Game-based Learning Market Outlook -2030: Growth, Trends, Opportunities and Leading Key Leaders

June 26 17:54 2025
Game-based Learning Market Outlook -2030: Growth, Trends, Opportunities and Leading Key Leaders
Duolingo (US), Kahoot! (Norway), Skillsoft (US), Pearson (US), Stride Inc. (US), Game Strategies (Spain), Fundamentor (India), Quizizz (US), Tenneo (US), EI (US).
Game-based Learning Market by Offering (Gamified Learning, Microlearning, Simulation Learning, LMS, Adaptive Learning, Authoring Tools), Application (K-12, Higher Education, Corporate Training, STEM, Cognitive Development) – Global Forecast to 2030

The game-based learning market is expected to grow at a compound annual growth rate (CAGR) of 23.4% between 2025 and 2030, from an estimated USD 6.23 billion in 2025 to USD 17.82 billion by 2030. The market for game-based learning is driven by the growing need for dynamic and captivating teaching resources, the expanding use of digital learning environments, and the growing use of smartphones and the internet. The market is further driven by improved learner retention, tailored learning experiences, and the incorporation of cutting-edge technologies like AI, AR, and VR. Furthermore, the transition to competency-driven and skill-based education promotes long-term development.

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Increasing digital adoption in education and corporate training, rising demand for interactive and personalized learning experiences, and growing use of AR/VR and AI technologies are driving the growth of the game-based learning market. These factors enhance learner engagement, improve retention rates, and support scalable, outcome-driven educational solutions across sectors.

The web-based deployment segment will register the largest market share during the forecast period

The web-based deployment of the integration type segment holds the largest share in the game-based learning market due to its high accessibility, platform independence, and ease of integration across devices and operating systems. It allows learners to access content anytime, anywhere, without requiring complex installations. Moreover, institutions and enterprises prefer web-based solutions for their cost-effectiveness, scalability, and seamless updates, making them ideal for widespread adoption in education and training environments.

The medical and healthcare training segment is poised for the fastest growth rate during the forecast period

The medical and healthcare training segment is expected to witness the fastest growth in the game-based learning market due to the increasing need for immersive, risk-free environments to train professionals in critical procedures. Advanced VR, AR, and AI technologies enable realistic simulations that enhance skill development, improve patient safety, and reduce errors. The demand for continuous upskilling and remote training further accelerates adoption in this sector.

North America will account for the largest market during the forecast period

North America is projected to hold the largest share in the game-based learning market, driven by its advanced digital infrastructure, early adoption of educational technologies, and strong presence of key market players. The region benefits from significant investments in edtech, supportive government initiatives, and a high level of awareness regarding the benefits of interactive learning, enabling widespread implementation across educational institutions and corporate training environments.

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Unique Features in the Game-based Learning Market

Game-based learning platforms are distinguished by their incorporation of gamification elements such as points, badges, leaderboards, and rewards. These features enhance learner motivation, engagement, and retention by transforming traditional learning into an interactive and enjoyable experience.

Many platforms in this market use AI and analytics to tailor educational content according to the learner’s performance, pace, and preferences. Adaptive learning paths help maintain engagement by ensuring content difficulty is neither too easy nor too hard, thereby optimizing learning outcomes.

Game-based learning solutions provide instant feedback, enabling learners to understand mistakes and improve performance on the spot. This continuous loop of assessment and correction is more dynamic and effective compared to traditional evaluation methods.

These platforms often incorporate multiplayer modes, team-based challenges, and social sharing features. Such interactivity promotes teamwork, communication, and peer learning, which are vital skills in both educational and corporate training environments.

Major Highlights of the Game-based Learning Market

The game-based learning market is experiencing rapid growth, driven by increasing adoption in K-12, higher education, and corporate training sectors. Educators and trainers are recognizing the value of interactive content in improving knowledge retention and learner satisfaction.

With a global emphasis on practical skills and competencies, game-based learning is being embraced as a tool to teach critical thinking, problem-solving, decision-making, and collaboration. This shift is particularly visible in vocational training and soft skills development.

Advancements in AI, AR/VR, cloud computing, and mobile technology are significantly enhancing the capabilities of game-based learning platforms. These innovations allow for more immersive, personalized, and flexible learning experiences, fueling market expansion.

The sector is witnessing a surge in funding and investment, with numerous edtech startups and established tech firms entering the market. This influx is leading to greater competition, innovation, and availability of diverse learning solutions.

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Top Companies in the Game-based Learning Market

Some of the leading players in the game-based learning market include Duolingo (US), Kahoot! (Norway), Skillsoft (US), Stride (US), and Pearson (US). These companies leverage the development of curriculum-aligned content to ensure relevance in academic and corporate training environments and the integration of immersive technologies such as AR/VR to enhance user engagement. These approaches help providers differentiate their offerings, improve learning outcomes, and cater to the evolving needs of digital-native learners.

DUOLINGO

Duolingo is one of the prominent players in the game-based learning market, known for its data-driven approach and gamified learning model. Its core competencies lie in offering engaging, bite-sized lessons supported by features such as streaks, leaderboards, and in-app rewards that boost user motivation. Duolingo is strategically broadening its horizons by venturing into diverse areas such as music, math, and chess while simultaneously enhancing its vertical integration with offerings such as the Duolingo English Test and literacy-oriented apps, including Duolingo ABC. The company emphasizes persistent product experimentation through A/B testing to continually refine the user experience. Additionally, Duolingo has forged partnerships with notable content providers such as CNN and BuzzFeed, aiming to diversify learning formats and bolster its global footprint. This multifaceted approach not only enhances user engagement but also positions Duolingo as a leading player in the evolving edtech landscape.

KAHOOT!

Kahoot! is a leading platform in the game-based learning market, recognized for its interactive quizzes and real-time engagement tools that support active learning across educational and corporate environments. Its core strengths include a user-friendly interface, real-time feedback, and data analytics that provide actionable insights for educators and trainers. Kahoot! has pursued horizontal integration by acquiring Poio, DragonBox, Drops, and Clever, expanding its reach into early learning, language acquisition, and enterprise training. The company also engages in strategic partnerships with schools and organizations to enhance accessibility and content relevance. Through vertical integration, it offers tailored solutions for K–12, higher education, and workplace learning. Continuous innovation and research-backed product development remain central to its long-term growth strategy.

SKILLSOFT

Skillsoft, a U.S.-based ed-tech leader founded in 1998 and headquartered in Nashua, NH, blends robust SaaS-based learning content with immersive game-based learning and gamification strategies—most notably via their Percipio platform—to engage learners and drive retention. They’ve integrated interactive game mechanics (e.g., scavenger hunts and “Skillball”) into corporate training programs to boost motivation and platform adoption, and continually innovate with tools like Interactive Skill Benchmarks—real-world task simulations to assess and develop skills dynamically.

STRIDE

Stride, Inc. (NYSE:LRN), a Reston, VA–based ed-tech firm formerly known as K12 Inc., is a major player in the U.S. game-based learning market—especially across K-8 education with its Skills Arcade, an adaptive, gamified platform featuring 45,000+ interactive questions and rewards like coins and badges to boost engagement and benchmark-driven progress. They’re also widely recognized for their Stride Meets Minecraft initiative, which immerses students in curriculum-aligned challenges in custom Minecraft Education worlds—a feature that earned them “Digital Game-Based Learning Product of the Year” and finalist status in gamification awards.

PEARSON

Pearson (U.S.), a leading global education company headquartered in New York, has actively integrated game-based learning across K-12 and higher education through strategic partnerships and proprietary products. They’ve collaborated with startups like Labster to embed immersive virtual science lab simulations within its Realize LMS, boosting engagement and outcomes in biology curricula. In business higher-ed, Pearson teamed up with mLevel to gamify core courses—adding leaderboards, badges, and level progressions to Pearson’s Intro to Business materials. Additionally, in primary language learning, they launched Poptropica English, a quest-driven platform based on the popular gaming world to motivate students through interactive stories and quests.

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