K-12 Game-Based Learning Market Expected To Grow At A CAGR Of 20.63% By 2025 | Increased investment by venture capitalists to stimulate growth


NEW YORK, November 26, 2021 / PRNewswire / – The K-12 game-based learning market is expected to grow by $ 9.03 billion from 2020 to 2025, progressing to a 20.63% CAGR according to Technavio. 37% of market growth will come from North America. The United States and Canada are the key markets for K-12 game-based learning in the region. The growing emphasis on early education will facilitate the growth of the K-12 game-based learning market in North America.

Attractive Opportunities in the K-12 Game Based Learning Market by Product, Grade Level, and Geography – Forecast and Analysis 2021-2025

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K-12 Game Based Learning Market 2021-2025: Scope

Technavio presents a detailed picture of the market through the study, synthesis and summation of data from multiple sources. Our K-12 Game Based Learning Market report covers the following areas:

K-12 Game Based Learning Market 2021-2025: Vendor Analysis

The market is fragmented, and the degree of fragmentation will accelerate over the forecast period. A Medium Corp., Banzai Labs Inc., Cognitive ToyBox Inc., Filament Games, Infinite Dreams Inc., Microsoft Corp., MONKIMUN Inc., Schell Games LLC., Smart Lumies Inc. and WayForward Technologies Inc. are some of the major players in the market.

K-12 Game-Based Learning Market 2021-2025: Drivers and Challenges

The increasing investment by venture capitalists and changing teaching methodologies will provide immense growth opportunities for the K-12 Game Based Learning Marketplace. However, the high installation costs will challenge the growth of market participants. To make the most of opportunities, market sellers should focus more on growth prospects in fast growing segments, while maintaining their positions in slow growing segments.

K-12 Game Based Learning Market 2021-2025: Segmentation

  • Product

  • Market landscape

  • Geography

K-12 Game Based Learning Market 2021-2025: Revenue Generating Segment

The growth in the market share of K-12 game-based learning by the subject-specific games segment has been significant. Technavio report provides accurate prediction of the contribution of all segments to the growth in K-12 Game-Based Learning market size

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K-12 Game Based Learning Market 2021-2025: Highlights

  • Market CAGR during the forecast period 2021-2025

  • Detailed information on factors that will contribute to the growth of the Kindergarten to Grade 12 Game-Based Learning Market over the next five years

  • Estimating the Size of the Kindergarten to Grade 12 Game-Based Learning Market and its Contribution to the Parent Market

  • Predictions on upcoming trends and changes in consumer behavior

  • The Growing Kindergarten to Grade 12 Game-Based Learning Market

  • Market competitive landscape analysis and detailed supplier information

  • Complete details on factors that will challenge the growth of Kindergarten to 12th grade game-based learning market vendors

Associated reports:
Business Game Based Learning Market –The size of the business game-based learning market has the potential to grow by $ 73.90 million over the period 2020-2024, and the market growth momentum will accelerate at a CAGR of 6.46%. Download a free sample now!

Blended Online Learning Market K-12 –The K-12 blended e-learning market has the potential to grow by USD 19.59 billion during 2021-2025, and the market growth momentum will accelerate at a CAGR of 17.52%. Download a free sample now!

Scope of the K-12 game-based learning market

Cover of the report

Details

Page number

120

Year of reference

2020

Forecast period

2021-2025

Growth dynamics and CAGR

Accelerate to a CAGR of 20.63%

Market growth 2021-2025

$ 9.03 billion

Market structure

Fragmented

Annual growth (%)

18.40

Regional analysis

North America, Europe, APAC, South America and MEA

Efficient contribution to the market

North America at 37%

Main consumer countries

United States, China, United Kingdom, Canada and Germany

Competitive landscape

Leading companies, competitive strategies, reach of consumer engagement

Profiled companies

A Medium Corp., Banzai Labs Inc., Cognitive ToyBox Inc., Filament Games, Infinite Dreams Inc., Microsoft Corp., MONKIMUN Inc., Schell Games LLC., Smart Lumies Inc. and WayForward Technologies Inc.

Market dynamics

Parent Market Analysis, Market Growth Drivers and Obstacles, Analysis of Fast Growing and Slow Growing Segments, Impact of COVID-19 and Future Consumer Dynamics, Analysis of Market Conditions for the Forecast Period

Customization

If our report didn’t include the data you’re looking for, you can reach out to our analysts and customize the segments.

About Us

Technavio is one of the world’s leading technology research and consulting companies. Their research and analysis focuses on emerging market trends and provides actionable insights to help companies identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialist analysts, Technavio’s report library includes over 17,000+ reports, spanning 800 technologies, spanning 50 countries. Their customer base consists of companies of all sizes, including more than 100 Fortune 500 companies. This growing customer base relies on Technavio’s comprehensive coverage, in-depth research and actionable market intelligence to identify opportunities in existing markets. and potentials and assess their competitive positions in changing market scenarios.

Contact

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Technavio (PRNewsfoto / Technavio)

Technavio (PRNewsfoto / Technavio)

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SOURCE Technavio


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