Sign In  |  Register  |  About Burlingame  |  Contact Us

Burlingame, CA
September 01, 2020 10:18am
7-Day Forecast | Traffic
  • Search Hotels in Burlingame

  • CHECK-IN:
  • CHECK-OUT:
  • ROOMS:

K-12 Game-based Learning Market poised for a USD 16.50 billion surge (2022-2027), marked by Alphabet Inc., Banzai Labs Inc., BrainQuake Inc., and others – Technavio

Forecasting Growth and Innovation: What Lies Ahead in the Educational Gaming Sector?

(PRUnderground) December 12th, 2023

From 2022 to 2027, the K-12 game-based learning market is anticipated to witness substantial growth, reaching USD 16.50 billion at a CAGR of 24.44%. This market exhibits fragmentation due to the presence of numerous global and regional companies. Some noteworthy contributors to the K-12 game-based learning market include Alphabet Inc., Banzai Labs Inc., BrainQuake Inc., BreakAway Ltd. Inc., Cognitive ToyBox Inc., Filament Games, iCivics Inc., Kahoot ASA, KILLER SNAILS LLC, Kuato Studios, Microsoft Corp., MobilizAR Technologies Pvt. Ltd., MONKIMUN Inc., Paratus Knowledge Ventures Pvt. Ltd., Schell Games LLC, Smart Lumies Inc., Think and Learn Pvt. Ltd., Thrust Interactive Inc., Tinybop Inc., and University of Michigan.

The report presents a comprehensive list of key companies, their strategies, and recent developments. Obtain valuable insights by downloading a Free Sample before making a purchase.

Company Offerings: • Alphabet Inc. provides K-12 game-based learning solutions, exemplified by Google Classroom. • Banzai Labs Inc. delivers K-12 game-based learning solutions, such as Banzai Classroom. • BrainQuake Inc. offers K-12 game-based learning solutions, including Wuzzit Trouble. • For in-depth details on companies and their offerings, acquire the complete report!

Geographically, the market is segmented into North America, Europe, APAC, South America, and the Middle East and Africa. North America is poised to dominate the market, contributing 37% to the global market growth during the forecast period. This dominance is attributed to the increasing awareness of early education, robust digital infrastructure in schools, and widespread adoption of BYOD policies in K-12 schools. These policies encourage the utilization of innovative devices like tablets, iPads, chrome books, fostering digital app and video game-based learning opportunities for students.

Download a complimentary sample report for further insights into regional market shares and segment contributions.

• Impactful driver – Growing emphasis on STEM learning • Key Trend – Rising popularity of mobile technologies • Major Challenges – Limited integration of content with curriculum

Market Segmentation: • The subject-specific games segment is expected to be the most significant contributor to the market. The global K-12 game-based learning market benefits from the increasing awareness of STEM learning worldwide, propelling the subject-specific games segment forward. To meet the growing demand, market players introduce interactive games such as Waker, Shortfall, and Foldit. These games cater to students from kindergarten to 12th grade, providing ample opportunities to grasp basic STEM concepts and establish a robust foundation for higher studies.

Explore further insights on segment market shares with a Free Sample Report from Technavio Research experts.

Related Reports:
The k-12 makerspace materials market size is estimated to grow at a CAGR of 9.52% between 2023 and 2028. The market size is forecast to increase by USD 1.87 billion.

The K-12 instruction material market size is estimated to grow at a CAGR of 6.51% between 2023 and 2028. The market size is forecast to increase by USD 10,390.95 million.

TOC:

1 Executive Summary

2 Market Landscape

3 Market Sizing

4 Historic Market Size

5 Five Forces Analysis

6 Market Segmentation by Product

7 Market Segmentation by Type

8 Customer Landscape

9 Geographic Landscape

10 Drivers, Challenges, and Trends

11 Company Landscape

12 Company Analysis

13 Appendix

About Technavio Research

Technavio is a leading global technology research and advisory company. Their research and analysis focus on emerging market trends and provide actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio’s report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio’s comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

The post K-12 Game-based Learning Market poised for a USD 16.50 billion surge (2022-2027), marked by Alphabet Inc., Banzai Labs Inc., BrainQuake Inc., and others – Technavio first appeared on

Press Contact

Name: Jesse Maida
Phone: +1 844 364 1100
Email: Contact Us

Original Press Release.

Data & News supplied by www.cloudquote.io
Stock quotes supplied by Barchart
Quotes delayed at least 20 minutes.
By accessing this page, you agree to the following
Privacy Policy and Terms and Conditions.
 
 
Copyright © 2010-2020 Burlingame.com & California Media Partners, LLC. All rights reserved.