented into North America, Europe, APAC, South America, and the Middle East and Africa. North America is poised to dominate the market, contributing 37% to the global market growth during the forecast period. This dominance is attributed to the increasing awareness of early education, robust digital infrastructure in schools, and widespread adoption of BYOD policies in K-12 schools. These policies encourage the utilization of innovative devices like tablets, iPads, chrome books, fostering digital app and video game-based learning opportunities for students.
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• Impactful driver – Growing emphasis on STEM learning • Key Trend – Rising popularity of mobile technologies • Major Challenges – Limited integration of content with curriculum
Market Segmentation: • The subject-specific games segment is expected to be the most significant contributor to the market. The global K-12 game-based learning market benefits from the increasing awareness of STEM learning worldwide, propelling the subject-specific games segment forward. To meet the growing demand, market players introduce interactive games such as Waker, Shortfall, and Foldit. These games cater to students from kindergarten to 12th grade, providing ample opportunities to grasp basic STEM concepts and establish a robust foundation for higher studies.
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TOC:
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by Product
7 Market Segmentation by Type
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Trends
11 Company Landscape
12 Company Analysis
13 Appendix
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