The Game Based Learning Global Market Report 2021-31 by The Business Research Company describes and explains the global game based learning market and covers 2016 to 2021, termed the historic period, and 2022 to 2026, termed the forecast period, along with further forecasts for the period 2026-2031. The report evaluates the market across each region and for the major economies within each region.
The Game Based Learning Global Market Report 2022 covers game based learning market drivers, game based learning market trends, game based learning market segments, game based learning market growth rate, game based learning market major players, and game based learning market size.
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The game based learning market report provides in-depth analysis of the impact of COVID-19 on the global game based learning industry along with revised market numbers due to the effects of the coronavirus and the expected game based learning market growth numbers for 2022-2031.
The global game based learning market size is expected to grow from $9.54 billion in 2021 to $11.73 billion in 2022 at a compound annual growth rate (CAGR) of 22.97%. The change in the game-based learning market growth trend is mainly due to the companies stabilizing their output after catering to the demand that grew exponentially during the COVID-19 pandemic. The market is expected to reach $27.52 billion in 2026 at a CAGR of 23.77%.
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Game Based Learning Global Market Report 2022 is the most comprehensive report available on this market and will help gain a truly global perspective as it covers 60 geographies. The chapter on the impact of COVID-19 gives valuable insights on supply chain disruptions, logistical challenges, and other economic implications of the virus on the market. The chapter also covers markets which have been positively affected by the pandemic.
TBRC’s report covers the game based learning market segments-
1) By Component: Solution, Service
2) By Deployment Mode: Cloud, On-Premise
3) By Game Type: AR VR Games, AI-Based Games, Location-Based Games, Assessment and Evaluation Games, Training, Knowledge and Skill-Based Games, Language Learning Games, Others
4) By End-User: Consumer, Education, Government, Enterprises
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