Report Summary
Summary
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.
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.
In 2020, the global K-12 Game-based Learning market size was xx million US$ and it is expected to reach xx million US$ by the end of 2027, with a CAGR of xx% between 2021 and 2027.
This report studies the K-12 Game-based Learning market size by players, regions, product types and end industries, history data 2017-2020 and forecast data 2020-2027; This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.
This report focuses on the global top players, covered
GlassLab
Microsoft
Osmo
PlayGen
Banzai Labs
BrainQuake
Filament Games
Gameloft
iCivics
Infinite Dreams
Schell Games
Market segment by Regions/Countries, this report covers
North America
Europe
China
Rest of Asia Pacific
Central & South America
Middle East & Africa
Market segment by Type, the product can be split into
Subject-Specific Games
Language Learning Games
Others
Market segment by Application, the market can be split into
Pre-primary School
Primary School
Middle School
High School
The study objectives of this report are:
To study and forecast the market size of K-12 Game-based Learning in global market.
To analyze the global key players, SWOT analysis, value and global market share for top players.
To define, describe and forecast the market by type, end use and region.
To analyze and compare the market status and forecast among global major regions.
To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends and factors driving or inhibiting the market growth.
To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.
In this study, the years considered to estimate the market size of K-12 Game-based Learning are as follows:
History Year: 2017-2020
Base Year: 2020
Estimated Year: 2020
Forecast Year 2021 to 2027
For the data information by region, company, type and application, 2020 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Key Stakeholders
Raw material suppliers
Distributors/traders/wholesalers/suppliers
Regulatory bodies, including government agencies and NGO
Commercial research & development (R&D) institutions
Importers and exporters
Government organizations, research organizations, and consulting firms
Trade associations and industry bodies
End-use industries
Available Customizations
With the given market data, EternityInsights offers customizations according to the company's specific needs. The following customization options are available for the report:
Further breakdown of K-12 Game-based Learning market on basis of the key contributing countries.
Detailed analysis and profiling of additional market players.
Table Of Contents
Table of Contents
K-12 Game-based Learning Market Report by Company, Regions, Types and Applications, Global Status and Forecast to 2025
1 Industry Overview of K-12 Game-based Learning
1.1 K-12 Game-based Learning Market Overview
1.1.1 K-12 Game-based Learning Product Scope
1.1.2 Market Status and Outlook
1.2 Global K-12 Game-based Learning Market Size and Analysis by Regions
1.2.1 North America
1.2.2 Europe
1.2.3 China
1.2.4 Rest of Asia Pacific
1.2.5 Central & South America
1.2.6 Middle East & Africa
1.3 K-12 Game-based Learning Market by Type
1.3.1 Subject-Specific Games
1.3.2 Language Learning Games
1.3.3 Others
1.4 K-12 Game-based Learning Market by End Users/Application
1.4.1 Pre-primary School
1.4.2 Primary School
1.4.3 Middle School
1.4.4 High School
2 Global K-12 Game-based Learning Competition Analysis by Players
2.1 K-12 Game-based Learning Market Size (Value) by Players (2018 and 2019)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future
3 Company (Top Players) Profiles
3.1 GlassLab
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 K-12 Game-based Learning Revenue (Value) (2017-2020)
3.1.5 Recent Developments
3.2 Microsoft
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 K-12 Game-based Learning Revenue (Value) (2017-2020)
3.2.5 Recent Developments
3.3 Osmo
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 K-12 Game-based Learning Revenue (Value) (2017-2020)
3.3.5 Recent Developments
3.4 PlayGen
3.4.1 Company Profile
3.4.2 Main Business/Business Overview
3.4.3 Products, Services and Solutions
3.4.4 K-12 Game-based Learning Revenue (Value) (2017-2020)
3.4.5 Recent Developments
3.5 Banzai Labs
3.5.1 Company Profile
3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 K-12 Game-based Learning Revenue (Value) (2017-2020)
3.5.5 Recent Developments
3.6 BrainQuake
3.6.1 Company Profile
3.6.2 Main Business/Business Overview
3.6.3 Products, Services and Solutions
3.6.4 K-12 Game-based Learning Revenue (Value) (2017-2020)
3.6.5 Recent Developments
3.7 Filament Games
3.7.1 Company Profile
3.7.2 Main Business/Business Overview
3.7.3 Products, Services and Solutions
3.7.4 K-12 Game-based Learning Revenue (Value) (2017-2020)
3.7.5 Recent Developments
3.8 Gameloft
3.8.1 Company Profile
3.8.2 Main Business/Business Overview
3.8.3 Products, Services and Solutions
3.8.4 K-12 Game-based Learning Revenue (Value) (2017-2020)
3.8.5 Recent Developments
3.9 iCivics
3.9.1 Company Profile
3.9.2 Main Business/Business Overview
3.9.3 Products, Services and Solutions
3.9.4 K-12 Game-based Learning Revenue (Value) (2017-2020)
3.9.5 Recent Developments
3.10 Infinite Dreams
3.10.1 Company Profile
3.10.2 Main Business/Business Overview
3.10.3 Products, Services and Solutions
3.10.4 K-12 Game-based Learning Revenue (Value) (2017-2020)
3.10.5 Recent Developments
3.11 Schell Games
4 Global K-12 Game-based Learning Market Size by Type and Application (2017-2020)
4.1 Global K-12 Game-based Learning Market Size by Type (2017-2020)
4.2 Global K-12 Game-based Learning Market Size by Application (2017-2020)
4.3 Potential Application of K-12 Game-based Learning in Future
4.4 Top Consumer/End Users of K-12 Game-based Learning
5 North America K-12 Game-based Learning Development Status and Outlook
5.1 North America K-12 Game-based Learning Market Size (2017-2020)
5.2 North America K-12 Game-based Learning Market Size and Market Share by Players (2018 and 2019)
6 Europe K-12 Game-based Learning Development Status and Outlook
6.1 Europe K-12 Game-based Learning Market Size (2017-2020)
6.2 Europe K-12 Game-based Learning Market Size and Market Share by Players (2018 and 2019)
7 China K-12 Game-based Learning Development Status and Outlook
7.1 China K-12 Game-based Learning Market Size (2017-2020)
7.2 China K-12 Game-based Learning Market Size and Market Share by Players (2018 and 2019)
8 Rest of Asia Pacific K-12 Game-based Learning Development Status and Outlook
8.1 Rest of Asia Pacific K-12 Game-based Learning Market Size (2017-2020)
8.2 Rest of Asia Pacific K-12 Game-based Learning Market Size and Market Share by Players (2018 and 2019)
9 Central & South America K-12 Game-based Learning Development Status and Outlook
9.1 Central & South America K-12 Game-based Learning Market Size (2017-2020)
9.2 Central & South America K-12 Game-based Learning Market Size and Market Share by Players (2018 and 2019)
10 Middle East & Africa K-12 Game-based Learning Development Status and Outlook
10.1 Middle East & Africa K-12 Game-based Learning Market Size (2017-2020)
10.2 Middle East & Africa K-12 Game-based Learning Market Size and Market Share by Players (2018 and 2019)
11 Market Forecast by Regions, Type and Application (2021-2027)
11.1 Global K-12 Game-based Learning Market Size (Value) by Regions (2021-2027)
11.1.1 North America K-12 Game-based Learning Revenue and Growth Rate (2021-2027)
11.1.2 Europe K-12 Game-based Learning Revenue and Growth Rate (2021-2027)
11.1.3 China K-12 Game-based Learning Revenue and Growth Rate (2021-2027)
11.1.4 Rest of Asia Pacific K-12 Game-based Learning Revenue and Growth Rate (2021-2027)
11.1.5 Central & South America K-12 Game-based Learning Revenue and Growth Rate (2021-2027)
11.1.6 Middle East & Africa K-12 Game-based Learning Revenue and Growth Rate (2021-2027)
11.2 Global K-12 Game-based Learning Market Size (Value) by Type (2021-2027)
11.3 Global K-12 Game-based Learning Market Size by Application (2021-2027)
12 K-12 Game-based Learning Market Dynamics
12.1 K-12 Game-based Learning Market Opportunities
12.2 K-12 Game-based Learning Challenge and Risk
12.2.1 Competition from Opponents
12.2.2 Downside Risks of Economy
12.3 K-12 Game-based Learning Market Constraints and Threat
12.3.1 Threat from Substitute
12.3.2 Government Policy
12.3.3 Technology Risks
12.4 K-12 Game-based Learning Market Driving Force
12.4.1 Growing Demand from Emerging Markets
12.4.2 Potential Application
13 Market Effect Factors Analysis
13.1 Technology Progress/Risk
13.1.1 Substitutes
13.1.2 Technology Progress in Related Industry
13.2 Consumer Needs Trend/Customer Preference
13.3 External Environmental Change
13.3.1 Economic Fluctuations
13.3.2 Other Risk Factors
14 Research Finding/Conclusion
15 Appendix
Methodology
Analyst Introduction
Data Source