Report overview
Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.
This report aims to provide a comprehensive presentation of the global market for Higher Education Game-based Learning, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Higher Education Game-based Learning. This report contains market size and forecasts of Higher Education Game-based Learning in global, including the following market information:
Global Higher Education Game-based Learning Market Revenue, 2018-2023, 2024-2029, ($ millions)
Global top five companies in 2022 (%)
The global Higher Education Game-based Learning market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
Motion-sensing technology can be used to study the motion of the learner while the learning process is in progress and can record inferences accordingly. For instance, the eye-tracking feature can be used to deduce the focus level of the student, while the facial expressions and head positions can be studied to understand the learner?s engagement and also the focus level. This helps the instructor to modify the learning environment and content according to the preference of the students. Motion-sensing technology also helps learners practice physical skills or nuances, which can be implemented into the learning activity. For instance, the incorporation of physical movements or activities trains the learner about the optimum force or pressure required for a particular task. This will people the demand for the implementation of gamification in education, especially in the higher education sector.
We surveyed the Higher Education Game-based Learning companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Higher Education Game-based Learning Market, by Type, 2018-2023, 2024-2029 ($ millions)
Global Higher Education Game-based Learning Market Segment Percentages, by Type, 2022 (%)
Rognitive Ability-Based Game-Based Learning
Language Learning-Related Game-Based Learning
Stem-Based Game-Based Learning
Global Higher Education Game-based Learning Market, by Application, 2018-2023, 2024-2029 ($ millions)
Global Higher Education Game-based Learning Market Segment Percentages, by Application, 2022 (%)
Educational Institutions
Universities
Training Organizations
Others
Global Higher Education Game-based Learning Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions)
Global Higher Education Game-based Learning Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Higher Education Game-based Learning revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Higher Education Game-based Learning revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
McGraw-Hill Education
PlayGen
Toolwire
Totem Learning
Lumos Labs
Triseum
Designing Digitally
Forio
Innovative Dutch
LearningWare
Outline of Major Chapters:
Chapter 1: Introduces the definition of Higher Education Game-based Learning, market overview.
Chapter 2: Global Higher Education Game-based Learning market size in revenue.
Chapter 3: Detailed analysis of Higher Education Game-based Learning company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6: Sales of Higher Education Game-based Learning in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.