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Product Code LP0913410471V16
Published Date 2023/2/9
English102 PagesGlobal

Global Higher Education Game-based Learning Market Growth (Status and Outlook) 2025-2031Telecom_Media_ICT_Digital Market


Report Thumbnail
Product Code LP0913410471V16◆The Feb 2026 edition is also likely available. We will check with the publisher immediately.
Published Date 2023/2/9
English 102 PagesGlobal

Global Higher Education Game-based Learning Market Growth (Status and Outlook) 2025-2031Telecom_Media_ICT_Digital Market



Abstract


Summary

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.
LPI (LP Information)' newest research report, the “Higher Education Game-based Learning Industry Forecast” looks at past sales and reviews total world Higher Education Game-based Learning sales in 2024, providing a comprehensive analysis by region and market sector of projected Higher Education Game-based Learning sales for 2025 through 2031. With Higher Education Game-based Learning sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Higher Education Game-based Learning industry.
This Insight Report provides a comprehensive analysis of the global Higher Education Game-based Learning landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyzes the strategies of leading global companies with a focus on Higher Education Game-based Learning portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Higher Education Game-based Learning market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Higher Education Game-based Learning and breaks down the forecast by type, by application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Higher Education Game-based Learning.
The global Higher Education Game-based Learning market size is projected to grow from US$ million in 2024 to US$ million in 2031; it is expected to grow at a CAGR of % from 2025 to 2031.
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.
This report presents a comprehensive overview, market shares, and growth opportunities of Higher Education Game-based Learning market by product type, application, key players and key regions and countries.
Market Segmentation:
Segmentation by type
Rognitive Ability-Based Game-Based Learning
Language Learning-Related Game-Based Learning
Stem-Based Game-Based Learning
Segmentation by application
Educational Institutions
Universities
Training Organizations
Others
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
McGraw-Hill Education
PlayGen
Toolwire
Totem Learning
Lumos Labs
Triseum
Designing Digitally
Forio
Innovative Dutch
LearningWare

Table of Contents

  • 1 Scope of the Report

    • 1.1 Market Introduction
    • 1.2 Years Considered
    • 1.3 Research Objectives
    • 1.4 Market Research Methodology
    • 1.5 Research Process and Data Source
    • 1.6 Economic Indicators
    • 1.7 Currency Considered
    • 1.8 Market Estimation Caveats
  • 2 Executive Summary

    • 2.1 World Market Overview
      • 2.1.1 Global Higher Education Game-based Learning Market Size 2020-2031
      • 2.1.2 Higher Education Game-based Learning Market Size CAGR by Region 2020 VS 2024 VS 2031
    • 2.2 Higher Education Game-based Learning Segment by Type
      • 2.2.1 Rognitive Ability-Based Game-Based Learning
      • 2.2.2 Language Learning-Related Game-Based Learning
      • 2.2.3 Stem-Based Game-Based Learning
    • 2.3 Higher Education Game-based Learning Market Size by Type
      • 2.3.1 Higher Education Game-based Learning Market Size CAGR by Type (2020 VS 2024 VS 2031)
      • 2.3.2 Global Higher Education Game-based Learning Market Size Market Share by Type (2020-2025)
    • 2.4 Higher Education Game-based Learning Segment by Application
      • 2.4.1 Educational Institutions
      • 2.4.2 Universities
      • 2.4.3 Training Organizations
      • 2.4.4 Others
    • 2.5 Higher Education Game-based Learning Market Size by Application
      • 2.5.1 Higher Education Game-based Learning Market Size CAGR by Application (2020 VS 2024 VS 2031)
      • 2.5.2 Global Higher Education Game-based Learning Market Size Market Share by Application (2020-2025)
  • 3 Higher Education Game-based Learning Market Size by Player

    • 3.1 Higher Education Game-based Learning Market Size Market Share by Players
      • 3.1.1 Global Higher Education Game-based Learning Revenue by Players (2020-2025)
      • 3.1.2 Global Higher Education Game-based Learning Revenue Market Share by Players (2020-2025)
    • 3.2 Global Higher Education Game-based Learning Key Players Head office and Products Offered
    • 3.3 Market Concentration Rate Analysis
      • 3.3.1 Competition Landscape Analysis
      • 3.3.2 Concentration Ratio (CR3, CR5 and CR10) & (2023-2025)
    • 3.4 New Products and Potential Entrants
    • 3.5 Mergers & Acquisitions, Expansion
  • 4 Higher Education Game-based Learning by Regions

    • 4.1 Higher Education Game-based Learning Market Size by Regions (2020-2025)
    • 4.2 Americas Higher Education Game-based Learning Market Size Growth (2020-2025)
    • 4.3 APAC Higher Education Game-based Learning Market Size Growth (2020-2025)
    • 4.4 Europe Higher Education Game-based Learning Market Size Growth (2020-2025)
    • 4.5 Middle East & Africa Higher Education Game-based Learning Market Size Growth (2020-2025)
  • 5 Americas

    • 5.1 Americas Higher Education Game-based Learning Market Size by Country (2020-2025)
    • 5.2 Americas Higher Education Game-based Learning Market Size by Type (2020-2025)
    • 5.3 Americas Higher Education Game-based Learning Market Size by Application (2020-2025)
    • 5.4 United States
    • 5.5 Canada
    • 5.6 Mexico
    • 5.7 Brazil
  • 6 APAC

    • 6.1 APAC Higher Education Game-based Learning Market Size by Region (2020-2025)
    • 6.2 APAC Higher Education Game-based Learning Market Size by Type (2020-2025)
    • 6.3 APAC Higher Education Game-based Learning Market Size by Application (2020-2025)
    • 6.4 China
    • 6.5 Japan
    • 6.6 Korea
    • 6.7 Southeast Asia
    • 6.8 India
    • 6.9 Australia
  • 7 Europe

    • 7.1 Europe Higher Education Game-based Learning by Country (2020-2025)
    • 7.2 Europe Higher Education Game-based Learning Market Size by Type (2020-2025)
    • 7.3 Europe Higher Education Game-based Learning Market Size by Application (2020-2025)
    • 7.4 Germany
    • 7.5 France
    • 7.6 UK
    • 7.7 Italy
    • 7.8 Russia
  • 8 Middle East & Africa

    • 8.1 Middle East & Africa Higher Education Game-based Learning by Region (2020-2025)
    • 8.2 Middle East & Africa Higher Education Game-based Learning Market Size by Type (2020-2025)
    • 8.3 Middle East & Africa Higher Education Game-based Learning Market Size by Application (2020-2025)
    • 8.4 Egypt
    • 8.5 South Africa
    • 8.6 Israel
    • 8.7 Turkey
    • 8.8 GCC Countries
  • 9 Market Drivers, Challenges and Trends

    • 9.1 Market Drivers & Growth Opportunities
    • 9.2 Market Challenges & Risks
    • 9.3 Industry Trends
  • 10 Global Higher Education Game-based Learning Market Forecast

    • 10.1 Global Higher Education Game-based Learning Forecast by Regions (2026-2031)
      • 10.1.1 Global Higher Education Game-based Learning Forecast by Regions (2026-2031)
      • 10.1.2 Americas Higher Education Game-based Learning Forecast
      • 10.1.3 APAC Higher Education Game-based Learning Forecast
      • 10.1.4 Europe Higher Education Game-based Learning Forecast
      • 10.1.5 Middle East & Africa Higher Education Game-based Learning Forecast
    • 10.2 Americas Higher Education Game-based Learning Forecast by Country (2026-2031)
      • 10.2.1 United States Higher Education Game-based Learning Market Forecast
      • 10.2.2 Canada Higher Education Game-based Learning Market Forecast
      • 10.2.3 Mexico Higher Education Game-based Learning Market Forecast
      • 10.2.4 Brazil Higher Education Game-based Learning Market Forecast
    • 10.3 APAC Higher Education Game-based Learning Forecast by Region (2026-2031)
      • 10.3.1 China Higher Education Game-based Learning Market Forecast
      • 10.3.2 Japan Higher Education Game-based Learning Market Forecast
      • 10.3.3 Korea Higher Education Game-based Learning Market Forecast
      • 10.3.4 Southeast Asia Higher Education Game-based Learning Market Forecast
      • 10.3.5 India Higher Education Game-based Learning Market Forecast
      • 10.3.6 Australia Higher Education Game-based Learning Market Forecast
    • 10.4 Europe Higher Education Game-based Learning Forecast by Country (2026-2031)
      • 10.4.1 Germany Higher Education Game-based Learning Market Forecast
      • 10.4.2 France Higher Education Game-based Learning Market Forecast
      • 10.4.3 UK Higher Education Game-based Learning Market Forecast
      • 10.4.4 Italy Higher Education Game-based Learning Market Forecast
      • 10.4.5 Russia Higher Education Game-based Learning Market Forecast
    • 10.5 Middle East & Africa Higher Education Game-based Learning Forecast by Region (2026-2031)
      • 10.5.1 Egypt Higher Education Game-based Learning Market Forecast
      • 10.5.2 South Africa Higher Education Game-based Learning Market Forecast
      • 10.5.3 Israel Higher Education Game-based Learning Market Forecast
      • 10.5.4 Turkey Higher Education Game-based Learning Market Forecast
      • 10.5.5 GCC Countries Higher Education Game-based Learning Market Forecast
    • 10.6 Global Higher Education Game-based Learning Forecast by Type (2026-2031)
    • 10.7 Global Higher Education Game-based Learning Forecast by Application (2026-2031)
  • 11 Key Players Analysis

    • 11.1 McGraw-Hill Education
      • 11.1.1 McGraw-Hill Education Company Information
      • 11.1.2 McGraw-Hill Education Higher Education Game-based Learning Product Offered
      • 11.1.3 McGraw-Hill Education Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2020-2025)
      • 11.1.4 McGraw-Hill Education Main Business Overview
      • 11.1.5 McGraw-Hill Education Latest Developments
    • 11.2 PlayGen
      • 11.2.1 PlayGen Company Information
      • 11.2.2 PlayGen Higher Education Game-based Learning Product Offered
      • 11.2.3 PlayGen Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2020-2025)
      • 11.2.4 PlayGen Main Business Overview
      • 11.2.5 PlayGen Latest Developments
    • 11.3 Toolwire
      • 11.3.1 Toolwire Company Information
      • 11.3.2 Toolwire Higher Education Game-based Learning Product Offered
      • 11.3.3 Toolwire Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2020-2025)
      • 11.3.4 Toolwire Main Business Overview
      • 11.3.5 Toolwire Latest Developments
    • 11.4 Totem Learning
      • 11.4.1 Totem Learning Company Information
      • 11.4.2 Totem Learning Higher Education Game-based Learning Product Offered
      • 11.4.3 Totem Learning Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2020-2025)
      • 11.4.4 Totem Learning Main Business Overview
      • 11.4.5 Totem Learning Latest Developments
    • 11.5 Lumos Labs
      • 11.5.1 Lumos Labs Company Information
      • 11.5.2 Lumos Labs Higher Education Game-based Learning Product Offered
      • 11.5.3 Lumos Labs Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2020-2025)
      • 11.5.4 Lumos Labs Main Business Overview
      • 11.5.5 Lumos Labs Latest Developments
    • 11.6 Triseum
      • 11.6.1 Triseum Company Information
      • 11.6.2 Triseum Higher Education Game-based Learning Product Offered
      • 11.6.3 Triseum Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2020-2025)
      • 11.6.4 Triseum Main Business Overview
      • 11.6.5 Triseum Latest Developments
    • 11.7 Designing Digitally
      • 11.7.1 Designing Digitally Company Information
      • 11.7.2 Designing Digitally Higher Education Game-based Learning Product Offered
      • 11.7.3 Designing Digitally Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2020-2025)
      • 11.7.4 Designing Digitally Main Business Overview
      • 11.7.5 Designing Digitally Latest Developments
    • 11.8 Forio
      • 11.8.1 Forio Company Information
      • 11.8.2 Forio Higher Education Game-based Learning Product Offered
      • 11.8.3 Forio Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2020-2025)
      • 11.8.4 Forio Main Business Overview
      • 11.8.5 Forio Latest Developments
    • 11.9 Innovative Dutch
      • 11.9.1 Innovative Dutch Company Information
      • 11.9.2 Innovative Dutch Higher Education Game-based Learning Product Offered
      • 11.9.3 Innovative Dutch Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2020-2025)
      • 11.9.4 Innovative Dutch Main Business Overview
      • 11.9.5 Innovative Dutch Latest Developments
    • 11.10 LearningWare
      • 11.10.1 LearningWare Company Information
      • 11.10.2 LearningWare Higher Education Game-based Learning Product Offered
      • 11.10.3 LearningWare Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2020-2025)
      • 11.10.4 LearningWare Main Business Overview
      • 11.10.5 LearningWare Latest Developments
  • 12 Research Findings and Conclusion

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