Global K-12 Game-based Learning Market Size, Status and Forecast 2020-2026

SKU ID :QYR-14553027 | Published Date: 20-Feb-2020 | No. of pages: 98
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.
Market Analysis and Insights: Global K-12 Game-based Learning Market
In 2019, the global K-12 Game-based Learning market size was US$ xx million and it is expected to reach US$ xx million by the end of 2026, with a CAGR of xx% during 2021-2026.
Global K-12 Game-based Learning Scope and Market Size
K-12 Game-based Learning market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global K-12 Game-based Learning market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.
Segment by Type, the K-12 Game-based Learning market is segmented into Subject-Specific Games, Language Learning Games, Others, etc.
Segment by Application, the K-12 Game-based Learning market is segmented into Pre-primary School, Primary School, Middle School, High School, etc.
Regional and Country-level Analysis
The K-12 Game-based Learning market is analysed and market size information is provided by regions (countries).
The key regions covered in the K-12 Game-based Learning market report are North America, Europe, China, Japan, Southeast Asia, India and Central & South America, etc.
The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by Type, and by Application segment in terms of revenue for the period 2015-2026.

Competitive Landscape

and K-12 Game-based Learning Market Share Analysis
K-12 Game-based Learning market competitive landscape provides details and data information by vendors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on revenue (global and regional level) by player for the period 2015-2020. Details included are company description, major business, company total revenue and the revenue generated in K-12 Game-based Learning business, the date to enter into the K-12 Game-based Learning market, K-12 Game-based Learning product introduction, recent developments, etc.
The major vendors include GlassLab, Microsoft, Osmo, PlayGen, Banzai Labs, BrainQuake, Filament Games, Gameloft, iCivics, Infinite Dreams, Schell Games, etc.

This report focuses on the global K-12 Game-based Learning status, future forecast, growth opportunity, key market and key players. The study objectives are to present the K-12 Game-based Learning development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

The key players covered in this study


GlassLab
Microsoft
Osmo
PlayGen
Banzai Labs
BrainQuake
Filament Games
Gameloft
iCivics
Infinite Dreams
Schell Games

Market segment by Type, the product can be split into


Subject-Specific Games
Language Learning Games
Others

Market segment by Application, split into


Pre-primary School
Primary School
Middle School
High School

Market segment by Regions/Countries, this report covers


North America
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:


To analyze global K-12 Game-based Learning status, future forecast, growth opportunity, key market and key players.
To present the K-12 Game-based Learning development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by type, market and key regions.

In this study, the years considered to estimate the market size of K-12 Game-based Learning are as follows:
History Year: 2015-2019

Base Year:

2019

Estimated Year:

2020
Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
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