This market research report presents a comprehensive analysis of the game-based learning market in the US based on product (knowledge and skill-based games, cognitive ability-based games, and other games) and end-user (academic and non-academic).
Overview of the game-based learning market in the US
The gaming industry is witnessing an increased investment from angel investors and venture capitalists. The number of investments is expected to further increase due to the growing demand for game-based learning (GBL) in K-12 schools, especially in the developed countries. Many schools across the US are focusing on enhancing the learning experience for both students and teachers by launching educational games in collaboration with startups. The demand for GBL in educational institutes across the US will continue to increase due to the availability of funding for startups from various angel investors to engage in research and developmental activities for the development of new products and strengthen their product portfolio. Research analysis on the game-based learning market in the US identifies the rising investments from venture capitalists to be one of the major factors that will have a positive impact on the growth of the market. Technavio's market research analysts predict that the market will grow at a CAGR of more than 17% by 2022.
The growing popularity of modern classrooms and the incorporation of new learning methodologies are resulting in an increased adoption of visual technologies such as AR and VR among students and educators. This will propel the preference for AR-based games, which in turn, will improve the overall quality of education and increase the student engagement and concentration. These learning games will increase the demand for GBL. As a result, the growing integration of visual technologies such as AR and VR is identified as one of the key trends that will gain traction in the game-based learning market in the US during the projected period.
The game-based learning market in the US appears to be highly fragmented due to the presence of a large number of vendors. This industry research report offers information about the competitive environment among players in this marketspace and offers an analysis of key companies and their products. Additionally, our analysts also offer information about key areas the players currently focus on and strategies they follow to sustain the competition.
This research report provides an analysis of various companies in the educational games market including
Segmentation by product and analysis of the game-based learning market in the US
Knowledge and skill-based games
Cognitive ability-based games
The growing popularity of gamification of learning and STEM-based games in the academic sector is driving the growth prospects for the educational games market in the US in the knowledge and skill-based games segment.
Segmentation by end-user and analysis of the game-based learning market in the US
The educational games market in the US is expected to witness growth in the academic segment in the forthcoming years due to the growing preference for modern classrooms incorporating visual technologies and language learning games.
Key questions answered in the report include
What will the market size and the growth rate be in 2022?
What are the key factors driving the game-based learning market in the US?
What are the key market trends impacting the growth of the game-based learning market in the US?
What are the challenges to market growth?
Who are the key vendors in the game-based learning market in the US?
What are the market opportunities and threats faced by the vendors in the game-based learning market in the US?
What are the trending factors influencing the market shares of the US?
What are the key outcomes of the five forces analysis of the game-based learning market in the US?
Secondary Research Information is collected from a number of publicly available as well as paid databases. Public sources involve publications by different associations and governments, annual reports and statements of companies, white papers and research publications by recognized industry experts and renowned academia etc. Paid data sources include third party authentic industry databases.
Once data collection is done through secondary research, primary interviews are conducted with different stakeholders across the value chain like manufacturers, distributors, ingredient/input suppliers, end customers and other key opinion leaders of the industry. Primary research is used both to validate the data points obtained from secondary research and to fill in the data gaps after secondary research.
The market engineering phase involves analyzing the data collected, market breakdown and forecasting. Macroeconomic indicators and bottom-up and top-down approaches are used to arrive at a complete set of data points that give way to valuable qualitative and quantitative insights. Each data point is verified by the process of data triangulation to validate the numbers and arrive at close estimates.
The market engineered data is verified and validated by a number of experts, both in-house and external.
REPORT WRITING/ PRESENTATION
After the data is curated by the mentioned highly sophisticated process, the analysts begin to write the report. Garnering insights from data and forecasts, insights are drawn to visualize the entire ecosystem in a single report.
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