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K-12 Game-Based Learning-Global Market Insights and Sales Trends 2025

K-12 Game-Based Learning-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1845905

No of Pages : 104

Synopsis
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.
The global K-12 Game-Based Learning market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of K-12 Game-Based Learning in various end use industries. The expanding demands from the Pre-primary School, Primary School, Middle School and High School, are propelling K-12 Game-Based Learning market. Subject-specific Games, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Language Learning Games segment is estimated at % CAGR for the next seven-year period.
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.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for K-12 Game-Based Learning, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global K-12 Game-Based Learning market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global K-12 Game-Based Learning market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, K-12 Game-Based Learning sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of K-12 Game-Based Learning covered in this report include GlassLab, Microsoft, Osmo, PlayGen, Banzai Labs, BrainQuake, Filament Games, Gameloft and iCivics, etc.
The global K-12 Game-Based Learning market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
GlassLab
Microsoft
Osmo
PlayGen
Banzai Labs
BrainQuake
Filament Games
Gameloft
iCivics
Infinite Dreams
Schell Games
Global K-12 Game-Based Learning market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global K-12 Game-Based Learning market, Segment by Type:
Subject-specific Games
Language Learning Games
Others
Global K-12 Game-Based Learning market, by Application
Pre-primary School
Primary School
Middle School
High School
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of K-12 Game-Based Learning companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market 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 K-12 Game-Based Learning Market Status and Outlook
1.2 Global K-12 Game-Based Learning Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global K-12 Game-Based Learning Market Size by Region (2018-2029)
1.4 Global K-12 Game-Based Learning Historic Market Size by Region (2018-2023)
1.5 Global K-12 Game-Based Learning Market Size Forecast by Region (2024-2029)
1.6 Key Regions, K-12 Game-Based Learning Market Size (2018-2029)
1.6.1 North America K-12 Game-Based Learning Market Size (2018-2029)
1.6.2 Europe K-12 Game-Based Learning Market Size (2018-2029)
1.6.3 Asia-Pacific K-12 Game-Based Learning Market Size (2018-2029)
1.6.4 Latin America K-12 Game-Based Learning Market Size (2018-2029)
1.6.5 Middle East & Africa K-12 Game-Based Learning Market Size (2018-2029)
2 K-12 Game-Based Learning Market by Type
2.1 Introduction
2.1.1 Subject-specific Games
2.1.2 Language Learning Games
2.1.3 Others
2.2 Global K-12 Game-Based Learning Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global K-12 Game-Based Learning Historic Market Size by Type (2018-2023)
2.2.2 Global K-12 Game-Based Learning Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America K-12 Game-Based Learning Revenue Breakdown by Type (2018-2029)
2.3.2 Europe K-12 Game-Based Learning Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific K-12 Game-Based Learning Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America K-12 Game-Based Learning Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa K-12 Game-Based Learning Revenue Breakdown by Type (2018-2029)
3 K-12 Game-Based Learning Market Overview by Application
3.1 Introduction
3.1.1 Pre-primary School
3.1.2 Primary School
3.1.3 Middle School
3.1.4 High School
3.2 Global K-12 Game-Based Learning Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global K-12 Game-Based Learning Historic Market Size by Application (2018-2023)
3.2.2 Global K-12 Game-Based Learning Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America K-12 Game-Based Learning Revenue Breakdown by Application (2018-2029)
3.3.2 Europe K-12 Game-Based Learning Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific K-12 Game-Based Learning Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America K-12 Game-Based Learning Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa K-12 Game-Based Learning Revenue Breakdown by Application (2018-2029)
4 K-12 Game-Based Learning Competition Analysis by Players
4.1 Global K-12 Game-Based Learning Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in K-12 Game-Based Learning as of 2022)
4.3 Date of Key Players Enter into K-12 Game-Based Learning Market
4.4 Global Top Players K-12 Game-Based Learning Headquarters and Area Served
4.5 Key Players K-12 Game-Based Learning Product Solution and Service
4.6 Competitive Status
4.6.1 K-12 Game-Based Learning Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 GlassLab
5.1.1 GlassLab Profile
5.1.2 GlassLab Main Business
5.1.3 GlassLab K-12 Game-Based Learning Products, Services and Solutions
5.1.4 GlassLab K-12 Game-Based Learning Revenue (US$ Million) & (2018-2023)
5.1.5 GlassLab Recent Developments
5.2 Microsoft
5.2.1 Microsoft Profile
5.2.2 Microsoft Main Business
5.2.3 Microsoft K-12 Game-Based Learning Products, Services and Solutions
5.2.4 Microsoft K-12 Game-Based Learning Revenue (US$ Million) & (2018-2023)
5.2.5 Microsoft Recent Developments
5.3 Osmo
5.3.1 Osmo Profile
5.3.2 Osmo Main Business
5.3.3 Osmo K-12 Game-Based Learning Products, Services and Solutions
5.3.4 Osmo K-12 Game-Based Learning Revenue (US$ Million) & (2018-2023)
5.3.5 PlayGen Recent Developments
5.4 PlayGen
5.4.1 PlayGen Profile
5.4.2 PlayGen Main Business
5.4.3 PlayGen K-12 Game-Based Learning Products, Services and Solutions
5.4.4 PlayGen K-12 Game-Based Learning Revenue (US$ Million) & (2018-2023)
5.4.5 PlayGen Recent Developments
5.5 Banzai Labs
5.5.1 Banzai Labs Profile
5.5.2 Banzai Labs Main Business
5.5.3 Banzai Labs K-12 Game-Based Learning Products, Services and Solutions
5.5.4 Banzai Labs K-12 Game-Based Learning Revenue (US$ Million) & (2018-2023)
5.5.5 Banzai Labs Recent Developments
5.6 BrainQuake
5.6.1 BrainQuake Profile
5.6.2 BrainQuake Main Business
5.6.3 BrainQuake K-12 Game-Based Learning Products, Services and Solutions
5.6.4 BrainQuake K-12 Game-Based Learning Revenue (US$ Million) & (2018-2023)
5.6.5 BrainQuake Recent Developments
5.7 Filament Games
5.7.1 Filament Games Profile
5.7.2 Filament Games Main Business
5.7.3 Filament Games K-12 Game-Based Learning Products, Services and Solutions
5.7.4 Filament Games K-12 Game-Based Learning Revenue (US$ Million) & (2018-2023)
5.7.5 Filament Games Recent Developments
5.8 Gameloft
5.8.1 Gameloft Profile
5.8.2 Gameloft Main Business
5.8.3 Gameloft K-12 Game-Based Learning Products, Services and Solutions
5.8.4 Gameloft K-12 Game-Based Learning Revenue (US$ Million) & (2018-2023)
5.8.5 Gameloft Recent Developments
5.9 iCivics
5.9.1 iCivics Profile
5.9.2 iCivics Main Business
5.9.3 iCivics K-12 Game-Based Learning Products, Services and Solutions
5.9.4 iCivics K-12 Game-Based Learning Revenue (US$ Million) & (2018-2023)
5.9.5 iCivics Recent Developments
5.10 Infinite Dreams
5.10.1 Infinite Dreams Profile
5.10.2 Infinite Dreams Main Business
5.10.3 Infinite Dreams K-12 Game-Based Learning Products, Services and Solutions
5.10.4 Infinite Dreams K-12 Game-Based Learning Revenue (US$ Million) & (2018-2023)
5.10.5 Infinite Dreams Recent Developments
5.11 Schell Games
5.11.1 Schell Games Profile
5.11.2 Schell Games Main Business
5.11.3 Schell Games K-12 Game-Based Learning Products, Services and Solutions
5.11.4 Schell Games K-12 Game-Based Learning Revenue (US$ Million) & (2018-2023)
5.11.5 Schell Games Recent Developments
6 North America
6.1 North America K-12 Game-Based Learning Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe K-12 Game-Based Learning Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific K-12 Game-Based Learning Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America K-12 Game-Based Learning Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa K-12 Game-Based Learning Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 K-12 Game-Based Learning Market Dynamics
11.1 K-12 Game-Based Learning Industry Trends
11.2 K-12 Game-Based Learning Market Drivers
11.3 K-12 Game-Based Learning Market Challenges
11.4 K-12 Game-Based Learning Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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