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
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