The global game-based learning market is expected to reach USD 73.31 billion by 2030, at a CAGR of 20.15% from 2022 to 2030. The increase in the number of smartphone and internet users drives the expansion of the game-based learning market.
Game-based learning uses games to teach students a particular set of skills or assist them in achieving specific learning outcomes. Also, the motivational psychology included in game-based education permits students to engage with academic materials dynamically & playfully. Game-based learning is not just making games for students to play but designing education activities that can incrementally introduce concepts & guide users against an end objective. In addition, game-based learning permits librarians to integrate active learning into their instruction sessions, encourage students’ engagement and interest, and deliver immediate feedback on performance.
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It is challenging to set up IT infrastructure in businesses & schools. They must set up hardware that contains servers such as a shared server, a cloud server, and a dedicated server. Each server has its own set of advantages and drawbacks. Holding a cloud server is expensive. Corporates must also set up software that contains a learning management system (LMS). 100s of learning management systems are available in the market; some are commercial, while others are open-source applications like MOODLE. Further, it is challenging to study the attributes of each LMS and liken them against their training needs and budget and select the right learning management system. Administration training, team selection, managing LMS activities and reports, and operating with LMS vendors are challenging for corporates & schools.
The increase in the use of Virtual Reality (VR), Artificial Intelligence (AI), and Augmented Reality (AR) in educational gamification has assisted in providing a more interactive experience. The Virtual Reality environment can affect real working experiences to train employees without the fear of making any mistakes. In addition, the rising application of AR appliances in healthcare, continuous innovation in VR/AR technologies, rise in demand for AR in architecture, and the rising demand for VR in education & training are the driving factor of the market growth during the forecast period Also, the Artificial Intelligence-powered gaming analytics deliver exceptional insights, allowing developers to review faults & mistakes quickly. These factors are boosting the market growth during the forecast period.
The global game-based learning market has been segmented based on game type, deployment mode, component, end-user, and regions.
The regions analyzed for the market include North America, Europe, South America, Asia Pacific, the Middle East, and Africa. The North American region emerged as the largest market for the global game-based learning market, with a 46.36% share of the market revenue in 2021.
North America Region Game-Based Learning Market Share in 2021 - 46.36%
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The key players are now concentrating on implementing strategies such as adopting new technology, product innovations, mergers & acquisitions, joint venture, alliances, and partnerships to improve their market position in the global game-based learning industry.
As per The Brainy Insights, the size of the game-based learning market was valued at USD 14.05 billion in 2021 to USD 73.31 billion by 2030.
Global game-based learning market is growing at a CAGR of 20.15% during the forecast period 2022-2030.
The global game-based learning market has been segmented based on game type, deployment mode, component, end-user, and regions. The training, knowledge, and skill-based games segment led game type segment in 2021.
North America region emerged as the largest market for the game-based learning.
The market's growth will be influenced by the rising adoption of digital learning solutions.
The slow internet connection & poor network could hamper the market growth.
The raised demand for AI, AR, and VR for learning will provide considerable opportunities to the market.
Key players are Frontier Developments, Bublar Group, Minecraft, Spin Master, Kahoot, Minecraft, Tangible Play, BreakAway games, Recurrence, Gamelearn, Stratbeans, Raptivity, Simulearn, Schell Games, Layup, Monkimun, Banzai Labs
1. Introduction
1.1. Objectives of the Study
1.2. Market Definition
1.3. Research Scope
1.4. Currency
1.5. Key Target Audience
2. Research Methodology and Assumptions
3. Executive Summary
4. Premium Insights
4.1. Porter’s Five Forces Analysis
4.2. Value Chain Analysis
4.3. Top Investment Pockets
4.3.1. Market Attractiveness Analysis By Game Type
4.3.2. Market Attractiveness Analysis By Deployment Mode
4.3.3. Market Attractiveness Analysis By Component
4.3.4. Market Attractiveness Analysis By End-User
4.3.5. Market Attractiveness Analysis By Region
4.4. Industry Trends
5. Market Dynamics
5.1. Market Evaluation
5.2. Drivers
5.2.1. The rising disposable income
5.2.2. The growing smartphone users' adoption of e-learning
5.2.3. The easy availability of games on the internet
5.2.4. The rising adoption of digital learning solutions
5.3. Restraints
5.3.1. The slow internet connection & poor network
5.3.2. The limited awareness in underdeveloped nations
5.3.3. The lack of IT infrastructure in colleges & schools
5.3.4. The lack of financial support
5.4. Opportunities
5.4.1. The raised demand for AI, AR, and VR for learning
6. Global Game-Based Learning Market Analysis and Forecast, By Game Type
6.1. Segment Overview
6.2. AI-Based Games
6.3. AR VR Games
6.4. Location-Based Games
6.5. Training, Knowledge and Skill-Based Games
6.6. Assessment and Evaluation Games
6.7. Language Learning Games
6.8. Others
7. Global Game-Based Learning Market Analysis and Forecast, By Deployment Mode
7.1. Segment Overview
7.2. On-Premise
7.3. Cloud
8. Global Game-Based Learning Market Analysis and Forecast, By Component
8.1. Segment Overview
8.2. Services
8.3. Solution
9. Global Game-Based Learning Market Analysis and Forecast, By End-User
9.1. Segment Overview
9.2. Healthcare
9.3. Education
9.4. Manufacturing
9.5. Retail & e-commerce
9.6. Consumer
9.7. IT & Telecom,
9.8. Government & Defense
9.9. Others
10. Global Game-Based Learning Market Analysis and Forecast, By Regional Analysis
10.1. Segment Overview
10.2. North America
10.2.1. U.S.
10.2.2. Canada
10.2.3. Mexico
10.3. Europe
10.3.1. Germany
10.3.2. France
10.3.3. U.K.
10.3.4. Italy
10.3.5. Spain
10.4. Asia-Pacific
10.4.1. Japan
10.4.2. China
10.4.3. India
10.5. South America
10.5.1. Brazil
10.6. Middle East and Africa
10.6.1. UAE
10.6.2. South Africa
11. Global Game-Based Learning Market-Competitive Landscape
11.1. Overview
11.2. Market Share of Key Players in Global Game-Based Learning Market
11.2.1. Global Company Market Share
11.2.2. North America Company Market Share
11.2.3. Europe Company Market Share
11.2.4. APAC Company Market Share
11.3. Competitive Situations and Trends
11.3.1. Product Launches and Developments
11.3.2. Partnerships, Collaborations, and Agreements
11.3.3. Mergers & Acquisitions
11.3.4. Expansions
12. Company Profiles
12.1. Frontier Developments
12.1.1. Business Overview
12.1.2. Company Snapshot
12.1.3. Company Market Share Analysis
12.1.4. Company Product Portfolio
12.1.5. Recent Developments
12.1.6. SWOT Analysis
12.2. Bublar Group
12.2.1. Business Overview
12.2.2. Company Snapshot
12.2.3. Company Market Share Analysis
12.2.4. Company Product Portfolio
12.2.5. Recent Developments
12.2.6. SWOT Analysis
12.3. Minecraft
12.3.1. Business Overview
12.3.2. Company Snapshot
12.3.3. Company Market Share Analysis
12.3.4. Company Product Portfolio
12.3.5. Recent Developments
12.3.6. SWOT Analysis
12.4. Spin Master
12.4.1. Business Overview
12.4.2. Company Snapshot
12.4.3. Company Market Share Analysis
12.4.4. Company Product Portfolio
12.4.5. Recent Developments
12.4.6. SWOT Analysis
12.5. Kahoot
12.5.1. Business Overview
12.5.2. Company Snapshot
12.5.3. Company Market Share Analysis
12.5.4. Company Product Portfolio
12.5.5. Recent Developments
12.5.6. SWOT Analysis
12.6. Minecraft
12.6.1. Business Overview
12.6.2. Company Snapshot
12.6.3. Company Market Share Analysis
12.6.4. Company Product Portfolio
12.6.5. Recent Developments
12.6.6. SWOT Analysis
12.7. Tangible Play
12.7.1. Business Overview
12.7.2. Company Snapshot
12.7.3. Company Market Share Analysis
12.7.4. Company Product Portfolio
12.7.5. Recent Developments
12.7.6. SWOT Analysis
12.8. BreakAway games
12.8.1. Business Overview
12.8.2. Company Snapshot
12.8.3. Company Market Share Analysis
12.8.4. Company Product Portfolio
12.8.5. Recent Developments
12.8.6. SWOT Analysis
12.9. Recurrence
12.9.1. Business Overview
12.9.2. Company Snapshot
12.9.3. Company Market Share Analysis
12.9.4. Company Product Portfolio
12.9.5. Recent Developments
12.9.6. SWOT Analysis
12.10. Gamelearn
12.10.1. Business Overview
12.10.2. Company Snapshot
12.10.3. Company Market Share Analysis
12.10.4. Company Product Portfolio
12.10.5. Recent Developments
12.10.6. SWOT Analysis
12.11. Stratbeans
12.11.1. Business Overview
12.11.2. Company Snapshot
12.11.3. Company Market Share Analysis
12.11.4. Company Product Portfolio
12.11.5. Recent Developments
12.11.6. SWOT Analysis
12.12. Raptivity
12.12.1. Business Overview
12.12.2. Company Snapshot
12.12.3. Company Market Share Analysis
12.12.4. Company Product Portfolio
12.12.5. Recent Developments
12.12.6. SWOT Analysis
12.13. Simulearn
12.13.1. Business Overview
12.13.2. Company Snapshot
12.13.3. Company Market Share Analysis
12.13.4. Company Product Portfolio
12.13.5. Recent Developments
12.13.6. SWOT Analysis
12.14. Schell Games
12.14.1. Business Overview
12.14.2. Company Snapshot
12.14.3. Company Market Share Analysis
12.14.4. Company Product Portfolio
12.14.5. Recent Developments
12.14.6. SWOT Analysis
12.15. Layup
12.15.1. Business Overview
12.15.2. Company Snapshot
12.15.3. Company Market Share Analysis
12.15.4. Company Product Portfolio
12.15.5. Recent Developments
12.15.6. SWOT Analysis
12.16. Monkimun
12.16.1. Business Overview
12.16.2. Company Snapshot
12.16.3. Company Market Share Analysis
12.16.4. Company Product Portfolio
12.16.5. Recent Developments
12.16.6. SWOT Analysis
12.17. Banzai Labs
12.17.1. Business Overview
12.17.2. Company Snapshot
12.17.3. Company Market Share Analysis
12.17.4. Company Product Portfolio
12.17.5. Recent Developments
12.17.6. SWOT Analysis
12.18. Playgen
12.18.1. Business Overview
12.18.2. Company Snapshot
12.18.3. Company Market Share Analysis
12.18.4. Company Product Portfolio
12.18.5. Recent Developments
12.18.6. SWOT Analysis
12.19. Fundamentor
12.19.1. Business Overview
12.19.2. Company Snapshot
12.19.3. Company Market Share Analysis
12.19.4. Company Product Portfolio
12.19.5. Recent Developments
12.19.6. SWOT Analysis
12.20. Cognitive Toybox
12.20.1. Business Overview
12.20.2. Company Snapshot
12.20.3. Company Market Share Analysis
12.20.4. Company Product Portfolio
12.20.5. Recent Developments
12.20.6. SWOT Analysis
12.21. Idnusgeeks
12.21.1. Business Overview
12.21.2. Company Snapshot
12.21.3. Company Market Share Analysis
12.21.4. Company Product Portfolio
12.21.5. Recent Developments
12.21.6. SWOT Analysis
12.22. Quodeck
12.22.1. Business Overview
12.22.2. Company Snapshot
12.22.3. Company Market Share Analysis
12.22.4. Company Product Portfolio
12.22.5. Recent Developments
12.22.6. SWOT Analysis
12.23. G-Cube
12.23.1. Business Overview
12.23.2. Company Snapshot
12.23.3. Company Market Share Analysis
12.23.4. Company Product Portfolio
12.23.5. Recent Developments
12.23.6. SWOT Analysis
12.24. Smart Lumies
12.24.1. Business Overview
12.24.2. Company Snapshot
12.24.3. Company Market Share Analysis
12.24.4. Company Product Portfolio
12.24.5. Recent Developments
12.24.6. SWOT Analysis
12.25. Kuato Studios
12.25.1. Business Overview
12.25.2. Company Snapshot
12.25.3. Company Market Share Analysis
12.25.4. Company Product Portfolio
12.25.5. Recent Developments
12.25.6. SWOT Analysis
12.26. Infinite Dreams
12.26.1. Business Overview
12.26.2. Company Snapshot
12.26.3. Company Market Share Analysis
12.26.4. Company Product Portfolio
12.26.5. Recent Developments
12.26.6. SWOT Analysis
12.27. Hornbill FX
12.27.1. Business Overview
12.27.2. Company Snapshot
12.27.3. Company Market Share Analysis
12.27.4. Company Product Portfolio
12.27.5. Recent Developments
12.27.6. SWOT Analysis
12.28. Gametize
12.28.1. Business Overview
12.28.2. Company Snapshot
12.28.3. Company Market Share Analysis
12.28.4. Company Product Portfolio
12.28.5. Recent Developments
12.28.6. SWOT Analysis
12.29. Threatgen
12.29.1. Business Overview
12.29.2. Company Snapshot
12.29.3. Company Market Share Analysis
12.29.4. Company Product Portfolio
12.29.5. Recent Developments
12.29.6. SWOT Analysis
12.30. Kidoz
12.30.1. Business Overview
12.30.2. Company Snapshot
12.30.3. Company Market Share Analysis
12.30.4. Company Product Portfolio
12.30.5. Recent Developments
12.30.6. SWOT Analysis
12.31. Sweetrush
12.31.1. Business Overview
12.31.2. Company Snapshot
12.31.3. Company Market Share Analysis
12.31.4. Company Product Portfolio
12.31.5. Recent Developments
12.31.6. SWOT Analysis
12.32. VR Education Holdings
12.32.1. Business Overview
12.32.2. Company Snapshot
12.32.3. Company Market Share Analysis
12.32.4. Company Product Portfolio
12.32.5. Recent Developments
12.32.6. SWOT Analysis
12.33. MLevel
12.33.1. Business Overview
12.33.2. Company Snapshot
12.33.3. Company Market Share Analysis
12.33.4. Company Product Portfolio
12.33.5. Recent Developments
12.33.6. SWOT Analysis
List of Table
1. Global Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
2. Global AI-Based Games, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
3. Global AR VR Games , Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
4. Global Location-Based Games, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
5. Global Training, Knowledge and Skill-Based Games, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
6. Global Assessment and Evaluation Games, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
7. Global Language Learning Games, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
8. Global Others, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
9. Global Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
10. Global On-Premise, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
11. Global Cloud, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
12. Global Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
13. Global Services, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
14. Global Solution, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
15. Global Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
16. Global Healthcare, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
17. Global Education, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
18. Global Manufacturing, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
19. Global Retail & e-commerce, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
20. Global Consumer, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
21. Global IT & Telecom, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
22. Global Government & Defense, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
23. Global Others, Game-Based Learning Market, By Region, 2019-2030 (USD Billion)
24. North America Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
25. North America Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
26. North America Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
27. North America Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
28. U.S. Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
29. U.S. Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
30. U.S. Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
31. U.S. Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
32. Canada Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
33. Canada Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
34. Canada Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
35. Canada Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
36. Mexico Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
37. Mexico Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
38. Mexico Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
39. Mexico Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
40. Europe Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
41. Europe Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
42. Europe Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
43. Europe Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
44. Germany Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
45. Germany Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
46. Germany Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
47. Germany Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
48. France Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
49. France Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
50. France Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
51. France Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
52. U.K. Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
53. U.K. Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
54. U.K. Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
55. U.K. Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
56. Italy Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
57. Italy Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
58. Italy Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
59. Italy Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
60. Spain Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
61. Spain Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
62. Spain Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
63. Spain Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
64. Asia Pacific Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
65. Asia Pacific Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
66. Asia Pacific Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
67. Asia Pacific Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
68. Japan Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
69. Japan Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
70. Japan Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
71. Japan Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
72. China Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
73. China Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
74. China Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
75. China Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
76. India Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
77. India Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
78. India Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
79. India Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
80. South America Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
81. South America Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
82. South America Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
83. South America Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
84. Brazil Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
85. Brazil Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
86. Brazil Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
87. Brazil Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
88. Middle East and Africa Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
89. Middle East and Africa Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
90. Middle East and Africa Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
91. Middle East and Africa Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
92. UAE Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
93. UAE Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
94. UAE Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
95. UAE Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
96. South Africa Game-Based Learning Market, By Game Type, 2019-2030 (USD Billion)
97. South Africa Game-Based Learning Market, By Deployment Mode, 2019-2030 (USD Billion)
98. South Africa Game-Based Learning Market, By Component, 2019-2030 (USD Billion)
99. South Africa Game-Based Learning Market, By End-User, 2019-2030 (USD Billion)
List of Figures
1. Global Game-Based Learning Market Segmentation
2. Global Game-Based Learning Market: Research Methodology
3. Market Size Estimation Methodology: Bottom-Up Approach
4. Market Size Estimation Methodology: Top-Down Approach
5. Data Triangulation
6. Porter’s Five Forces Analysis
7. Value Chain Analysis
8. Global Game-Based Learning Market Attractiveness Analysis By Game Type
9. Global Game-Based Learning Market Attractiveness Analysis By Deployment Mode
10. Global Game-Based Learning Market Attractiveness Analysis By Component
11. Global Game-Based Learning Market Attractiveness Analysis By End-User
12. Global Game-Based Learning Market Attractiveness Analysis By Region
13. Global Game-Based Learning Market: Dynamics
14. Global Game-Based Learning Market Share By Game Type (2022 & 2030)
15. Global Game-Based Learning Market Share By Deployment Mode (2022 & 2030)
16. Global Game-Based Learning Market Share By Component (2022 & 2030)
17. Global Game-Based Learning Market Share By End-User (2022 & 2030)
18. Global Game-Based Learning Market Share By Regions (2022 & 2030)
19. Global Game-Based Learning Market Share By Company (2021)
This study forecasts revenue at global, regional, and country levels from 2019 to 2030. The Brainy Insights has segmented the global game-based learning based on below mentioned segments:
Global Game-Based Learning Market by Game Type:
Global Game-Based Learning Market by Deployment Mode:
Global Game-Based Learning Market by Component:
Global Game-Based Learning Market by End-User:
Global Game-Based Learning by Region:
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This stage involves in extensive research. These data sources includes:
Purchased Database: Purchased databases play a crucial role in estimating the market sizes irrespective of the domain. Our purchased database includes:
Primary Research: The Brainy Insights interacts with leading companies and experts of the concerned domain to develop the analyst team’s market understanding and expertise. It improves and substantiates every single data presented in the market reports. Primary research mainly involves in telephonic interviews, E-mail interactions and face-to-face interviews with the raw material providers, manufacturers/producers, distributors, & independent consultants. The interviews that we conduct provides valuable data on market size and industry growth trends prevailing in the market. Our organization also conducts surveys with the various industry experts in order to gain overall insights of the industry/market. For instance, in healthcare industry we conduct surveys with the pharmacists, doctors, surgeons and nurses in order to gain insights and key information of a medical product/device/equipment which the customers are going to usage. Surveys are conducted in the form of questionnaire designed by our own analyst team. Surveys plays an important role in primary research because surveys helps us to identify the key target audiences of the market. Additionally, surveys helps to identify the key target audience engaged with the market. Our survey team conducts the survey by targeting the key audience, thus gaining insights from them. Based on the perspectives of the customers, this information is utilized to formulate market strategies. Moreover, market surveys helps us to understand the current competitive situation of the industry. To be precise, our survey process typically involve with the 360 analysis of the market. This analytical process begins by identifying the prospective customers for a product or service related to the market/industry to obtain data on how a product/service could fit into customers’ lives.
Secondary Research: The secondary data sources includes information published by the on-profit organizations such as World bank, WHO, company fillings, investor presentations, annual reports, national government documents, statistical databases, blogs, articles, white papers and others. From the annual report, we analyse a company’s revenue to understand the key segment and market share of that organization in a particular region. We analyse the company websites and adopt the product mapping technique which is important for deriving the segment revenue. In the product mapping method, we select and categorize the products offered by the companies catering to domain specific market, deduce the product revenue for each of the companies so as to get overall estimation of the market size. We also source data and analyses trends based on information received from supply side and demand side intermediaries in the value chain. The supply side denotes the data gathered from supplier, distributor, wholesaler and the demand side illustrates the data gathered from the end customers for respective market domain.
The supply side for a domain specific market is analysed by:
The demand side for the market is estimated through:
In-house Library: Apart from these third-party sources, we have our in-house library of qualitative and quantitative information. Our in-house database includes market data for various industry and domains. These data are updated on regular basis as per the changing market scenario. Our library includes, historic databases, internal audit reports and archives.
Sometimes there are instances where there is no metadata or raw data available for any domain specific market. For those cases, we use our expertise to forecast and estimate the market size in order to generate comprehensive data sets. Our analyst team adopt a robust research technique in order to produce the estimates:
Data Synthesis: This stage involves the analysis & mapping of all the information obtained from the previous step. It also involves in scrutinizing the data for any discrepancy observed while data gathering related to the market. The data is collected with consideration to the heterogeneity of sources. Robust scientific techniques are in place for synthesizing disparate data sets and provide the essential contextual information that can orient market strategies. The Brainy Insights has extensive experience in data synthesis where the data passes through various stages:
Market Deduction & Formulation: The final stage comprises of assigning data points at appropriate market spaces so as to deduce feasible conclusions. Analyst perspective & subject matter expert based holistic form of market sizing coupled with industry analysis also plays a crucial role in this stage.
This stage involves in finalization of the market size and numbers that we have collected from data integration step. With data interpolation, it is made sure that there is no gap in the market data. Successful trend analysis is done by our analysts using extrapolation techniques, which provide the best possible forecasts for the market.
Data Validation & Market Feedback: Validation is the most important step in the process. Validation & re-validation via an intricately designed process helps us finalize data-points to be used for final calculations.
The Brainy Insights interacts with leading companies and experts of the concerned domain to develop the analyst team’s market understanding and expertise. It improves and substantiates every single data presented in the market reports. The data validation interview and discussion panels are typically composed of the most experienced industry members. The participants include, however, are not limited to:
Moreover, we always validate our data and findings through primary respondents from all the major regions we are working on.
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