A $ 28.4 billion global opportunity for game-based learning products and services by 2026


Editing: 9; Posted: April 2021
Executive pool: 462
Companies: 10 – Players covered include BreakAway, Ltd .; Sets of filaments; LearningWare, Inc .; PlayGen Limited; Tangible Game, Inc. (OSMO); Toolwire, Inc. et al.
Blanket: All major geographies and key segments
Segments: Segment (game-based learning products and services)
Geographies: World; United States; Canada; Japan; China; Europe (France; Germany; Italy; UK; and rest of Europe); Asia Pacific; Rest of the world.

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Global Game-Based Learning Products and Services Market to Reach $ 28.4 billion by 2026
In the midst of the COVID-19 crisis, the global market for game-based learning products and services is estimated at 4.7 billion US dollars in 2020, is expected to reach a revised size of 28.4 billion US dollars by 2026, with a CAGR of 34.5% over the analysis period.

The US market is estimated at $ 2 billion in 2021, when China is expected to reach $ 4.9 billion by 2026
The market for game-based learning products and services in the United States is estimated at US $ 2 billion in 2021. China, the world’s second-largest economy, is expected to reach a projected market size of 4.9 billion US dollars by 2026, with a CAGR of 33.4% over the analysis period. Other notable geographic markets include Japan and Canada, each projects growth of 31% and 29.6% respectively over the period of analysis. In Europe, Germany is expected to grow at around 24.3% CAGR. Following

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