Global Games in Education market size will exceed US$11,670.18 million by 2030, growing at a CAGR of 33.61%

Global Games in Education market size will exceed US$11,670.18 million by 2030, growing at a CAGR of 33.61%
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Newark, Sept. 27, 2023 (GLOBE NEWSWIRE) — The global gaming in education market is expected to grow from US$860.13 million in 2021 to US$11,671.18 million by 2030, at a CAGR of 33.61% during the forecast period 2022-2030. The global market for games in education is motivating learners to adopt web-based gaming solutions, which is driven by the growing use of digital learning and expanding adoption of cloud computing among enterprises. The growing desire to improve the learning experience to achieve positive outcomes, coupled with the use of augmented reality technologies in gamified learning industries, is leading to increased acceptance of digital learning. Benefits of factors promoting the growth of the gaming education market segment include increased security, lower legal setup costs, ease of access, faster deployment, high scalability, customization, increased storage space, ease of maintenance, automatic upgrading of course materials, and mechanical licensing through vendors.

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Key insights into the education market play

Cloud gaming in education held the largest share of the market at 56.7% in 2021.

The technology sector is divided into on-premises and cloud. In 2021, the cloud segment held the largest share of the market with 56.7% and market revenue of 487.69 million. With the advent of cloud innovations in the field of academic gaming software, operating costs have been significantly reduced, and new scalability options have been introduced, allowing enterprise learners to easily access great learning outcomes.

The corporate training sector will constitute the largest share of the market during the forecast period.

The gender sector is divided into institutional and academic training. The corporate training segment dominated the market with a larger market share of 54.2% and a market revenue of US$466.19 Million for gamification in education in 2021. The reasons can be attributed to the huge trend of gamification usage among companies that are using gamification techniques to help employees improve their job credentials from By demonstrating their artistic abilities.

Regional segmentation analysis:

The market is analyzed on the basis of five regions, namely North America, Europe, Asia Pacific, South America, Middle East and Africa. The North America region has emerged as the largest market in the global games in education market, with 295.02 Million market revenue in 2021. Due to the presence of several important players in this region, North America is the largest contributor in terms of market revenue. .

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Competitive analysis:

Major players in the market include Microsoft, NIIT, MPS Interactive, D2L, Recurrence, Bunchball, Classcraft Studios, Top Hat, Cognizant, Fundamentor and others.

About the report:

The global Games in Education market is analyzed on the basis of value (USD Billion). All sectors were analyzed on a global, regional and country basis. The study includes an analysis of more than 30 countries for each segment. The report provides an in-depth analysis of the drivers, opportunities, restraints and challenges to gain fundamental insight into the market. The study includes Porter’s five forces model, attractiveness analysis, raw materials analysis, supply, demand analysis, competitor location network analysis, and distribution and marketing channel analysis.

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