USA Game Based Learning Market Size, Share, Opportunities, COVID-19 Impact, And Trends By Provider (Content, Services), By Deployment Model (Cloud, On-Premise), And By Product (Corporate Learning, Institutional Learning, Self-Paced Learning) - Forecasts From 2022 To 2027

  • Published : Jan 2023
  • Report Code : KSI061614232
  • Pages : 120

The USA game-based learning market is projected to grow at a compounded annual growth rate of 17.82% to reach a market size of US$4,760.599 million by 2027, from US$1,510.770 million in 2020. The ongoing breakthroughs that are being incorporated into next-generation educational games, such as improvements in psychometrics, neuroscience, and other fields, are some of the factors responsible for the growth of the market. Furthermore, artificial intelligence, augmented reality, and virtual reality have a significant impact on the game-based learning industry in the country by developing advanced learning technology during the projected period.

Based on the deployment model, the USA game-based learning market is segmented into cloud and on-premise. The cloud segment accounts for XX% of the market in 2020 and is expected to grow at a CAGR of XX% to reach a market share of XX% by 2027. Game-based learning methods on cloud platforms are becoming increasingly popular among educational institutions in the US.  This is owing to the benefits of the cloud platform, which include low setup costs, increased performance, customized services, and flexibility. Simpler and more effective data processing approaches, large storage, and easy switching between projects all encourage the cloud-based adoption of game-based learning solutions in the region. Even the largest industry giants in the US, like Amazon Web Services, Microsoft Corporation, and IBM Corporation, are supporting the growth of the game-based learning business. For instance, Amazon Web Services (AWS), announced two new free training projects in March 2022 to deliver hands-on cloud computing skills training creatively and engagingly. The first initiative is AWS Cloud Quest: Cloud Practitioner, a novel game-based role-playing experience designed for beginners or new-to-cloud adult learners. AWS also released a new, upgraded version of AWS Educate, which includes more interactive content and no longer requires a .edu email address, making the program more accessible. Students as young as 13 years old can use AWS Educate to access countless hours of free, self-paced learning, tools, and labs developed exclusively for newcomers to the cloud. In addition, Schell Games announced Lost Recipes in January 2022, a planned instructional game that allows users to discover realistic food throughout time and cultures in virtual reality

The growing demand for game-based learning in institutional and corporate learning is boosting market growth. The rise in the demand for combining game-based learning in institutional and corporate learning is a major factor expected to boost market growth. Several companies in the United States are promoting the use of learning and skill-based games to keep their staff motivated and involved in their ongoing professional growth. Corporates are increasingly incorporating game-like aspects, such as badges and leaderboards, into their existing training curriculum. As a result, the increased demand for learning and skill-based games is likely to drive market expansion throughout the projected timeline. For instance, in September 2021, State-space raised $50 million in funding owing to its game aiming and health training programs. State-space, situated in New York, crosses the video game and fitness training markets. The funds will be used to help the company expand its competitive gaming training techniques and coaching programs, as well as its digital health projects. Aim Lab's user base has expanded from 100,000 monthly active users to 20 million total gamers in 18 months.

COVID-19 Impact

The COVID-19 pandemic had a significant positive impact on the USA game-based learning market in 2020. Lockdown and work-from-home culture have forced educators and students to create new ways to communicate, engage, and study via the Internet. Professionals are adopting new pedagogic and technological skills to take advantage of changing educational paradigms that promote active and self-directed learning. The disruptions generated by COVID-19 have forced students to become self-sufficient, independent learners quickly. Game-based learning and gamification in the education sector have a vast potential for facilitating the transformation of learning and education in ways that are adequate to meet the difficulties posed by COVID-19, while also providing relevant benefits in the long run. The rapid digitalization and technological advancements led by the Covid era have fueled the market’s long-term growth. Modern ICT technologies, for instance, enable digital game-based learning and gamification, allowing the creation of shared learning experiences that are not limited by the physical confines of a classroom. Storytelling, autonomy in decision-making, and just-in-time feedback are all game qualities that can improve educational engagement and achievement. Players can learn by acting in relevant settings that are typically unavailable in formal learning contexts in virtual worlds. Digital games and gamification are currently advancing and emerging technologies that can be used to empower and enrich online learning because of the pandemic. The USA game-based learning market is hence revised upwards.

Segmentation

  • By Provider
    • Content
    • Services
  • By Deployment Model
    • Cloud
    • On-Premise
  • By Product
    • Corporate Learning
    • Institutional Learning
    • Self-Paced Learning 

1. INTRODUCTION

1.1. Market Overview

1.2. Covid-19 Scenario

1.3. Market Definition

1.4. Market Segmentation

 

2. RESEARCH METHODOLOGY  

2.1. Research Data

2.2. Assumptions

 

3. EXECUTIVE SUMMARY

3.1. Research Highlights

 

4. MARKET DYNAMICS

4.1. Market Driver

4.2. Market Restraints

4.3. Porters Five Forces Analysis

4.3.1. Bargaining Power of End-Users

4.3.2. Bargaining Power of Buyers

4.3.3. Threat of New Entrants

4.3.4. Threat of Substitutes

4.3.5. Competitive Rivalry in the Industry

4.4. Industry Value Chain Analysis

 

5. USA GAME BASED LEARNING MARKET, BY PROVIDER

5.1. Introduction

5.2. Content

5.3. Service

 

6. USA GAME BASED LEARNING MARKET,  BY DEPLOYMENT MODEL

6.1. Introduction

6.2. Cloud

6.3. On-Premises

 

7. USA GAME BASED LEARNING MARKET, BY PRODUCT

7.1. Introduction

7.2. Corporate Learning 

7.3. Institutional Learning

7.4. Self-Pace Learning 

 

8. COMPETITIVE ENVIRONMENT AND ANALYSIS

8.1. Major Players and Strategy Analysis

8.2. Emerging Players and Market Lucrativeness

8.3. Mergers, Acquisitions, Agreements, and Collaborations

8.4. Vendor Competitiveness Matrix

 

9. COMPANY PROFILES

9.1. Cognizant Technology Solutions Corp. 

9.2. Kahoot!

9.3. Funbrain

9.4. eLearning Brothers, LLC

9.5. Stratbeans Learning Solutions

9.6. Triseum

9.7. Filament Games

9.8. ELM Learning

9.9. Allen Communication Learning Services

9.10. BreakAway Games

9.11. Legends of Learning


Cognizant Technology Solutions Corp.

Kahoot!

Funbrain

eLearning Brothers, LLC

Stratbeans Learning Solutions

Triseum

Filament Games

ELM Learning

Allen Communication Learning Services

BreakAway Games

Legends of Learning


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