Game-Based Learning Market Size & Share Analysis - Growth Trends & Forecasts (2025 - 2030)

The Game-Based Learning Market Report is Segmented by Component (Solution, Services), by Platform Type (Offline, Online), by Deployment Type (On-Premises, Cloud), by Game Type (AR VR Games, Location Based Games, Knowledge & Skill-Based Games, Language Learning Games, AI-Based Games and Training, Others), by End-User Industry (Consumer, Education, Government, Enterprises, Other End-User Industries), by Geography (North America, Europe, Asia-Pacific, Latin America, Middle East, and Africa). The Market Sizes and Forecasts are Provided in Terms of Value (USD) for all the Above Segments.

Game-Based Learning Market Size

Compare market size and growth of Game-Based Learning Market with other markets in Technology, Media and Telecom Industry

Game-Based Learning Market Analysis

The Game-Based Learning Market size is estimated at USD 29.46 billion in 2025, and is expected to reach USD 78.90 billion by 2030, at a CAGR of 21.78% during the forecast period (2025-2030).

The increasing demand for gamified learning tools in education, enterprises, and other end-user industries, driven by advancements in artificial intelligence, augmented reality/virtual reality, and mobile technologies, is accelerating the market. The market sizing estimates are based on the revenue generated by solutions and services deployed through on-premise and cloud platforms catering to knowledge-based training, language learning, AR/VR games, and skill-building applications in North America, Europe, Asia-Pacific, and other regions. 

  • Game-based learning platforms encourage active learner participation by embedding challenging situations, rewards, and real-time feedback. These features enhance knowledge retention and skill development, making learning more engaging and effective, and appealing to both individual learners and corporate training programs. 
  • Increased corporate interest in upgrading skills and reskilling has driven the adoption rate of gamified training solutions. Organizations increasingly use such tools for leadership development, problem-solving exercises, and compliance training.
  • According to Ericsson, Global smartphone adoption is increasing significantly, with projections estimating around 7.5 billion users by 2028. This expanding user base is driving the demand for mobile-based learning applications. As smartphone users grow, the demand for gamified learning tools also rises. These tools enhance educational content by making it more flexible, interactive, and personalized, catering to the needs of modern learners who are often on the move.
  • The proliferation of smartphones and mobile tablets has changed how users access study materials. As more regions adopt these technologies, optimizing gamification-based learning solutions for mobile devices provides users with flexible, on-the-go learning experiences.
  • Using game-based learning platforms involves relatively lower infrastructure costs than traditional classrooms, making them more affordable and accessible to institutions and organizations of all sizes. These platforms are also scalable, meeting the diverse needs of different learners, which adds to their popularity across various sectors.

Game-Based Learning Industry Overview

Factors such as low entry barriers, rapid adoption of gamified solutions, and technological advancements in augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) are driving competitive rivalry in the market.

Key players in the market include Kahoot, Duolingo, Cisco Systems, ELM Learning, and Centrical, among others.

The market consists of a combination of global and regional players competing in a fragmented landscape. As major players invest in expanding their presence and adopting innovative technologies, the firm's concentration ratio is expected to grow significantly during the forecast period.

With a focus on delivering immersive and adaptive learning experiences, competitive rivalry is anticipated to increase.

Competition in the early stages of gamified platform adoption indicates a high probability of intensified rivalry over the forecast period.

The current intensity of competitive rivalry in the market is high, and this trend is expected to continue.

Game-Based Learning Market Leaders

  1. Duolingo

  2. Cisco Systems Inc.

  3. Kahoot

  4. ELM Learning

  5. Centrical

  6. *Disclaimer: Major Players sorted in no particular order
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Game-Based Learning Market News

  • May 2024: Prodigy Learning has partnered with Minecraft Education to improve computer science education through game-based learning. This collaboration aims to provide engaging and easily teachable computer science curricula and assessments within the Minecraft Education platform.
  • April 2024: Legends of Learning has secured an USD 8 million grant from the U.S. Department of Education. Over the next five years, the study will delve into the effectiveness of game-based learning in Florida. Targeting fifth-grade science classes, the research will be conducted within the Miami-Dade County Public Schools, recognized as one of the largest K-12 districts in the U.S. The primary goal is to determine if gamification can boost student engagement and elevate standardized test scores in science.

Game-Based Learning Market Report - Table of Contents

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Threat of New Entrants
    • 4.2.2 Bargaining Power of Buyers/Consumers
    • 4.2.3 Bargaining Power of Suppliers
    • 4.2.4 Threat of Substitute Products
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Assessment of Impact of macroeconomic trends on the market

5. MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Increasing Demand for Interactive Learning
    • 5.1.2 Rising Adoption in Education and Corporate Training
  • 5.2 Market Restraints
    • 5.2.1 Lack of Awarness and Resistance to Change

6. MARKET SEGMENTATION

  • 6.1 Component
    • 6.1.1 Solution
    • 6.1.2 Services
  • 6.2 Platform Type
    • 6.2.1 Offline
    • 6.2.2 Online
  • 6.3 Deployment Type
    • 6.3.1 On-Premise
    • 6.3.2 Cloud
  • 6.4 Game Type
    • 6.4.1 AR VR Games
    • 6.4.2 Location Based Games
    • 6.4.3 Knowledge & Skill-based games
    • 6.4.4 language learning games
    • 6.4.5 AI-based Games and Training
    • 6.4.6 Others
  • 6.5 End-User Industry
    • 6.5.1 Consumer
    • 6.5.2 Education
    • 6.5.3 Government
    • 6.5.4 Enterprises
    • 6.5.5 Others End-user Industries
  • 6.6 Geography
    • 6.6.1 North America
    • 6.6.1.1 United States
    • 6.6.1.2 Canada
    • 6.6.1.3 Mexico
    • 6.6.2 Europe
    • 6.6.2.1 Germany
    • 6.6.2.2 United Kingdom
    • 6.6.2.3 France
    • 6.6.2.4 Spain
    • 6.6.3 Asia
    • 6.6.3.1 India
    • 6.6.3.2 China
    • 6.6.3.3 Japan
    • 6.6.4 Australia and New Zealand
    • 6.6.5 Latin America
    • 6.6.5.1 Brazil
    • 6.6.5.2 Argentina
    • 6.6.6 Middle East and Africa
    • 6.6.6.1 United Arab Emirates
    • 6.6.6.2 Saudi Arabia

7. COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Duolingo
    • 7.1.2 Cisco Systems Inc.
    • 7.1.3 Kahoot
    • 7.1.4 ELM Learning
    • 7.1.5 Centrical
    • 7.1.6 Gamelearn
    • 7.1.7 Filament Games
    • 7.1.8 Allen Communication Learning
    • 7.1.9 G-cube
    • 7.1.10 Centrical
    • 7.1.11 Gametize Learning Pool
    • 7.1.12 The Performance Devlopment Group
    • 7.1.13 Hurix Digital
    • 7.1.14 Toolwire Spaces
    • 7.1.15 StartBeans Consulting Pvt,Ltd
    • 7.1.16 Cognitive Toybox Inc.
  • *List Not Exhaustive

8. INVESTMENT ANALYSIS

9. FUTURE OF THE MARKET

**Subject to Availability
*** In the Final Report Asia, Australia and New Zealand will be Studied Together as 'Asia Pacific'
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Game-Based Learning Industry Segmentation

Game-based learning involves using games or game-like attributes to enhance learning by making experiences more engaging and interactive. This approach integrates educational content into challenges, rewards, and simulations to evoke active participation and skill-building. Game-based learning teaches learners to understand complex ideas, practice decision-making, and retain information better by applying storytelling, real-time feedback, and adaptive scenarios.

The game-based learning market is segmented by component (solution, services), by platform type (offline, online),by deployment type (on-premises, cloud), by game type (ar vr games, location based games, knowledge & skill-based games, language learning games, ai-based games and training, others), by end-user industry (consumer, education, government, enterprises, other end-user industries), by geography (North America [United States, Canada, Mexico, and Rest of North America], Europe [Germany, United Kingdom, France, Spain, and Rest of Europe], Asia-Pacific [India, China, Japan, New Zealand, Australia and Rest of Asia-Pacific], Latin America [Brazil, Argentina, and Rest of Latin America], Middle East and Africa [United Arab Emirates, Saudi Arabia, and Rest of Middle East and Africa]).

The report offers market forecasts and size in value (USD) for all the above segments.

Component Solution
Services
Platform Type Offline
Online
Deployment Type On-Premise
Cloud
Game Type AR VR Games
Location Based Games
Knowledge & Skill-based games
language learning games
AI-based Games and Training
Others
End-User Industry Consumer
Education
Government
Enterprises
Others End-user Industries
Geography North America United States
Canada
Mexico
Europe Germany
United Kingdom
France
Spain
Asia India
China
Japan
Australia and New Zealand
Latin America Brazil
Argentina
Middle East and Africa United Arab Emirates
Saudi Arabia
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Game-Based Learning Market Research FAQs

How big is the Game-Based Learning Market?

The Game-Based Learning Market size is expected to reach USD 29.46 billion in 2025 and grow at a CAGR of 21.78% to reach USD 78.90 billion by 2030.

What is the current Game-Based Learning Market size?

In 2025, the Game-Based Learning Market size is expected to reach USD 29.46 billion.

Who are the key players in Game-Based Learning Market?

Duolingo, Cisco Systems Inc., Kahoot, ELM Learning and Centrical are the major companies operating in the Game-Based Learning Market.

Which is the fastest growing region in Game-Based Learning Market?

Asia Pacific is estimated to grow at the highest CAGR over the forecast period (2025-2030).

Which region has the biggest share in Game-Based Learning Market?

In 2025, the North America accounts for the largest market share in Game-Based Learning Market.

What years does this Game-Based Learning Market cover, and what was the market size in 2024?

In 2024, the Game-Based Learning Market size was estimated at USD 23.04 billion. The report covers the Game-Based Learning Market historical market size for years: 2019, 2020, 2021, 2022, 2023 and 2024. The report also forecasts the Game-Based Learning Market size for years: 2025, 2026, 2027, 2028, 2029 and 2030.

Game-Based Learning Industry Report

Statistics for the 2025 Game-Based Learning market share, size and revenue growth rate, created by Mordor Intelligence™ Industry Reports. Game-Based Learning analysis includes a market forecast outlook for 2025 to 2030 and historical overview. Get a sample of this industry analysis as a free report PDF download.

Game-Based Learning Market Size & Share Analysis - Growth Trends & Forecasts (2025 - 2030)