Game-Based Learning Market In 2029
The Business Research Company's Game-Based Learning Market In 2029
LONDON, GREATER LONDON, UNITED KINGDOM, December 19, 2025 /EINPresswire.com/ -- "Game-Based Learning Market to Surpass $50 billion in 2029. In comparison, the Software Products market, which is considered as its parent market, is expected to be approximately $2,894 billion by 2029, with Game-Based Learning to represent around 2% of the parent market. Within the broader Information Technology industry, which is expected to be $12,711 billion by 2029, the Game-Based Learning market is estimated to account for nearly 0.4% of the total market value.
Which Will Be the Biggest Region in the Game-Based Learning Market in 2029
North America will be the largest region in the game-based learning market in 2029, valued at $18,201 million. The market is expected to grow from $6,194 million in 2024 at a compound annual growth rate (CAGR) of 24%. The exponential growth can be attributed to the increasing use of smartphones and increasing technological advancements.
Which Will Be The Largest Country In The Global Game-Based Learning Market In 2029?
The USA will be the largest country in the game-based learning market in 2029, valued at $16,538 million. The market is expected to grow from $5,577 million in 2024 at a compound annual growth rate (CAGR) of 24%. The exponential growth can be attributed to the increasing digital transformation and new product launches.
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What will be Largest Segment in the Game-Based Learning Market in 2029?
The game-based learning market is segmented by component into solution and services. The solution market will be the largest segment of the game-based learning market segmented by component, accounting for 56% or $28,055 million of the total in 2029. The solution market will be supported by increasing demand for immersive learning platforms, the rising adoption of AI-driven personalized learning solutions, growing emphasis on gamified content for student engagement, advancements in analytics tools for tracking progress and performance, integration with learning management systems (LMS), the need for scalable and customizable platforms and the preference for interactive learning experiences in corporate training.
The game-based learning market is segmented by deployment mode into cloud and on-premises. The cloud market will be the largest segment of the game-based learning market segmented by deployment mode, accounting for 69% or $34,433 million of the total in 2029. The cloud market will be supported by the growing adoption of SaaS-based learning platforms, the demand for cost-effective and scalable deployment models, enhanced accessibility across multiple devices and locations, the ease of integrating gamified content with existing systems, reduced IT infrastructure costs, data backup and security features offered by cloud providers and the increasing trend of remote and hybrid learning models.
The game-based learning market is segmented by game type into AR VR games, AI-based games, location-based games, assessment and evaluation games, training, knowledge and skill-based games, language learning games and other game types. The location-based games market will be the largest segment of the game-based learning market segmented by game type, accounting for 22% or $11,175 million of the total in 2029. The location-based games market will be supported by the increasing use of GPS-enabled devices for interactive learning, the rising trend of outdoor education and exploration, growing demand for real-world simulations for training, enhanced learner engagement through real-time geographical context, advancements in geofencing technologies, the popularity of treasure-hunt-style learning activities and the incorporation of local culture and history in gamified content.
The game-based learning market is segmented by end-user into consumer, education, government and enterprises. The education market will be the largest segment of the game-based learning market segmented by end-user, accounting for 42% or $20,934 million of the total in 2029. The education market will be supported by the growing adoption of gamified tools to improve student engagement, the focus on experiential learning in K-12 and higher education, the integration of game-based assessments in classrooms, increasing funding for EdTech platforms in schools, the emphasis on STEM education supported by interactive games, advancements in curriculum-aligned gamified content and the rising use of multiplayer platforms for collaborative learning.
What is the expected CAGR for the Game-Based Learning Market leading up to 2029?
The expected CAGR for the game-based learning market leading up to 2029 is 24%.
What Will Be The Growth Driving Factors In The Global Game-Based Learning Market In The Forecast Period?
The rapid growth of the global game-based learning market leading up to 2029 will be driven by the following key factors that are expected to reshape education and corporate training worldwide.
Strong Economic Growth - The strong economic growth will become a key driver of growth in the game-based learning market by 2029. Economic growth drives industry expansion, increasing demand for skilled professionals. Strong economies invest in technological innovations such as artificial intelligence (AI), virtual reality (VR) and augmented reality (AR), enhancing game-based learning platforms. Governments and businesses prioritize education reform and digital learning, leveraging game-based solutions to boost engagement, improve outcomes and meet workforce development needs effectively. As a result, the strong economic growth is anticipated to contributing to annual growth in the market.
Increasing Smartphone Penetration - The increasing smartphone penetration will emerge as a major factor driving the expansion of the market by 2029. Smartphones make game-based learning widely accessible, offering flexibility for students, professionals and lifelong learners. As prices drop and mobile data becomes affordable, adoption grows across demographics. Advanced features such as touchscreens and high-resolution graphics enable engaging, interactive content, enhancing user motivation and retention while driving broader usage of gamified learning solutions. As a result, the increasing smartphone penetration is anticipated to contributing to annual growth in the market.
Rising Digital Transformation - The rising digital transformation will serve as a key growth catalyst for the market by 2029. Digital transformation in education drives the adoption of tools such as tablets, smartboards and e-learning platforms, creating opportunities for game-based learning to enhance engagement. By offering interactive, modular learning, game-based solutions address the growing demand for continuous skill development in reshaped job markets, catering effectively to both students and professionals. As a result, the rising digital transformation is anticipated to contributing to annual growth in the market.
Growth In The Video Gaming Industry - The growth in the video gaming industry will become a significant driver contributing to the growth of the market by 2029. Video games foster acceptance of gamified experiences, driving interest in game-based learning for students and professionals. Leveraging advancements in graphics, virtual reality (VR), augmented reality (AR) and artificial intelligence (AI), these tools offer immersive, engaging education. Increasingly affordable gaming hardware further expands accessibility, enhancing motivation, retention and user engagement in learning. As a result, the growth in the video gaming industry is anticipated to contributing to annual growth in the market.
Favourable Government Support – The favourable government support will become a significant driver contributing to the growth of the market by 2029. Governments fund innovative educational tools, enabling schools and institutions to adopt game-based learning platforms. Inclusion in educational policies, such as mandatory gamified STEM or digital literacy modules, further drives demand. Prioritizing personalized, digital learning, governments recognize game-based solutions for their engaging, interactive approaches that improve knowledge retention and educational outcomes. As a result, the favourable government support is anticipated to contributing to annual growth in the market.
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What Are The Key Growth Opportunities In The Game-Based Learning Market in 2029?
The most significant growth opportunities are anticipated in the game-based learning solutions market, the cloud based game-based learning market, the augmented game-based learning market, and the edutainment game-based learning market. Collectively, these segments are projected to contribute over $63 billion in market value by 2029, driven by increasing demand for interactive and engaging learning experiences, the rise of cloud-based educational platforms, and the integration of augmented reality technologies. This growth is fuelled by the growing adoption of digital learning tools across educational institutions and corporate training programs, which enhance learner engagement, retention, and personalized learning outcomes, thereby transforming the traditional education and training landscape.
The cloud based game-based learning market by $24,122 million, the game-based learning solutions market is projected to grow by $17,869 million, the edutainment game-based learning market by $14,336 million, the augmented game-based learning market by $7,122 million, and over the next five years from 2024 to 2029.
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