All Press Releases for December 05, 2023

K-12 Game-based Learning Market is to grow by USD 16.50 billion from 2022 to 2027, the market is fragmented due to the presence of companies like Alphabet Inc., Banzai Labs Inc. & BrainQuake

Exploring the Dynamic Landscape of the K-12 Game-based Learning Market: A Comprehensive Analysis of Growth Trends, Key Players, and Market Fragmentation from 2022 to 2027



    NEW YORK, NY, December 05, 2023 /24-7PressRelease/ -- The k-12 game-based learning market is estimated to grow by USD 16.50 billion from 2022 to 2027, growing at a CAGR of 24.44%. The k-12 game-based learning market is fragmented owing to the presence of many global and regional companies. A few prominent companies that offer k-12 game-based learning market are 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.

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Company Offering:

• Alphabet Inc. - The company offers K 12 game-based learning solutions such as Google Classroom.
• Banzai Labs Inc. - The company offers K 12 game-based learning solutions such as Banzai Classroom.
• BrainQuake Inc. - The company offers K 12 game-based learning solutions such as Wuzzit Trouble.
• For details on companies and their offerings – Buy the report!

Based on Geography, the market is classified as North America, Europe, APAC, South America, and Middle East and Africa. North America will have the largest share of the market. The region will contribute 37% to the growth of the global market during the forecast period. The regional growth is attributed to the rising awareness of early education, strong digital infrastructure in schools, and the mass adoption of BYOD policies in K-12 schools. These policies are expected to encourage the use of innovative gadgets, such as tablets, iPads, chrome books, and others, in K-12 schools. This, in turn, is enabling students to learn using digital apps and video games.

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Impactful driver- Growing importance of STEM learning
Key Trend - Increasing popularity of mobile technologies
Major Challenges - Limited content-curriculum integration

Market Segmentation

• The subject-specific games segment will contribute the largest share of the market. The rapidly increasing awareness of STEM learning in schools across the world drives the global K-12 game-based learning market, which, in turn, is leading the subject-specific games segment of the market. To cater to the growing demand, market players introduce interactive games. Waker, Shortfall, and Foldit are some examples of such games. They help students right from kindergarten up to 12th grade as their main purpose with respect to the curriculum is that provide ample opportunities for students to learn basic STEM concepts and create a sound foundation for higher studies.

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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


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