Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.
This report aims to provide a comprehensive presentation of the global market for Higher Education Game-based Learning, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Higher Education Game-based Learning. This report contains market size and forecasts of Higher Education Game-based Learning in global, including the following market information:
Global Higher Education Game-based Learning Market Revenue, 2018-2023, 2024-2029, ($ millions)
Global top five companies in 2022 (%)
The global Higher Education Game-based Learning market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
Motion-sensing technology can be used to study the motion of the learner while the learning process is in progress and can record inferences accordingly. For instance, the eye-tracking feature can be used to deduce the focus level of the student, while the facial expressions and head positions can be studied to understand the learner?s engagement and also the focus level. This helps the instructor to modify the learning environment and content according to the preference of the students. Motion-sensing technology also helps learners practice physical skills or nuances, which can be implemented into the learning activity. For instance, the incorporation of physical movements or activities trains the learner about the optimum force or pressure required for a particular task. This will people the demand for the implementation of gamification in education, especially in the higher education sector.
We surveyed the Higher Education Game-based Learning companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Higher Education Game-based Learning Market, by Type, 2018-2023, 2024-2029 ($ millions)
Global Higher Education Game-based Learning Market Segment Percentages, by Type, 2022 (%)
Rognitive Ability-Based Game-Based Learning
Language Learning-Related Game-Based Learning
Stem-Based Game-Based Learning
Global Higher Education Game-based Learning Market, by Application, 2018-2023, 2024-2029 ($ millions)
Global Higher Education Game-based Learning Market Segment Percentages, by Application, 2022 (%)
Educational Institutions
Universities
Training Organizations
Others
Global Higher Education Game-based Learning Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions)
Global Higher Education Game-based Learning Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Higher Education Game-based Learning revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Higher Education Game-based Learning revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
McGraw-Hill Education
PlayGen
Toolwire
Totem Learning
Lumos Labs
Triseum
Designing Digitally
Forio
Innovative Dutch
LearningWare
Outline of Major Chapters:
Chapter 1: Introduces the definition of Higher Education Game-based Learning, market overview.
Chapter 2: Global Higher Education Game-based Learning market size in revenue.
Chapter 3: Detailed analysis of Higher Education Game-based Learning company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Higher Education Game-based Learning in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.
TABLE OF CONTENTS
1 Introduction to Research & Analysis Reports
1.1 Higher Education Game-based Learning Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Higher Education Game-based Learning Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Higher Education Game-based Learning Overall Market Size
2.1 Global Higher Education Game-based Learning Market Size: 2022 VS 2029
2.2 Global Higher Education Game-based Learning Market Size, Prospects & Forecasts: 2018-2029
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Higher Education Game-based Learning Players in Global Market
3.2 Top Global Higher Education Game-based Learning Companies Ranked by Revenue
3.3 Global Higher Education Game-based Learning Revenue by Companies
3.4 Top 3 and Top 5 Higher Education Game-based Learning Companies in Global Market, by Revenue in 2022
3.5 Global Companies Higher Education Game-based Learning Product Type
3.6 Tier 1, Tier 2 and Tier 3 Higher Education Game-based Learning Players in Global Market
3.6.1 List of Global Tier 1 Higher Education Game-based Learning Companies
3.6.2 List of Global Tier 2 and Tier 3 Higher Education Game-based Learning Companies
4 Market Sights by Product
4.1 Overview
4.1.1 By Type - Global Higher Education Game-based Learning Market Size Markets, 2022 & 2029
4.1.2 Rognitive Ability-Based Game-Based Learning
4.1.3 Language Learning-Related Game-Based Learning
4.1.4 Stem-Based Game-Based Learning
4.2 By Type - Global Higher Education Game-based Learning Revenue & Forecasts
4.2.1 By Type - Global Higher Education Game-based Learning Revenue, 2018-2023
4.2.2 By Type - Global Higher Education Game-based Learning Revenue, 2024-2029
4.2.3 By Type - Global Higher Education Game-based Learning Revenue Market Share, 2018-2029
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Higher Education Game-based Learning Market Size, 2022 & 2029
5.1.2 Educational Institutions
5.1.3 Universities
5.1.4 Training Organizations
5.1.5 Others
5.2 By Application - Global Higher Education Game-based Learning Revenue & Forecasts
5.2.1 By Application - Global Higher Education Game-based Learning Revenue, 2018-2023
5.2.2 By Application - Global Higher Education Game-based Learning Revenue, 2024-2029
5.2.3 By Application - Global Higher Education Game-based Learning Revenue Market Share, 2018-2029
6 Sights by Region
6.1 By Region - Global Higher Education Game-based Learning Market Size, 2022 & 2029
6.2 By Region - Global Higher Education Game-based Learning Revenue & Forecasts
6.2.1 By Region - Global Higher Education Game-based Learning Revenue, 2018-2023
6.2.2 By Region - Global Higher Education Game-based Learning Revenue, 2024-2029
6.2.3 By Region - Global Higher Education Game-based Learning Revenue Market Share, 2018-2029
6.3 North America
6.3.1 By Country - North America Higher Education Game-based Learning Revenue, 2018-2029
6.3.2 US Higher Education Game-based Learning Market Size, 2018-2029
6.3.3 Canada Higher Education Game-based Learning Market Size, 2018-2029
6.3.4 Mexico Higher Education Game-based Learning Market Size, 2018-2029
6.4 Europe
6.4.1 By Country - Europe Higher Education Game-based Learning Revenue, 2018-2029
6.4.2 Germany Higher Education Game-based Learning Market Size, 2018-2029
6.4.3 France Higher Education Game-based Learning Market Size, 2018-2029
6.4.4 U.K. Higher Education Game-based Learning Market Size, 2018-2029
6.4.5 Italy Higher Education Game-based Learning Market Size, 2018-2029
6.4.6 Russia Higher Education Game-based Learning Market Size, 2018-2029
6.4.7 Nordic Countries Higher Education Game-based Learning Market Size, 2018-2029
6.4.8 Benelux Higher Education Game-based Learning Market Size, 2018-2029
6.5 Asia
6.5.1 By Region - Asia Higher Education Game-based Learning Revenue, 2018-2029
6.5.2 China Higher Education Game-based Learning Market Size, 2018-2029
6.5.3 Japan Higher Education Game-based Learning Market Size, 2018-2029
6.5.4 South Korea Higher Education Game-based Learning Market Size, 2018-2029
6.5.5 Southeast Asia Higher Education Game-based Learning Market Size, 2018-2029
6.5.6 India Higher Education Game-based Learning Market Size, 2018-2029
6.6 South America
6.6.1 By Country - South America Higher Education Game-based Learning Revenue, 2018-2029
6.6.2 Brazil Higher Education Game-based Learning Market Size, 2018-2029
6.6.3 Argentina Higher Education Game-based Learning Market Size, 2018-2029
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Higher Education Game-based Learning Revenue, 2018-2029
6.7.2 Turkey Higher Education Game-based Learning Market Size, 2018-2029
6.7.3 Israel Higher Education Game-based Learning Market Size, 2018-2029
6.7.4 Saudi Arabia Higher Education Game-based Learning Market Size, 2018-2029
6.7.5 UAE Higher Education Game-based Learning Market Size, 2018-2029
7 Higher Education Game-based Learning Companies Profiles
7.1 McGraw-Hill Education
7.1.1 McGraw-Hill Education Company Summary
7.1.2 McGraw-Hill Education Business Overview
7.1.3 McGraw-Hill Education Higher Education Game-based Learning Major Product Offerings
7.1.4 McGraw-Hill Education Higher Education Game-based Learning Revenue in Global Market (2018-2023)
7.1.5 McGraw-Hill Education Key News & Latest Developments
7.2 PlayGen
7.2.1 PlayGen Company Summary
7.2.2 PlayGen Business Overview
7.2.3 PlayGen Higher Education Game-based Learning Major Product Offerings
7.2.4 PlayGen Higher Education Game-based Learning Revenue in Global Market (2018-2023)
7.2.5 PlayGen Key News & Latest Developments
7.3 Toolwire
7.3.1 Toolwire Company Summary
7.3.2 Toolwire Business Overview
7.3.3 Toolwire Higher Education Game-based Learning Major Product Offerings
7.3.4 Toolwire Higher Education Game-based Learning Revenue in Global Market (2018-2023)
7.3.5 Toolwire Key News & Latest Developments
7.4 Totem Learning
7.4.1 Totem Learning Company Summary
7.4.2 Totem Learning Business Overview
7.4.3 Totem Learning Higher Education Game-based Learning Major Product Offerings
7.4.4 Totem Learning Higher Education Game-based Learning Revenue in Global Market (2018-2023)
7.4.5 Totem Learning Key News & Latest Developments
7.5 Lumos Labs
7.5.1 Lumos Labs Company Summary
7.5.2 Lumos Labs Business Overview
7.5.3 Lumos Labs Higher Education Game-based Learning Major Product Offerings
7.5.4 Lumos Labs Higher Education Game-based Learning Revenue in Global Market (2018-2023)
7.5.5 Lumos Labs Key News & Latest Developments
7.6 Triseum
7.6.1 Triseum Company Summary
7.6.2 Triseum Business Overview
7.6.3 Triseum Higher Education Game-based Learning Major Product Offerings
7.6.4 Triseum Higher Education Game-based Learning Revenue in Global Market (2018-2023)
7.6.5 Triseum Key News & Latest Developments
7.7 Designing Digitally
7.7.1 Designing Digitally Company Summary
7.7.2 Designing Digitally Business Overview
7.7.3 Designing Digitally Higher Education Game-based Learning Major Product Offerings
7.7.4 Designing Digitally Higher Education Game-based Learning Revenue in Global Market (2018-2023)
7.7.5 Designing Digitally Key News & Latest Developments
7.8 Forio
7.8.1 Forio Company Summary
7.8.2 Forio Business Overview
7.8.3 Forio Higher Education Game-based Learning Major Product Offerings
7.8.4 Forio Higher Education Game-based Learning Revenue in Global Market (2018-2023)
7.8.5 Forio Key News & Latest Developments
7.9 Innovative Dutch
7.9.1 Innovative Dutch Company Summary
7.9.2 Innovative Dutch Business Overview
7.9.3 Innovative Dutch Higher Education Game-based Learning Major Product Offerings
7.9.4 Innovative Dutch Higher Education Game-based Learning Revenue in Global Market (2018-2023)
7.9.5 Innovative Dutch Key News & Latest Developments
7.10 LearningWare
7.10.1 LearningWare Company Summary
7.10.2 LearningWare Business Overview
7.10.3 LearningWare Higher Education Game-based Learning Major Product Offerings
7.10.4 LearningWare Higher Education Game-based Learning Revenue in Global Market (2018-2023)
7.10.5 LearningWare Key News & Latest Developments
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
LIST OF TABLES & FIGURES
List of Tables
Table 1. Higher Education Game-based Learning Market Opportunities & Trends in Global Market
Table 2. Higher Education Game-based Learning Market Drivers in Global Market
Table 3. Higher Education Game-based Learning Market Restraints in Global Market
Table 4. Key Players of Higher Education Game-based Learning in Global Market
Table 5. Top Higher Education Game-based Learning Players in Global Market, Ranking by Revenue (2022)
Table 6. Global Higher Education Game-based Learning Revenue by Companies, (US$, Mn), 2018-2023
Table 7. Global Higher Education Game-based Learning Revenue Share by Companies, 2018-2023
Table 8. Global Companies Higher Education Game-based Learning Product Type
Table 9. List of Global Tier 1 Higher Education Game-based Learning Companies, Revenue (US$, Mn) in 2022 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Higher Education Game-based Learning Companies, Revenue (US$, Mn) in 2022 and Market Share
Table 11. By Type ? Global Higher Education Game-based Learning Revenue, (US$, Mn), 2022 & 2029
Table 12. By Type - Higher Education Game-based Learning Revenue in Global (US$, Mn), 2018-2023
Table 13. By Type - Higher Education Game-based Learning Revenue in Global (US$, Mn), 2024-2029
Table 14. By Application ? Global Higher Education Game-based Learning Revenue, (US$, Mn), 2022 & 2029
Table 15. By Application - Higher Education Game-based Learning Revenue in Global (US$, Mn), 2018-2023
Table 16. By Application - Higher Education Game-based Learning Revenue in Global (US$, Mn), 2024-2029
Table 17. By Region ? Global Higher Education Game-based Learning Revenue, (US$, Mn), 2022 & 2029
Table 18. By Region - Global Higher Education Game-based Learning Revenue (US$, Mn), 2018-2023
Table 19. By Region - Global Higher Education Game-based Learning Revenue (US$, Mn), 2024-2029
Table 20. By Country - North America Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2023
Table 21. By Country - North America Higher Education Game-based Learning Revenue, (US$, Mn), 2024-2029
Table 22. By Country - Europe Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2023
Table 23. By Country - Europe Higher Education Game-based Learning Revenue, (US$, Mn), 2024-2029
Table 24. By Region - Asia Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2023
Table 25. By Region - Asia Higher Education Game-based Learning Revenue, (US$, Mn), 2024-2029
Table 26. By Country - South America Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2023
Table 27. By Country - South America Higher Education Game-based Learning Revenue, (US$, Mn), 2024-2029
Table 28. By Country - Middle East & Africa Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2023
Table 29. By Country - Middle East & Africa Higher Education Game-based Learning Revenue, (US$, Mn), 2024-2029
Table 30. McGraw-Hill Education Company Summary
Table 31. McGraw-Hill Education Higher Education Game-based Learning Product Offerings
Table 32. McGraw-Hill Education Higher Education Game-based Learning Revenue (US$, Mn) & (2018-2023)
Table 33. McGraw-Hill Education Key News & Latest Developments
Table 34. PlayGen Company Summary
Table 35. PlayGen Higher Education Game-based Learning Product Offerings
Table 36. PlayGen Higher Education Game-based Learning Revenue (US$, Mn) & (2018-2023)
Table 37. PlayGen Key News & Latest Developments
Table 38. Toolwire Company Summary
Table 39. Toolwire Higher Education Game-based Learning Product Offerings
Table 40. Toolwire Higher Education Game-based Learning Revenue (US$, Mn) & (2018-2023)
Table 41. Toolwire Key News & Latest Developments
Table 42. Totem Learning Company Summary
Table 43. Totem Learning Higher Education Game-based Learning Product Offerings
Table 44. Totem Learning Higher Education Game-based Learning Revenue (US$, Mn) & (2018-2023)
Table 45. Totem Learning Key News & Latest Developments
Table 46. Lumos Labs Company Summary
Table 47. Lumos Labs Higher Education Game-based Learning Product Offerings
Table 48. Lumos Labs Higher Education Game-based Learning Revenue (US$, Mn) & (2018-2023)
Table 49. Lumos Labs Key News & Latest Developments
Table 50. Triseum Company Summary
Table 51. Triseum Higher Education Game-based Learning Product Offerings
Table 52. Triseum Higher Education Game-based Learning Revenue (US$, Mn) & (2018-2023)
Table 53. Triseum Key News & Latest Developments
Table 54. Designing Digitally Company Summary
Table 55. Designing Digitally Higher Education Game-based Learning Product Offerings
Table 56. Designing Digitally Higher Education Game-based Learning Revenue (US$, Mn) & (2018-2023)
Table 57. Designing Digitally Key News & Latest Developments
Table 58. Forio Company Summary
Table 59. Forio Higher Education Game-based Learning Product Offerings
Table 60. Forio Higher Education Game-based Learning Revenue (US$, Mn) & (2018-2023)
Table 61. Forio Key News & Latest Developments
Table 62. Innovative Dutch Company Summary
Table 63. Innovative Dutch Higher Education Game-based Learning Product Offerings
Table 64. Innovative Dutch Higher Education Game-based Learning Revenue (US$, Mn) & (2018-2023)
Table 65. Innovative Dutch Key News & Latest Developments
Table 66. LearningWare Company Summary
Table 67. LearningWare Higher Education Game-based Learning Product Offerings
Table 68. LearningWare Higher Education Game-based Learning Revenue (US$, Mn) & (2018-2023)
Table 69. LearningWare Key News & Latest Developments
List of Figures
Figure 1. Higher Education Game-based Learning Segment by Type in 2022
Figure 2. Higher Education Game-based Learning Segment by Application in 2022
Figure 3. Global Higher Education Game-based Learning Market Overview: 2022
Figure 4. Key Caveats
Figure 5. Global Higher Education Game-based Learning Market Size: 2022 VS 2029 (US$, Mn)
Figure 6. Global Higher Education Game-based Learning Revenue, 2018-2029 (US$, Mn)
Figure 7. The Top 3 and 5 Players Market Share by Higher Education Game-based Learning Revenue in 2022
Figure 8. By Type - Global Higher Education Game-based Learning Revenue Market Share, 2018-2029
Figure 9. By Application - Global Higher Education Game-based Learning Revenue Market Share, 2018-2029
Figure 10. By Type - Global Higher Education Game-based Learning Revenue, (US$, Mn), 2022 & 2029
Figure 11. By Type - Global Higher Education Game-based Learning Revenue Market Share, 2018-2029
Figure 12. By Application - Global Higher Education Game-based Learning Revenue, (US$, Mn), 2022 & 2029
Figure 13. By Application - Global Higher Education Game-based Learning Revenue Market Share, 2018-2029
Figure 14. By Region - Global Higher Education Game-based Learning Revenue Market Share, 2018-2029
Figure 15. By Country - North America Higher Education Game-based Learning Revenue Market Share, 2018-2029
Figure 16. US Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 17. Canada Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 18. Mexico Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 19. By Country - Europe Higher Education Game-based Learning Revenue Market Share, 2018-2029
Figure 20. Germany Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 21. France Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 22. U.K. Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 23. Italy Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 24. Russia Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 25. Nordic Countries Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 26. Benelux Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 27. By Region - Asia Higher Education Game-based Learning Revenue Market Share, 2018-2029
Figure 28. China Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 29. Japan Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 30. South Korea Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 31. Southeast Asia Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 32. India Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 33. By Country - South America Higher Education Game-based Learning Revenue Market Share, 2018-2029
Figure 34. Brazil Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 35. Argentina Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 36. By Country - Middle East & Africa Higher Education Game-based Learning Revenue Market Share, 2018-2029
Figure 37. Turkey Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 38. Israel Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 39. Saudi Arabia Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 40. UAE Higher Education Game-based Learning Revenue, (US$, Mn), 2018-2029
Figure 41. McGraw-Hill Education Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 42. PlayGen Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 43. Toolwire Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 44. Totem Learning Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 45. Lumos Labs Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 46. Triseum Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 47. Designing Digitally Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 48. Forio Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 49. Innovative Dutch Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 50. LearningWare Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)