The K-12 Game-based Learning market was valued at US$ xx in 2023. The market for K-12 Game-based Learning is projected to grow from US$ xx million in 2024, and is projected to reach xx by 2031, at a CAGR of xx% during the forecast period. Projected and forecast revenue values are in constant U.S. dollars, unadjusted for inflation. Product values are estimated based on manufacturers' revenue. The report offers detailed coverage of K-12 Game-based Learning industry and main market trends. The market research includes historical and forecast market data, demand, application details, price trends, and company shares of the leading K-12 Game-based Learning by geography. The report splits the market size, by volume and value, on the basis of application type and geography. In addition to this data, the report provides insight into drivers of market demand and strategies of suppliers. Key players are profiled, and their market shares in the global K-12 Game-based Learning market are discussed. The market is segmented by types: Subject-Specific Games Language Learning Games Others It can be also divided by applications: Pre-primary School Primary School Middle School High School And this report covers the historical situation, present status and the future prospects of the global K-12 Game-based Learning market for 2021-2031. In this report, we analyze global market from 5 geographies: Asia-Pacific, Europe, North America, Middle East & Africa, South America. Finally, the report provides detailed profile and data information analysis of leading company. GlassLab Microsoft Osmo PlayGen Banzai Labs BrainQuake Filament Games Gameloft iCivics Infinite Dreams Schell Games Report Includes: - xx data tables and xx additional tables - An overview of global K-12 Game-based Learning market - An detailed key players analysis across regions - Analyses of global market trends, with historical data, estimates for 2024 and projections of compound annual growth rates (CAGRs) through 2031 - Insights into regulatory and environmental developments - Information on the supply and demand scenario and evaluation of technological and investment opportunities in the K-12 Game-based Learning market - Profiles of major players in the industry, including GlassLab, Microsoft, Osmo, PlayGen, Banzai Labs..... Research objectives To study and analyze the global K-12 Game-based Learning consumption (value & volume) by key regions/countries, product type and application, history data from 2019 to 2021, and Forecast to 2031. To understand the structure of K-12 Game-based Learning market by identifying its various subsegments. Focuses on the key global K-12 Game-based Learning manufacturers, to define, describe and analyze the sales volume, value, market share, market competition landscape, Porter's five forces analysis, SWOT analysis and development plans in next few years. To analyze the K-12 Game-based Learning with respect to individual growth trends, future prospects, and their contribution to the total market. To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks). To project the consumption of K-12 Game-based Learning submarkets, with respect to key regions (along with their respective key countries). To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market. To strategically profile the key players and comprehensively analyze their growth strategies.
Table of Contents Global K-12 Game-based Learning Market Report 2024, Forecast to 2031 1 Scope of the Study 1.1 K-12 Game-based Learning Introduction 1.2 Research Programs 1.3 Analysis of Macroeconomic Indicators 1.4 Years Considered 1.5 Methodology 1.6 Data Source 1.7 Research Objectives 2 K-12 Game-based Learning Industry Overview 2.1 Global K-12 Game-based Learning Market Size (Million USD) Comparison by Regions (2024-2031) 2.1.1 K-12 Game-based Learning Global Main Region Market Analysis 2.2 Market Analysis by Type 2.2.1 Subject-Specific Games 2.2.2 Language Learning Games 2.2.3 Others 2.3 Market Analysis by Application 2.3.1 Pre-primary School 2.3.2 Primary School 2.3.3 Middle School 2.3.4 High School 2.4 Global K-12 Game-based Learning Revenue, Sales and Market Share by Manufacturer 2.4.1 Global K-12 Game-based Learning Sales and Market Share by Manufacturer (2019-2023) 2.4.2 Global K-12 Game-based Learning Revenue and Market Share by Manufacturer (2019-2023) 2.4.3 Global K-12 Game-based Learning Industry Concentration Ratio (CR5 and HHI) 2.4.4 Top 5 K-12 Game-based Learning Manufacturer Market Share 2.4.5 Top 10 K-12 Game-based Learning Manufacturer Market Share 2.4.6 Date of Key Manufacturers Enter into K-12 Game-based Learning Market 2.4.7 Key Manufacturers K-12 Game-based Learning Product Offered 2.4.8 Mergers & Acquisitions Planning 2.5 K-12 Game-based Learning Historical Development Overview 2.6 Market Dynamics 2.6.1 Market Opportunities 2.6.2 Market Risk 2.6.3 Market Driving Force 2.6.4 Porter's Five Forces Analysis 2.7 Coronavirus Disease 2019 (Covid-19): K-12 Game-based Learning Industry Impact 2.7.1 How the Covid-19 is Affecting the K-12 Game-based Learning Industry 2.7.2 K-12 Game-based Learning Business Impact Assessment - Covid-19 2.7.3 Market Trends and K-12 Game-based Learning Potential Opportunities in the COVID-19 Landscape 2.7.4 Measures / Proposal against Covid-19 3 Related Market Analysis 3.1 Related Market Overview 3.2 Macro Analysis of Upstream Markets 3.3 Key Players in Related Markets 3.4 Related Markets Trend Analysis 4 Global K-12 Game-based Learning Market Size Categorized by Regions 4.1 Global K-12 Game-based Learning Revenue and Market Share by Regions 4.1.1 Global K-12 Game-based Learning Sales and Market Share by Regions (2019-2023) 4.1.2 Global K-12 Game-based Learning Revenue and Market Share by Regions (2019-2023) 4.2 Europe K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 4.3 APAC K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 4.4 North America K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 4.5 South America K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 4.6 Middle East & Africa K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 5 Europe K-12 Game-based Learning Market Size Categorized by Countries 5.1 Europe K-12 Game-based Learning Revenue and Market Share by Countries 5.1.1 Europe K-12 Game-based Learning Revenue by Countries (2019-2023) 5.1.2 Germany K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 5.1.3 UK K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 5.1.4 France K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 5.1.5 Russia K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 5.1.6 Italy K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 5.1.7 Spain K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 5.2 Europe K-12 Game-based Learning Revenue (Value) by Manufacturers (2019-2023) 5.3 Europe K-12 Game-based Learning Revenue and Market Share by Type (2019-2023) 5.4 Europe K-12 Game-based Learning Revenue and Market Share by Application (2019-2023) 6 Asia-Pacific K-12 Game-based Learning Market Size Categorized by Countries 6.1 Asia-Pacific K-12 Game-based Learning Revenue and Market Share by Countries 6.1.1 Asia-Pacific K-12 Game-based Learning Revenue by Countries (2019-2023) 6.1.2 China K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 6.1.3 Japan K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 6.1.4 Korea K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 6.1.5 India K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 6.1.6 Southeast Asia K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 6.1.7 Australia K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 6.2 Asia-Pacific K-12 Game-based Learning Revenue (Value) by Players (2019-2023) 6.3 Asia-Pacific K-12 Game-based Learning Revenue and Market Share by Type (2019-2023) 6.4 Asia-Pacific K-12 Game-based Learning Revenue and Market Share by Application (2019-2023) 7 North America K-12 Game-based Learning Market Size Categorized by Countries 7.1 North America K-12 Game-based Learning Revenue and Market Share by Countries 7.1.1 North America K-12 Game-based Learning Revenue by Countries (2019-2023) 7.1.2 United States K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 7.1.3 Canada K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 7.1.4 Mexico K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 7.2 North America K-12 Game-based Learning Revenue (Value) by Players (2019-2023) 7.3 North America K-12 Game-based Learning Revenue and Market Share by Type (2019-2023) 7.4 North America K-12 Game-based Learning Revenue and Market Share by Application (2019-2023) 8 South America K-12 Game-based Learning Market Size Categorized by Countries 8.1 South America K-12 Game-based Learning Revenue and Market Share by Countries 8.1.1 South America K-12 Game-based Learning Revenue by Countries (2019-2023) 8.1.2 Brazil K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 8.2 South America K-12 Game-based Learning Revenue (Value) by Players (2019-2023) 8.3 South America K-12 Game-based Learning Revenue and Market Share by Type (2019-2023) 8.4 South America K-12 Game-based Learning Revenue and Market Share by Application (2019-2023) 9 Middle East and Africa K-12 Game-based Learning Market Size Categorized by Countries 9.1 Middle East and Africa K-12 Game-based Learning Revenue and Market Share by Countries 9.1.1 Middle East and Africa K-12 Game-based Learning Revenue by Countries (2019-2023) 9.1.2 GCC Countries K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 9.1.3 Turkey K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 9.1.4 Egypt K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 9.1.5 South Africa K-12 Game-based Learning Revenue and Growth Rate (2019-2023) 9.2 Middle East and Africa K-12 Game-based Learning Revenue (Value) by Players (2019-2023) 9.3 Middle East and Africa K-12 Game-based Learning Revenue and Market Share by Type (2019-2023) 9.4 Middle East and Africa K-12 Game-based Learning Revenue and Market Share by Application (2019-2023) 10 Global K-12 Game-based Learning Market Segment by Type 10.1 Global K-12 Game-based Learning Revenue and Market Share by Type (2019-2023) 10.2 Global K-12 Game-based Learning Market Forecast by Type (2024-2031) 10.3 Subject-Specific Games Revenue Growth Rate 10.4 Language Learning Games Revenue Growth Rate 10.5 Others Revenue Growth Rate 11 Global K-12 Game-based Learning Market Segment by Application 11.1 Global K-12 Game-based Learning Revenue Market Share by Application (2019-2023) 11.2 Global K-12 Game-based Learning Market Forecast by Application (2024-2031) 11.3 Pre-primary School Revenue Growth Rate (2021-2031) 11.4 Primary School Revenue Growth Rate (2021-2031) 11.5 Middle School Revenue Growth Rate (2021-2031) 11.6 High School Revenue Growth Rate (2021-2031) 12 Market Forecast for K-12 Game-based Learning 12.1 Global K-12 Game-based Learning Market Size Forecast (2024-2031) 12.2 K-12 Game-based Learning Market Forecast by Regions (2024-2031) 12.3 Europe K-12 Game-based Learning Revenue Market Forecast (2024-2031) 12.4 APAC K-12 Game-based Learning Revenue Market Forecast (2024-2031) 12.5 North America K-12 Game-based Learning Revenue Market Forecast (2024-2031) 12.6 South America K-12 Game-based Learning Revenue Market Forecast (2024-2031) 12.7 Middle East & Africa K-12 Game-based Learning Revenue Market Forecast (2024-2031) 13 Analysis of K-12 Game-based Learning Industry Key Vendors 13.1 GlassLab 13.1.1 Company Details 13.1.2 Product Information 13.1.3 GlassLab K-12 Game-based Learning Revenue and Gross Margin (2019-2023) 13.1.4 Main Business Overview 13.1.5 GlassLab News 13.2 Microsoft 13.2.1 Company Details 13.2.2 Product Information 13.2.3 Microsoft K-12 Game-based Learning Revenue and Gross Margin (2019-2023) 13.2.4 Main Business Overview 13.2.5 Microsoft News 13.3 Osmo 13.3.1 Company Details 13.3.2 Product Information 13.3.3 Osmo K-12 Game-based Learning Revenue and Gross Margin (2019-2023) 13.3.4 Main Business Overview 13.3.5 Osmo News 13.4 PlayGen 13.4.1 Company Details 13.4.2 Product Information 13.4.3 PlayGen K-12 Game-based Learning Revenue and Gross Margin (2019-2023) 13.4.4 Main Business Overview 13.4.5 PlayGen News 13.5 Banzai Labs 13.5.1 Company Details 13.5.2 Product Information 13.5.3 Banzai Labs K-12 Game-based Learning Revenue and Gross Margin (2019-2023) 13.5.4 Main Business Overview 13.5.5 Banzai Labs News 13.6 BrainQuake 13.6.1 Company Details 13.6.2 Product Information 13.6.3 BrainQuake K-12 Game-based Learning Revenue and Gross Margin (2019-2023) 13.6.4 Main Business Overview 13.6.5 BrainQuake News 13.7 Filament Games 13.7.1 Company Details 13.7.2 Product Information 13.7.3 Filament Games K-12 Game-based Learning Revenue and Gross Margin (2019-2023) 13.7.4 Main Business Overview 13.7.5 Filament Games News 13.8 Gameloft 13.8.1 Company Details 13.8.2 Product Information 13.8.3 Gameloft K-12 Game-based Learning Revenue and Gross Margin (2019-2023) 13.8.4 Main Business Overview 13.8.5 Gameloft News 13.9 iCivics 13.9.1 Company Details 13.9.2 Product Information 13.9.3 iCivics K-12 Game-based Learning Revenue and Gross Margin (2019-2023) 13.9.4 Main Business Overview 13.9.5 iCivics News 13.10 Infinite Dreams 13.10.1 Company Details 13.10.2 Product Information 13.10.3 Infinite Dreams K-12 Game-based Learning Revenue and Gross Margin (2019-2023) 13.10.4 Main Business Overview 13.10.5 Infinite Dreams News 13.11 Schell Games 13.11.1 Company Details 13.11.2 Product Information 13.11.3 Schell Games K-12 Game-based Learning Revenue and Gross Margin (2019-2023) 13.11.4 Main Business Overview 13.11.5 Schell Games News 14 Research Findings and Conclusion 15 Appendix