DUBLIN--(BUSINESS WIRE)--The "Game-Based Learning Market - Forecasts from 2021 to 2026" report has been added to ResearchAndMarkets.com's offering.
The global game-based learning market is expected to grow at a compound annual growth rate of 20.07% over the forecast period to reach a market size of US$17.079 billion in 2026, from US$4.747 billion in 2019.
The market is expected to surge at an exponential rate during the forecast period, because of the rise in the number of internet users, smartphone users, the popularity of online gaming and e-based learning, and others, worldwide.
Moreover, the growth of Virtual Reality (VR) and Augmented Reality (AR) in learning and education has helped in providing an interactive and immersive experience. Major companies have been spending a significant sum of capital on the development of novel and advanced game-based learning solutions and services for their customers.
For instance, Kahoot, an all-new and online game-based learning platform had been making significant developments in the market. It is a platform that allows users to create and build quizzes and games on any of their favorite subjects, in any type of language, in few minutes. The novel platform also allows users to add images, diagrams, and videos to their respective questions to increase and amplify engagement. These types of developments are expected to have a positive impact on the market, during the forecast period.
Rise of Virtual Reality for Game-Based Learning
There has been a surge in the rise of virtual reality for game-based learning, in the past few years. As an emerging novel and advanced platform, game-based virtual reality learning has the potential and ability to solve various difficult teaching problems. Various academics and institutions have been providing virtual game-based and augmented reality learning courses for their students.
More information along with license pricing is available from Research And Markets: Game-Based Learning Market - Forecasts from 2021 to 2026.