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Asia Pacific Game-Based Learning Market Size, Share & Industry Trends Analysis Report By Component (Solution and Services), By End User, By Deployment Type, By Game Type, By Country and Growth Forecast, 2021 - 2027

Published Date : 31-Mar-2022

Pages: 98

Formats: PDF

The Asia Pacific Game-Based Learning Market would witness market growth of 21.5% CAGR during the forecast period (2021-2027).

Learning games also provide a safe atmosphere for students to fail. In a public setting such as a classroom, it can be difficult for students, particularly adolescents, to fail. Games provide children the opportunity to try new things. If players fail in the game's scenario, they can simply try again and learn from their mistakes. Students learn through exploration and trial and error rather than by rote memorization.

In recent years, there has been a spike in the use of virtual reality for game-based learning. Game-based virtual reality learning, as an emerging unique and advanced platform has the potential and ability to solve a variety of complex educational difficulties. Virtual game-based and augmented reality learning courses have been offered by a variety of academics and institutions to their students.

Mobile devices have a high penetration rate, making them a viable platform for reaching out to hard-to-reach communities. The telecom sector is already collaborating with governments in some South Asian countries to make affordable 3G/4G-enabled cellphones with educational apps available. Rural areas are also seeing an increase in mobile data usage. Mobile device accessibility and ubiquity might be considered a crucial factor in the implementation of game-based learning solutions in the APAC region.

Integrating Technology in Education in India, which began its work in a rural section of India's eastern region, is an example of the large-scale integration of technology in teaching and learning. Tata Trusts, a philanthropic organization, is pioneering the collaboration with other NGOs who share the same goal of bridging the digital gap and enhancing deep learning experiences among upper primary and secondary school children and adolescents using technology. The use of digital games as instructional tools is not now a priority.

The China market dominated the Asia Pacific Game-Based Learning Market by Country in 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $2,893.5 million by 2027. The Japan market is anticipated to grow at a CAGR of 20.7% during (2021 - 2027). Additionally, The India market would experience a CAGR of 22.2% during (2021 - 2027).

Based on Component, the market is segmented into Solution and Services. Based on End User, the market is segmented into Education, Consumer, Healthcare, Retail & eCommerce, Government & Defense, Manufacturing, IT & Telecom, and Others. Based on Deployment Type, the market is segmented into Cloud and On-Premise. Based on Game Type, the market is segmented into Training, knowledge & skill-based Games, Assessment & Evaluation Games, AI-based Games, AR VR Games, Language Learning Games and Others. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

Free Valuable Insights: The Worldwide Game-Based Learning Market is Projected to reach USD 32.6 Billion by 2027, at a CAGR of 19.6%

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Kahoot! AS, Spin Master Corp., Breakaway Games, Raptivity (Harbinger Group), StratBeans Consulting Pvt. Ltd., Schell Games, BYJU'S (Tangible Play, Inc.), Frontier Developments plc, Bublar Group AB (Vobling AB), and Recurrence, Inc.

Scope of the Study

Market Segments Covered in the Report:

By Component

  • Solution
  • Services

By End User

  • Education
  • Consumer
  • Healthcare
  • Retail & eCommerce
  • Government & Defense
  • Manufacturing
  • IT & Telecom
  • Others

By Deployment Type

  • Cloud
  • On-premise

By Game Type

  • Training, knowledge & skill-based Games
  • Assessment & Evaluation Games
  • AI-based Games
  • AR VR Games
  • Language Learning Games
  • Others

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Key Market Players

List of Companies Profiled in the Report:

  • Kahoot! AS
  • Spin Master Corp.
  • Breakaway Games
  • Raptivity (Harbinger Group)
  • StratBeans Consulting Pvt. Ltd.
  • Schell Games
  • BYJU'S (Tangible Play, Inc.)
  • Frontier Developments plc
  • Bublar Group AB (Vobling AB)
  • Recurrence, Inc.
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Game-Based Learning Market, by Component
1.4.2 Asia Pacific Game-Based Learning Market, by End User
1.4.3 Asia Pacific Game-Based Learning Market, by Deployment Type
1.4.4 Asia Pacific Game-Based Learning Market, by Game Type
1.4.5 Asia Pacific Game-Based Learning Market, by Country
1.5 Methodology for the research

Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints

Chapter 3. Strategies Deployed in Game-Based Learning Market

Chapter 4. Asia Pacific Game-Based Learning Market by Component
4.1 Asia Pacific Solution Market by Country
4.2 Asia Pacific Services Market by Country

Chapter 5. Asia Pacific Game-Based Learning Market by End User
5.1 Asia Pacific Education Market by Country
5.2 Asia Pacific Consumer Market by Country
5.3 Asia Pacific Healthcare Market by Country
5.4 Asia Pacific Retail & eCommerce Market by Country
5.5 Asia Pacific Government & Defense Market by Country
5.6 Asia Pacific Manufacturing Market by Country
5.7 Asia Pacific IT & Telecom Market by Country
5.8 Asia Pacific Others Market by Country

Chapter 6. Asia Pacific Game-Based Learning Market by Deployment Type
6.1 Asia Pacific Cloud Market by Country
6.2 Asia Pacific On-premise Market by Country

Chapter 7. Asia Pacific Game-Based Learning Market by Game Type
7.1 Asia Pacific Training, knowledge & skill-based Games Market by Country
7.2 Asia Pacific Assessment & Evaluation Games Market by Country
7.3 Asia Pacific AI-based Games Market by Country
7.4 Asia Pacific AR VR Games Market by Country
7.5 Asia Pacific Language Learning Games Market by Country
7.6 Asia Pacific Others Market by Country

Chapter 8. Asia Pacific Game-Based Learning Market by Country
8.1 China Game-Based Learning Market
8.1.1 China Game-Based Learning Market by Component
8.1.2 China Game-Based Learning Market by End User
8.1.3 China Game-Based Learning Market by Deployment Type
8.1.4 China Game-Based Learning Market by Game Type
8.2 Japan Game-Based Learning Market
8.2.1 Japan Game-Based Learning Market by Component
8.2.2 Japan Game-Based Learning Market by End User
8.2.3 Japan Game-Based Learning Market by Deployment Type
8.2.4 Japan Game-Based Learning Market by Game Type
8.3 India Game-Based Learning Market
8.3.1 India Game-Based Learning Market by Component
8.3.2 India Game-Based Learning Market by End User
8.3.3 India Game-Based Learning Market by Deployment Type
8.3.4 India Game-Based Learning Market by Game Type
8.4 South Korea Game-Based Learning Market
8.4.1 South Korea Game-Based Learning Market by Component
8.4.2 South Korea Game-Based Learning Market by End User
8.4.3 South Korea Game-Based Learning Market by Deployment Type
8.4.4 South Korea Game-Based Learning Market by Game Type
8.5 Singapore Game-Based Learning Market
8.5.1 Singapore Game-Based Learning Market by Component
8.5.2 Singapore Game-Based Learning Market by End User
8.5.3 Singapore Game-Based Learning Market by Deployment Type
8.5.4 Singapore Game-Based Learning Market by Game Type
8.6 Malaysia Game-Based Learning Market
8.6.1 Malaysia Game-Based Learning Market by Component
8.6.2 Malaysia Game-Based Learning Market by End User
8.6.3 Malaysia Game-Based Learning Market by Deployment Type
8.6.4 Malaysia Game-Based Learning Market by Game Type
8.7 Rest of Asia Pacific Game-Based Learning Market
8.7.1 Rest of Asia Pacific Game-Based Learning Market by Component
8.7.2 Rest of Asia Pacific Game-Based Learning Market by End User
8.7.3 Rest of Asia Pacific Game-Based Learning Market by Deployment Type
8.7.4 Rest of Asia Pacific Game-Based Learning Market by Game Type

Chapter 9. Company Profiles
9.1 Kahoot! AS
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Regional Analysis
9.1.4 Research & Development Expenses
9.1.5 Recent strategies and developments:
9.1.5.1 Partnerships, Collaborations, and Agreements:
9.1.5.2 Acquisitions and Mergers:
9.1.5.3 Product Launches and Product Expansions:
9.2 Spin Master Corp.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental Analysis
9.2.4 Recent strategies and developments:
9.2.4.1 Acquisitions and Mergers:
9.3 Breakaway Games
9.3.1 Company Overview
9.4 Raptivity (Harbinger Group)
9.4.1 Company Overview
9.5 StratBeans Consulting Pvt. Ltd.
9.5.1 Company Overview
9.6 Schell Games
9.6.1 Company Overview
9.6.2 Recent strategies and developments:
9.6.2.1 Product Launches and Product Expansions:
9.7 BYJU'S (Tangible Play, Inc.)
9.7.1 Company Overview
9.7.2 Recent strategies and developments:
9.7.2.1 Partnerships, Collaborations, and Agreements:
9.7.2.2 Product Launches and Product Expansions:
9.8 Frontier Developments plc
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Research & Development Expenses
9.9 Bublar Group AB (Vobling AB)
9.9.1 Company Overview
9.9.2 Financial Analysis
9.10. Recurrence, Inc.
9.10.1 Company Overview
9.10.2 Recent strategies and developments:
9.10.2.1 Partnerships, Collaborations, and Agreements:
TABLE 1 Asia Pacific Game-Based Learning Market, 2017 - 2020, USD Million
TABLE 2 Asia Pacific Game-Based Learning Market, 2021 - 2027, USD Million
TABLE 3 Asia Pacific Game-Based Learning Market by Component, 2017 - 2020, USD Million
TABLE 4 Asia Pacific Game-Based Learning Market by Component, 2021 - 2027, USD Million
TABLE 5 Asia Pacific Solution Market by Country, 2017 - 2020, USD Million
TABLE 6 Asia Pacific Solution Market by Country, 2021 - 2027, USD Million
TABLE 7 Asia Pacific Services Market by Country, 2017 - 2020, USD Million
TABLE 8 Asia Pacific Services Market by Country, 2021 - 2027, USD Million
TABLE 9 Asia Pacific Game-Based Learning Market by End User, 2017 - 2020, USD Million
TABLE 10 Asia Pacific Game-Based Learning Market by End User, 2021 - 2027, USD Million
TABLE 11 Asia Pacific Education Market by Country, 2017 - 2020, USD Million
TABLE 12 Asia Pacific Education Market by Country, 2021 - 2027, USD Million
TABLE 13 Asia Pacific Consumer Market by Country, 2017 - 2020, USD Million
TABLE 14 Asia Pacific Consumer Market by Country, 2021 - 2027, USD Million
TABLE 15 Asia Pacific Healthcare Market by Country, 2017 - 2020, USD Million
TABLE 16 Asia Pacific Healthcare Market by Country, 2021 - 2027, USD Million
TABLE 17 Asia Pacific Retail & eCommerce Market by Country, 2017 - 2020, USD Million
TABLE 18 Asia Pacific Retail & eCommerce Market by Country, 2021 - 2027, USD Million
TABLE 19 Asia Pacific Government & Defense Market by Country, 2017 - 2020, USD Million
TABLE 20 Asia Pacific Government & Defense Market by Country, 2021 - 2027, USD Million
TABLE 21 Asia Pacific Manufacturing Market by Country, 2017 - 2020, USD Million
TABLE 22 Asia Pacific Manufacturing Market by Country, 2021 - 2027, USD Million
TABLE 23 Asia Pacific IT & Telecom Market by Country, 2017 - 2020, USD Million
TABLE 24 Asia Pacific IT & Telecom Market by Country, 2021 - 2027, USD Million
TABLE 25 Asia Pacific Others Market by Country, 2017 - 2020, USD Million
TABLE 26 Asia Pacific Others Market by Country, 2021 - 2027, USD Million
TABLE 27 Asia Pacific Game-Based Learning Market by Deployment Type, 2017 - 2020, USD Million
TABLE 28 Asia Pacific Game-Based Learning Market by Deployment Type, 2021 - 2027, USD Million
TABLE 29 Asia Pacific Cloud Market by Country, 2017 - 2020, USD Million
TABLE 30 Asia Pacific Cloud Market by Country, 2021 - 2027, USD Million
TABLE 31 Asia Pacific On-premise Market by Country, 2017 - 2020, USD Million
TABLE 32 Asia Pacific On-premise Market by Country, 2021 - 2027, USD Million
TABLE 33 Asia Pacific Game-Based Learning Market by Game Type, 2017 - 2020, USD Million
TABLE 34 Asia Pacific Game-Based Learning Market by Game Type, 2021 - 2027, USD Million
TABLE 35 Asia Pacific Training, knowledge & skill-based Games Market by Country, 2017 - 2020, USD Million
TABLE 36 Asia Pacific Training, knowledge & skill-based Games Market by Country, 2021 - 2027, USD Million
TABLE 37 Asia Pacific Assessment & Evaluation Games Market by Country, 2017 - 2020, USD Million
TABLE 38 Asia Pacific Assessment & Evaluation Games Market by Country, 2021 - 2027, USD Million
TABLE 39 Asia Pacific AI-based Games Market by Country, 2017 - 2020, USD Million
TABLE 40 Asia Pacific AI-based Games Market by Country, 2021 - 2027, USD Million
TABLE 41 Asia Pacific AR VR Games Market by Country, 2017 - 2020, USD Million
TABLE 42 Asia Pacific AR VR Games Market by Country, 2021 - 2027, USD Million
TABLE 43 Asia Pacific Language Learning Games Market by Country, 2017 - 2020, USD Million
TABLE 44 Asia Pacific Language Learning Games Market by Country, 2021 - 2027, USD Million
TABLE 45 Asia Pacific Others Market by Country, 2017 - 2020, USD Million
TABLE 46 Asia Pacific Others Market by Country, 2021 - 2027, USD Million
TABLE 47 Asia Pacific Game-Based Learning Market by Country, 2017 - 2020, USD Million
TABLE 48 Asia Pacific Game-Based Learning Market by Country, 2021 - 2027, USD Million
TABLE 49 China Game-Based Learning Market, 2017 - 2020, USD Million
TABLE 50 China Game-Based Learning Market, 2021 - 2027, USD Million
TABLE 51 China Game-Based Learning Market by Component, 2017 - 2020, USD Million
TABLE 52 China Game-Based Learning Market by Component, 2021 - 2027, USD Million
TABLE 53 China Game-Based Learning Market by End User, 2017 - 2020, USD Million
TABLE 54 China Game-Based Learning Market by End User, 2021 - 2027, USD Million
TABLE 55 China Game-Based Learning Market by Deployment Type, 2017 - 2020, USD Million
TABLE 56 China Game-Based Learning Market by Deployment Type, 2021 - 2027, USD Million
TABLE 57 China Game-Based Learning Market by Game Type, 2017 - 2020, USD Million
TABLE 58 China Game-Based Learning Market by Game Type, 2021 - 2027, USD Million
TABLE 59 Japan Game-Based Learning Market, 2017 - 2020, USD Million
TABLE 60 Japan Game-Based Learning Market, 2021 - 2027, USD Million
TABLE 61 Japan Game-Based Learning Market by Component, 2017 - 2020, USD Million
TABLE 62 Japan Game-Based Learning Market by Component, 2021 - 2027, USD Million
TABLE 63 Japan Game-Based Learning Market by End User, 2017 - 2020, USD Million
TABLE 64 Japan Game-Based Learning Market by End User, 2021 - 2027, USD Million
TABLE 65 Japan Game-Based Learning Market by Deployment Type, 2017 - 2020, USD Million
TABLE 66 Japan Game-Based Learning Market by Deployment Type, 2021 - 2027, USD Million
TABLE 67 Japan Game-Based Learning Market by Game Type, 2017 - 2020, USD Million
TABLE 68 Japan Game-Based Learning Market by Game Type, 2021 - 2027, USD Million
TABLE 69 India Game-Based Learning Market, 2017 - 2020, USD Million
TABLE 70 India Game-Based Learning Market, 2021 - 2027, USD Million
TABLE 71 India Game-Based Learning Market by Component, 2017 - 2020, USD Million
TABLE 72 India Game-Based Learning Market by Component, 2021 - 2027, USD Million
TABLE 73 India Game-Based Learning Market by End User, 2017 - 2020, USD Million
TABLE 74 India Game-Based Learning Market by End User, 2021 - 2027, USD Million
TABLE 75 India Game-Based Learning Market by Deployment Type, 2017 - 2020, USD Million
TABLE 76 India Game-Based Learning Market by Deployment Type, 2021 - 2027, USD Million
TABLE 77 India Game-Based Learning Market by Game Type, 2017 - 2020, USD Million
TABLE 78 India Game-Based Learning Market by Game Type, 2021 - 2027, USD Million
TABLE 79 South Korea Game-Based Learning Market, 2017 - 2020, USD Million
TABLE 80 South Korea Game-Based Learning Market, 2021 - 2027, USD Million
TABLE 81 South Korea Game-Based Learning Market by Component, 2017 - 2020, USD Million
TABLE 82 South Korea Game-Based Learning Market by Component, 2021 - 2027, USD Million
TABLE 83 South Korea Game-Based Learning Market by End User, 2017 - 2020, USD Million
TABLE 84 South Korea Game-Based Learning Market by End User, 2021 - 2027, USD Million
TABLE 85 South Korea Game-Based Learning Market by Deployment Type, 2017 - 2020, USD Million
TABLE 86 South Korea Game-Based Learning Market by Deployment Type, 2021 - 2027, USD Million
TABLE 87 South Korea Game-Based Learning Market by Game Type, 2017 - 2020, USD Million
TABLE 88 South Korea Game-Based Learning Market by Game Type, 2021 - 2027, USD Million
TABLE 89 Singapore Game-Based Learning Market, 2017 - 2020, USD Million
TABLE 90 Singapore Game-Based Learning Market, 2021 - 2027, USD Million
TABLE 91 Singapore Game-Based Learning Market by Component, 2017 - 2020, USD Million
TABLE 92 Singapore Game-Based Learning Market by Component, 2021 - 2027, USD Million
TABLE 93 Singapore Game-Based Learning Market by End User, 2017 - 2020, USD Million
TABLE 94 Singapore Game-Based Learning Market by End User, 2021 - 2027, USD Million
TABLE 95 Singapore Game-Based Learning Market by Deployment Type, 2017 - 2020, USD Million
TABLE 96 Singapore Game-Based Learning Market by Deployment Type, 2021 - 2027, USD Million
TABLE 97 Singapore Game-Based Learning Market by Game Type, 2017 - 2020, USD Million
TABLE 98 Singapore Game-Based Learning Market by Game Type, 2021 - 2027, USD Million
TABLE 99 Malaysia Game-Based Learning Market, 2017 - 2020, USD Million
TABLE 100 Malaysia Game-Based Learning Market, 2021 - 2027, USD Million
TABLE 101 Malaysia Game-Based Learning Market by Component, 2017 - 2020, USD Million
TABLE 102 Malaysia Game-Based Learning Market by Component, 2021 - 2027, USD Million
TABLE 103 Malaysia Game-Based Learning Market by End User, 2017 - 2020, USD Million
TABLE 104 Malaysia Game-Based Learning Market by End User, 2021 - 2027, USD Million
TABLE 105 Malaysia Game-Based Learning Market by Deployment Type, 2017 - 2020, USD Million
TABLE 106 Malaysia Game-Based Learning Market by Deployment Type, 2021 - 2027, USD Million
TABLE 107 Malaysia Game-Based Learning Market by Game Type, 2017 - 2020, USD Million
TABLE 108 Malaysia Game-Based Learning Market by Game Type, 2021 - 2027, USD Million
TABLE 109 Rest of Asia Pacific Game-Based Learning Market, 2017 - 2020, USD Million
TABLE 110 Rest of Asia Pacific Game-Based Learning Market, 2021 - 2027, USD Million
TABLE 111 Rest of Asia Pacific Game-Based Learning Market by Component, 2017 - 2020, USD Million
TABLE 112 Rest of Asia Pacific Game-Based Learning Market by Component, 2021 - 2027, USD Million
TABLE 113 Rest of Asia Pacific Game-Based Learning Market by End User, 2017 - 2020, USD Million
TABLE 114 Rest of Asia Pacific Game-Based Learning Market by End User, 2021 - 2027, USD Million
TABLE 115 Rest of Asia Pacific Game-Based Learning Market by Deployment Type, 2017 - 2020, USD Million
TABLE 116 Rest of Asia Pacific Game-Based Learning Market by Deployment Type, 2021 - 2027, USD Million
TABLE 117 Rest of Asia Pacific Game-Based Learning Market by Game Type, 2017 - 2020, USD Million
TABLE 118 Rest of Asia Pacific Game-Based Learning Market by Game Type, 2021 - 2027, USD Million
TABLE 119 Key information – Kahoot! AS
TABLE 120 Key information – Spin Master Corp.
TABLE 121 Key information – BREAKAWAY GAMES
TABLE 122 Key information – Raptivity
TABLE 123 Key information – Stratbeans
TABLE 124 Key information – Schell Games
TABLE 125 Key information – BYJU'S
TABLE 126 Key information – Frontier Developments plc
TABLE 127 Key information – Bublar Group AB
TABLE 128 Key information – Recurrence, Inc.

List of Figures
FIG 1 Methodology for the research
FIG 2 Recent strategies and developments: Kahoot! AS

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