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$37.6 Billion Game-based Learning Products and Services Markets, 2027 - Focus on BreakAway, Filament Games, LearningWare, PlayGen, Tangible Play (OSMO) & Toolwire - ResearchAndMarkets.com

May 28, 2021 GMT

DUBLIN--(BUSINESS WIRE)--May 28, 2021--

The “Game-based Learning Products and Services - Global Market Trajectory & Analytics” report has been added to ResearchAndMarkets.com’s offering.

Global Game-based Learning Products and Services Market to Reach $37.6 Billion by 2027

Amid the COVID-19 crisis, the global market for Game-based Learning Products and Services estimated at US$4.7 Billion in the year 2020, is projected to reach a revised size of US$37.6 Billion by 2027, growing at a CAGR of 34.5% over the period 2020-2027.

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The U.S. Market is Estimated at $1.4 Billion, While China is Forecast to Grow at 33.4% CAGR

The Game-based Learning Products and Services market in the U.S. is estimated at US$1.4 Billion in the year 2020. China, the world’s second largest economy, is forecast to reach a projected market size of US$6.4 Billion by the year 2027 trailing a CAGR of 33.4% over the analysis period 2020 to 2027.

Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 31% and 29.6% respectively over the 2020-2027 period. Within Europe, Germany is forecast to grow at approximately 24.3% CAGR.

Select Competitors (Total 38 Featured):

  • BreakAway, Ltd.
  • Filament Games
  • LearningWare, Inc.
  • PlayGen Limited
  • Tangible Play, Inc. (OSMO)
  • Toolwire, Inc.

Key Topics Covered:

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • Influencer Market Insights
  • Impact of Covid-19 and a Looming Global Recession
  • World Current & Future Analysis for Game-based Learning Products and Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • World Historic Review for Game-based Learning Products and Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2019 and % CAGR
  • World 15-Year Perspective for Game-based Learning Products and Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2012, 2020 & 2027

III. MARKET ANALYSIS

IV. COMPETITION

  • Total Companies Profiled: 38

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For more information about this report visit https://www.researchandmarkets.com/r/9sj0lb

View source version on businesswire.com:https://www.businesswire.com/news/home/20210528005367/en/

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KEYWORD:

INDUSTRY KEYWORD: ELECTRONIC GAMES ENTERTAINMENT

SOURCE: Research and Markets

Copyright Business Wire 2021.

PUB: 05/28/2021 12:05 PM/DISC: 05/28/2021 12:06 PM

http://www.businesswire.com/news/home/20210528005367/en