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Global K-12 Game-Based Learning Market 2024 by Company, Regions, Type and Application, Forecast to 2030

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1 Market Overview

  • 1.1 Product Overview and Scope of K-12 Game-Based Learning
  • 1.2 Market Estimation Caveats and Base Year
  • 1.3 Classification of K-12 Game-Based Learning by Type
    • 1.3.1 Overview: Global K-12 Game-Based Learning Market Size by Type: 2019 Versus 2023 Versus 2030
    • 1.3.2 Global K-12 Game-Based Learning Consumption Value Market Share by Type in 2023
    • 1.3.3 Subject-specific Games
    • 1.3.4 Language Learning Games
    • 1.3.5 Others
  • 1.4 Global K-12 Game-Based Learning Market by Application
    • 1.4.1 Overview: Global K-12 Game-Based Learning Market Size by Application: 2019 Versus 2023 Versus 2030
    • 1.4.2 Pre-primary School
    • 1.4.3 Primary School
    • 1.4.4 Middle School
    • 1.4.5 High School
  • 1.5 Global K-12 Game-Based Learning Market Size & Forecast
  • 1.6 Global K-12 Game-Based Learning Market Size and Forecast by Region
    • 1.6.1 Global K-12 Game-Based Learning Market Size by Region: 2019 VS 2023 VS 2030
    • 1.6.2 Global K-12 Game-Based Learning Market Size by Region, (2019-2030)
    • 1.6.3 North America K-12 Game-Based Learning Market Size and Prospect (2019-2030)
    • 1.6.4 Europe K-12 Game-Based Learning Market Size and Prospect (2019-2030)
    • 1.6.5 Asia-Pacific K-12 Game-Based Learning Market Size and Prospect (2019-2030)
    • 1.6.6 South America K-12 Game-Based Learning Market Size and Prospect (2019-2030)
    • 1.6.7 Middle East and Africa K-12 Game-Based Learning Market Size and Prospect (2019-2030)

2 Company Profiles

  • 2.1 GlassLab
    • 2.1.1 GlassLab Details
    • 2.1.2 GlassLab Major Business
    • 2.1.3 GlassLab K-12 Game-Based Learning Product and Solutions
    • 2.1.4 GlassLab K-12 Game-Based Learning Revenue, Gross Margin and Market Share (2019-2024)
    • 2.1.5 GlassLab Recent Developments and Future Plans
  • 2.2 Microsoft
    • 2.2.1 Microsoft Details
    • 2.2.2 Microsoft Major Business
    • 2.2.3 Microsoft K-12 Game-Based Learning Product and Solutions
    • 2.2.4 Microsoft K-12 Game-Based Learning Revenue, Gross Margin and Market Share (2019-2024)
    • 2.2.5 Microsoft Recent Developments and Future Plans
  • 2.3 Osmo
    • 2.3.1 Osmo Details
    • 2.3.2 Osmo Major Business
    • 2.3.3 Osmo K-12 Game-Based Learning Product and Solutions
    • 2.3.4 Osmo K-12 Game-Based Learning Revenue, Gross Margin and Market Share (2019-2024)
    • 2.3.5 Osmo Recent Developments and Future Plans
  • 2.4 PlayGen
    • 2.4.1 PlayGen Details
    • 2.4.2 PlayGen Major Business
    • 2.4.3 PlayGen K-12 Game-Based Learning Product and Solutions
    • 2.4.4 PlayGen K-12 Game-Based Learning Revenue, Gross Margin and Market Share (2019-2024)
    • 2.4.5 PlayGen Recent Developments and Future Plans
  • 2.5 Banzai Labs
    • 2.5.1 Banzai Labs Details
    • 2.5.2 Banzai Labs Major Business
    • 2.5.3 Banzai Labs K-12 Game-Based Learning Product and Solutions
    • 2.5.4 Banzai Labs K-12 Game-Based Learning Revenue, Gross Margin and Market Share (2019-2024)
    • 2.5.5 Banzai Labs Recent Developments and Future Plans
  • 2.6 BrainQuake
    • 2.6.1 BrainQuake Details
    • 2.6.2 BrainQuake Major Business
    • 2.6.3 BrainQuake K-12 Game-Based Learning Product and Solutions
    • 2.6.4 BrainQuake K-12 Game-Based Learning Revenue, Gross Margin and Market Share (2019-2024)
    • 2.6.5 BrainQuake Recent Developments and Future Plans
  • 2.7 Filament Games
    • 2.7.1 Filament Games Details
    • 2.7.2 Filament Games Major Business
    • 2.7.3 Filament Games K-12 Game-Based Learning Product and Solutions
    • 2.7.4 Filament Games K-12 Game-Based Learning Revenue, Gross Margin and Market Share (2019-2024)
    • 2.7.5 Filament Games Recent Developments and Future Plans
  • 2.8 Gameloft
    • 2.8.1 Gameloft Details
    • 2.8.2 Gameloft Major Business
    • 2.8.3 Gameloft K-12 Game-Based Learning Product and Solutions
    • 2.8.4 Gameloft K-12 Game-Based Learning Revenue, Gross Margin and Market Share (2019-2024)
    • 2.8.5 Gameloft Recent Developments and Future Plans
  • 2.9 iCivics
    • 2.9.1 iCivics Details
    • 2.9.2 iCivics Major Business
    • 2.9.3 iCivics K-12 Game-Based Learning Product and Solutions
    • 2.9.4 iCivics K-12 Game-Based Learning Revenue, Gross Margin and Market Share (2019-2024)
    • 2.9.5 iCivics Recent Developments and Future Plans
  • 2.10 Infinite Dreams
    • 2.10.1 Infinite Dreams Details
    • 2.10.2 Infinite Dreams Major Business
    • 2.10.3 Infinite Dreams K-12 Game-Based Learning Product and Solutions
    • 2.10.4 Infinite Dreams K-12 Game-Based Learning Revenue, Gross Margin and Market Share (2019-2024)
    • 2.10.5 Infinite Dreams Recent Developments and Future Plans
  • 2.11 Schell Games
    • 2.11.1 Schell Games Details
    • 2.11.2 Schell Games Major Business
    • 2.11.3 Schell Games K-12 Game-Based Learning Product and Solutions
    • 2.11.4 Schell Games K-12 Game-Based Learning Revenue, Gross Margin and Market Share (2019-2024)
    • 2.11.5 Schell Games Recent Developments and Future Plans

3 Market Competition, by Players

  • 3.1 Global K-12 Game-Based Learning Revenue and Share by Players (2019-2024)
  • 3.2 Market Share Analysis (2023)
    • 3.2.1 Market Share of K-12 Game-Based Learning by Company Revenue
    • 3.2.2 Top 3 K-12 Game-Based Learning Players Market Share in 2023
    • 3.2.3 Top 6 K-12 Game-Based Learning Players Market Share in 2023
  • 3.3 K-12 Game-Based Learning Market: Overall Company Footprint Analysis
    • 3.3.1 K-12 Game-Based Learning Market: Region Footprint
    • 3.3.2 K-12 Game-Based Learning Market: Company Product Type Footprint
    • 3.3.3 K-12 Game-Based Learning Market: Company Product Application Footprint
  • 3.4 New Market Entrants and Barriers to Market Entry
  • 3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type

  • 4.1 Global K-12 Game-Based Learning Consumption Value and Market Share by Type (2019-2024)
  • 4.2 Global K-12 Game-Based Learning Market Forecast by Type (2025-2030)

5 Market Size Segment by Application

  • 5.1 Global K-12 Game-Based Learning Consumption Value Market Share by Application (2019-2024)
  • 5.2 Global K-12 Game-Based Learning Market Forecast by Application (2025-2030)

6 North America

  • 6.1 North America K-12 Game-Based Learning Consumption Value by Type (2019-2030)
  • 6.2 North America K-12 Game-Based Learning Consumption Value by Application (2019-2030)
  • 6.3 North America K-12 Game-Based Learning Market Size by Country
    • 6.3.1 North America K-12 Game-Based Learning Consumption Value by Country (2019-2030)
    • 6.3.2 United States K-12 Game-Based Learning Market Size and Forecast (2019-2030)
    • 6.3.3 Canada K-12 Game-Based Learning Market Size and Forecast (2019-2030)
    • 6.3.4 Mexico K-12 Game-Based Learning Market Size and Forecast (2019-2030)

7 Europe

  • 7.1 Europe K-12 Game-Based Learning Consumption Value by Type (2019-2030)
  • 7.2 Europe K-12 Game-Based Learning Consumption Value by Application (2019-2030)
  • 7.3 Europe K-12 Game-Based Learning Market Size by Country
    • 7.3.1 Europe K-12 Game-Based Learning Consumption Value by Country (2019-2030)
    • 7.3.2 Germany K-12 Game-Based Learning Market Size and Forecast (2019-2030)
    • 7.3.3 France K-12 Game-Based Learning Market Size and Forecast (2019-2030)
    • 7.3.4 United Kingdom K-12 Game-Based Learning Market Size and Forecast (2019-2030)
    • 7.3.5 Russia K-12 Game-Based Learning Market Size and Forecast (2019-2030)
    • 7.3.6 Italy K-12 Game-Based Learning Market Size and Forecast (2019-2030)

8 Asia-Pacific

  • 8.1 Asia-Pacific K-12 Game-Based Learning Consumption Value by Type (2019-2030)
  • 8.2 Asia-Pacific K-12 Game-Based Learning Consumption Value by Application (2019-2030)
  • 8.3 Asia-Pacific K-12 Game-Based Learning Market Size by Region
    • 8.3.1 Asia-Pacific K-12 Game-Based Learning Consumption Value by Region (2019-2030)
    • 8.3.2 China K-12 Game-Based Learning Market Size and Forecast (2019-2030)
    • 8.3.3 Japan K-12 Game-Based Learning Market Size and Forecast (2019-2030)
    • 8.3.4 South Korea K-12 Game-Based Learning Market Size and Forecast (2019-2030)
    • 8.3.5 India K-12 Game-Based Learning Market Size and Forecast (2019-2030)
    • 8.3.6 Southeast Asia K-12 Game-Based Learning Market Size and Forecast (2019-2030)
    • 8.3.7 Australia K-12 Game-Based Learning Market Size and Forecast (2019-2030)

9 South America

  • 9.1 South America K-12 Game-Based Learning Consumption Value by Type (2019-2030)
  • 9.2 South America K-12 Game-Based Learning Consumption Value by Application (2019-2030)
  • 9.3 South America K-12 Game-Based Learning Market Size by Country
    • 9.3.1 South America K-12 Game-Based Learning Consumption Value by Country (2019-2030)
    • 9.3.2 Brazil K-12 Game-Based Learning Market Size and Forecast (2019-2030)
    • 9.3.3 Argentina K-12 Game-Based Learning Market Size and Forecast (2019-2030)

10 Middle East & Africa

  • 10.1 Middle East & Africa K-12 Game-Based Learning Consumption Value by Type (2019-2030)
  • 10.2 Middle East & Africa K-12 Game-Based Learning Consumption Value by Application (2019-2030)
  • 10.3 Middle East & Africa K-12 Game-Based Learning Market Size by Country
    • 10.3.1 Middle East & Africa K-12 Game-Based Learning Consumption Value by Country (2019-2030)
    • 10.3.2 Turkey K-12 Game-Based Learning Market Size and Forecast (2019-2030)
    • 10.3.3 Saudi Arabia K-12 Game-Based Learning Market Size and Forecast (2019-2030)
    • 10.3.4 UAE K-12 Game-Based Learning Market Size and Forecast (2019-2030)

11 Market Dynamics

  • 11.1 K-12 Game-Based Learning Market Drivers
  • 11.2 K-12 Game-Based Learning Market Restraints
  • 11.3 K-12 Game-Based Learning Trends Analysis
  • 11.4 Porters Five Forces Analysis
    • 11.4.1 Threat of New Entrants
    • 11.4.2 Bargaining Power of Suppliers
    • 11.4.3 Bargaining Power of Buyers
    • 11.4.4 Threat of Substitutes
    • 11.4.5 Competitive Rivalry

12 Industry Chain Analysis

  • 12.1 K-12 Game-Based Learning Industry Chain
  • 12.2 K-12 Game-Based Learning Upstream Analysis
  • 12.3 K-12 Game-Based Learning Midstream Analysis
  • 12.4 K-12 Game-Based Learning Downstream Analysis

13 Research Findings and Conclusion

    14 Appendix

    • 14.1 Methodology
    • 14.2 Research Process and Data Source

    According to our (Global Info Research) latest study, the global K-12 Game-Based Learning market size was valued at USD million in 2023 and is forecast to a readjusted size of USD million by 2030 with a CAGR of % during review period.
    Game-based Learning is games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play.
    Game types include board, card, and video games. An educational game is a game designed to teach humans about a specific subject and to teach them a skill. As educators, governments, and parents realize the psychological need and benefits of gaming have on learning, this educational tool has become mainstream. Games are interactive play that teach us goals, rules, adaptation, problem solving, interaction, all represented as a story.
    The Global Info Research report includes an overview of the development of the K-12 Game-Based Learning industry chain, the market status of Pre-primary School (Subject-specific Games, Language Learning Games), Primary School (Subject-specific Games, Language Learning Games), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of K-12 Game-Based Learning.
    Regionally, the report analyzes the K-12 Game-Based Learning markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global K-12 Game-Based Learning market, with robust domestic demand, supportive policies, and a strong manufacturing base.
    Key Features:
    The report presents comprehensive understanding of the K-12 Game-Based Learning market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the K-12 Game-Based Learning industry.
    The report involves analyzing the market at a macro level:
    Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., Subject-specific Games, Language Learning Games).
    Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the K-12 Game-Based Learning market.
    Regional Analysis: The report involves examining the K-12 Game-Based Learning market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.
    Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the K-12 Game-Based Learning market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.
    The report also involves a more granular approach to K-12 Game-Based Learning:
    Company Analysis: Report covers individual K-12 Game-Based Learning players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.
    Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards K-12 Game-Based Learning This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Pre-primary School, Primary School).
    Technology Analysis: Report covers specific technologies relevant to K-12 Game-Based Learning. It assesses the current state, advancements, and potential future developments in K-12 Game-Based Learning areas.
    Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the K-12 Game-Based Learning market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.
    Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.
    Market Segmentation
    K-12 Game-Based Learning market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.
    Market segment by Type
    Subject-specific Games
    Language Learning Games
    Others
    Market segment by Application
    Pre-primary School
    Primary School
    Middle School
    High School
    Market segment by players, this report covers
    GlassLab
    Microsoft
    Osmo
    PlayGen
    Banzai Labs
    BrainQuake
    Filament Games
    Gameloft
    iCivics
    Infinite Dreams
    Schell Games
    Market segment by regions, regional analysis covers
    North America (United States, Canada, and Mexico)
    Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
    Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
    South America (Brazil, Argentina and Rest of South America)
    Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
    The content of the study subjects, includes a total of 13 chapters:
    Chapter 1, to describe K-12 Game-Based Learning product scope, market overview, market estimation caveats and base year.
    Chapter 2, to profile the top players of K-12 Game-Based Learning, with revenue, gross margin and global market share of K-12 Game-Based Learning from 2019 to 2024.
    Chapter 3, the K-12 Game-Based Learning competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
    Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2019 to 2030.
    Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and K-12 Game-Based Learning market forecast, by regions, type and application, with consumption value, from 2025 to 2030.
    Chapter 11, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.
    Chapter 12, the key raw materials and key suppliers, and industry chain of K-12 Game-Based Learning.
    Chapter 13, to describe K-12 Game-Based Learning research findings and conclusion.

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