Europe Game-Based Learning Market

Europe 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

Report Id: KBV-7924 Publication Date: March-2022 Number of Pages: 97
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Market Report Description

The Europe Game-Based Learning Market would witness market growth of 18.7% CAGR during the forecast period (2021-2027).

Flight simulators demonstrate the effectiveness of game-based learning. Pilots typically use flight simulators throughout their training. They are given very clear goals and are required to practice until they are able to achieve them. The end result is far more effective than listening to lectures and reading theory. Also, game-based learning is more than just giving pupils instructional games. It's about changing students' approach toward learning and learning's approach toward students. The idea is to motivate students to appreciate the learning experience as a whole.

When students learn through games, they have a greater sense of ownership over the content, which promotes retention. Simultaneously, the use of diverse techniques and goal-based learning caters to a wide range of learning styles. A game can be tailored to a student's primary, secondary, or tertiary learning style. Games can even incorporate numerous disciplines into a single game, making them a flexible learning tool.

The 12th European Conference on Game-Based Learning had brought together educators, policymakers, game designers, and industry executives from throughout Europe. In addition, the conference plays a significant role in driving game-based learning into the mainstream and spotlights key research on educational games by encouraging a vibrant exchange of ideas amongst people interested in novel approaches to education across the continent and around the world.

Also, European Schoolnet brings together education ministries from 34 countries to collaborate on the research and development of innovative teaching approaches. The organization is dedicated to using technology to improve education and ensuring that education across the continent is matched with the technological skills that 21st-century employers require. European Schoolnet has placed a strong emphasis on game-based learning. In the fall of 2017, European Schoolnet collaborated with Triseum to collect and analyze information from classrooms in five countries: Norway, Portugal, Greece, Italy, and Poland. Open Education Europa is a European Commission program aiming at assisting educators across Europe in sharing ideas on how to improve education using digital technology.

Making Games in Collaboration for Learning (MAGICAL) was one significant effort that focused on the learning opportunities that educators may uncover by allowing students to create their own digital games. Students with no coding abilities can utilize a platform built by a group of researchers to construct their own games.

The Germany market dominated the Europe Game-Based Learning Market by Country in 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $2,111 million by 2027. The UK market is poised to grow at a CAGR of 17.8% during (2021 - 2027). Additionally, The France market would exhibit a CAGR of 19.6% 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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

Free Valuable Insights: The Global Game-Based Learning Market Size will Hit $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

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

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.
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