Dublin, April 18, 2025 (GLOBE NEWSWIRE) -- The "K-12 Game-based Learning Market 2025-2029" has been added to ResearchAndMarkets.com's offering.
The K-12 game-based learning market is set to soar, with projections indicating growth by USD 30.65 billion from 2024 to 2029, advancing at a CAGR of 28.1%. This market forecast is supported by comprehensive analysis covering market size, anticipated trends, growth drivers, challenges, and vendor evaluations involving around 25 top vendors.
This insightful report delivers a current analysis of market dynamics, including the latest trends and drivers, alongside the broader market environment. Key factors propelling this market include the rising emphasis on STEM learning, increased focus on early education, and evolving teaching methodologies.
Research compiled involves an objective combination of primary and secondary data sourced from significant industry participants. The report offers detailed market size data, segmentations by region and vendor, and a thorough review of principal companies, supplemented by historic and forecast data.
The upsurge in mobile technology popularity is noted as a key driver for market growth in the upcoming years. Additionally, the rising focus on personalized learning and the integration of visual technologies such as AR and VR are expected to contribute significantly to market demand.
A comprehensive vendor analysis aims to assist clients in enhancing their market positions. It includes evaluations of several leading vendors such as Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Cognitive ToyBox Inc., Filament Games, Google LLC, iCivics Inc., Kahoot ASA, KILLER SNAILS LLC, Kuato Studios, Microsoft Corp., among others. Upcoming trends and potential challenges influencing market growth are examined to aid strategic planning and opportunity capitalization.
The detailed analysis within this report synthesizes data from multiple sources, evaluating key parameters like profit, pricing, competition, and promotions. Presenting the market through these lenses reveals the dynamics of key industry influencers. The information provided is a product of extensive primary and secondary research, ensuring a reliable and thorough competitive landscape, and a detailed vendor selection methodology and analysis utilizing both qualitative and quantitative research for accurate market growth forecasting.
Key Topics Covered:
1 Executive Summary
2 Market Analysis
2.1 Analysis of Price Sensitivity, Lifecycle, Customer Purchase Basket, Adoption Rates, and Purchase Criteria
2.2 Criticality of Inputs and Factors of Differentiation
2.3 Factors of Disruption
2.4 Impact of Drivers and Challenges
3 Market Landscape
3.1 Market Ecosystem
3.2 Market Characteristics
3.3 Value Chain Analysis
4 Market Sizing
4.1 Market Definition
4.2 Market Segment Analysis
4.3 Market Size 2024
4.4 Market Outlook: Forecast for 2024-2029
5 Historic Market Size
5.1 Global K-12 Game-Based Learning Market 2019-2023
5.2 Product Segment Analysis 2019-2023
5.3 School Level Segment Analysis 2019-2023
5.4 Type Segment Analysis 2019-2023
5.5 Geography Segment Analysis 2019-2023
5.6 Country Segment Analysis 2019-2023
6 Qualitative Analysis
6.1 Impact of AI on Global K-12 Game-based Learning Market
7 Five Forces Analysis
7.1 Five Forces Summary
7.2 Bargaining Power of Buyers
7.3 Bargaining Power of Suppliers
7.4 Threat of New Entrants
7.5 Threat of Substitutes
7.6 Threat of Rivalry
7.7 Market Condition
8 Market Segmentation by Product
8.1 Market Segments
8.2 Comparison by Product
8.3 Subject-specific Games - Market Size and Forecast 2024-2029
8.4 Language Learning Games - Market Size and Forecast 2024-2029
8.5 Others - Market Size and Forecast 2024-2029
8.6 Market Opportunity by Product
9 Market Segmentation by School Level
9.1 Market Segments
9.2 Comparison by School Level
9.3 Middle School Level - Market Size and Forecast 2024-2029
9.4 High School Level - Market Size and Forecast 2024-2029
9.5 Elementary School Level - Market Size and Forecast 2024-2029
9.6 Market Opportunity by School Level
10 Market Segmentation by Type
10.1 Market Segments
10.2 Comparison by Type
10.3 Educational Games - Market Size and Forecast 2024-2029
10.4 Simulation-based Learning - Market Size and Forecast 2024-2029
10.5 Social Games - Market Size and Forecast 2024-2029
10.6 Others - Market Size and Forecast 2024-2029
10.7 Market Opportunity by Type
11 Customer Landscape
11.1 Customer Landscape Overview
12 Geographic Landscape
12.1 Geographic Segmentation
12.2 Geographic Comparison
12.3 North America - Market Size and Forecast 2024-2029
12.4 Europe - Market Size and Forecast 2024-2029
12.5 APAC - Market Size and Forecast 2024-2029
12.6 South America - Market Size and Forecast 2024-2029
12.7 Middle East and Africa - Market Size and Forecast 2024-2029
12.8 US - Market Size and Forecast 2024-2029
12.9 China - Market Size and Forecast 2024-2029
12.10 UK - Market Size and Forecast 2024-2029
12.11 Canada - Market Size and Forecast 2024-2029
12.12 Germany - Market Size and Forecast 2024-2029
12.13 India - Market Size and Forecast 2024-2029
12.14 France - Market Size and Forecast 2024-2029
12.15 Brazil - Market Size and Forecast 2024-2029
12.16 Japan - Market Size and Forecast 2024-2029
12.17 Italy - Market Size and Forecast 2024-2029
12.18 Market Opportunity By Geographical Landscape
13 Drivers, Challenges, and Opportunity/Restraints
13.1 Market Drivers
13.2 Market Challenges
13.3 Impact of Drivers and Challenges
13.4 Market Opportunities/Restraints
14 Competitive Landscape
14.1 Overview
14.2 Competitive Landscape
14.3 Landscape Disruption
14.4 Industry Risks
15 Competitive Analysis
15.1 Companies Profiled
15.2 Company Ranking Index
15.3 Market Positioning of Companies
15.4 Banzai Labs Inc.
15.5 BrainQuake Inc.
15.6 Cognitive ToyBox Inc.
15.7 Filament Games
15.8 Google LLC
15.9 Kahoot ASA
15.10 KILLER SNAILS LLC
15.11 Kuato Studios
15.12 Microsoft Corp.
15.13 MobilizAR Technologies Pvt. Ltd.
15.14 MONKIMUN Inc.
15.15 Schell Games LLC
15.16 Smart Lumies Inc.
15.17 Think and Learn Pvt. Ltd.
15.18 Thrust Interactive Inc.
For more information about this report visit https://www.researchandmarkets.com/r/u3ea40
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