According to UnivDatos research report Global Game Based Learning Market, the market is expected to witness robust growth during the forecast period (2022-2028). This is mainly due to constantly increasing disposable income coupled with the growing trend of gaming around the world. Game-based learning incorporates the characteristics and principles of games into learning activities. Here, learning activities promote student engagement and motivation to learn. Components of game-based learning include points systems, badges, leaderboards, discussion boards, quizzes and classroom response systems. Playing the game encourages critical thinking and problem-solving abilities while providing learning opportunities to students.
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The game-based learning market is expected to witness a CAGR of around 21% during the forecast period owing to the growing trend of gaming coupled with the technological advancements in the game development industry. The growing prevalence of gaming across the globe and increasing adoption of cloud-based learning models in both developed and developing countries are boosting the market growth. For instance, according to exploding topics, there are approximately 3.09 billion active video gamers worldwide. Additionally, companies are moving to cloud-based models to take advantage of new technologies such as microlearning, augmented learning, and virtual reality. Additionally, cloud-based technology is gaining momentum in the education sector due to its low-cost and flexible teaching methods for students.
Global Game Based Learning Market Segmentation
Market Insight, by Component
· Solutions
· Services
Market Insight, by Deployment
· On-Premises
· Cloud
Market Insight, by End-User
· Education
· Consumer
· Enterprises
· Governments
Key questions answered in the study:
What are the current and future trends of the global Game Based Learning industry?
How the industry has been evolving in terms of component, deployment and end-user?
How the competition has been shaping across the countries followed by their comparative factorial indexing?
What are the key growth drivers and challenges for the global game based learning industry?
What is the customer orientation, purchase behavior, and expectations from the global Game Based Learning suppliers across various region and countries?
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