Game-based Learning - Company Evaluation Report, 2025
Market Report I 2025-08-01 I 132 Pages I MarketsandMarkets
The Game-based Learning Companies Quadrant is a comprehensive industry analysis that provides valuable insights into the global market for Game-based Learning. This quadrant offers a detailed evaluation of key market players, technological advancements, product innovations, and emerging trends shaping the industry. MarketsandMarkets 360 Quadrants evaluated over 100 companies, of which the Top 15 Game-based Learning Companies were categorized and recognized as quadrant leaders.
Game-based learning (GBL) incorporates game elements and principles into educational settings to improve engagement, motivation, and knowledge retention. It is applied in various sectors, including K-12 education, higher education, corporate training, healthcare, and government. This report offers a comprehensive analysis of the GBL market, with a focus on software platforms and content solutions, excluding hardware components due to their limited market share. The study breaks down the market by platform types, game genres, deployment methods, learning objectives, end users, and geographical regions. By examining content types, services, and regional contributions, the report provides stakeholders with valuable insights into the competitive landscape, market trends, and growth opportunities within the GBL industry.
As noted by Prodigy Education, game-based learning is an instructional approach that leverages the power of games to define and support educational outcomes. A GBL environment accomplishes this through educational games that feature engaging gameplay, instant rewards, and healthy competition, all of which can significantly boost students' motivation to learn.
The 360 Quadrant maps the Game-based Learning companies based on criteria such as revenue, geographic presence, growth strategies, investments, and sales strategies for the market presence of the Game-based Learning quadrant. The top criteria for product footprint evaluation included By OFFERING (Software, Services), By DEPLOYMENT MODE (on-Premises, Cloud), By GAME TYPE (AR & VR Games, AI-Driven Learning Games, Location-Based Educational Games, Quiz, Logic, and Strategy Games, Skill-Based, Assessment & Evaluation Games, Language & Communication Games, Simulation & Scenario-Based Games, Role-Playing & Narrative-Based Games, Other Game Types), By INTEGRATION TYPE (Web-based Deployment, Mobile-Based Deployment, Immersive Hardware, Interactive Display Interfaces, Gaming Consoles), and By APPLICATION (Academic Education, Corporate and Workforce Training, Medical & Healthcare Training, Personalized Learning & Development, Skill-Based & Subject-Specific Learning).
Key players in the Game-based Learning market include major global corporations and specialized innovators such as Duolingo, Kahoot!, Skillsoft, Stride, Inc., Frontier Developments, Pearson, Spin Master, Adobe, Extramarks, Age of Learning, Mojang Studios, BI Worldwide, Quizlet, Safetyculture, and EI. These companies are actively investing in research and development, forming strategic partnerships, and engaging in collaborative initiatives to drive innovation, expand their global footprint, and maintain a competitive edge in this rapidly evolving market.
Top 3 Companies
Duolingo
Duolingo stands as a pioneering force in game-based learning, primarily recognized for its robust platform aimed at language education. Its Company Product Portfolio has diversified to include subjects such as math and music, leveraging a gamified mobile application to drive intuitive learning. The company's core strategy involves blending behavioral science with AI-driven personalization, ensuring substantial market engagement. Duolingo's commitment to providing free and paid tiers enables broad accessibility, further solidifying its Company Market Share in the education sector. With adaptive difficulty settings and innovative conversational practice bots, Duolingo continually enhances user experience, maintaining a leading Company Ranking in the digital education landscape.
Kahoot!
Kahoot! is widely known for transforming traditional learning and corporate training into engaging interactive experiences. The platform excels in Company Analysis, offering both remote and in-person educational settings that are highly integrated with real-time feedback, fostering collaborative learning environments. Kahoot!'s approach to Company Positioning focuses on acquiring e-tech applications, significantly boosting its offerings in mathematics and professional development. The platform's intuitive design promotes wide adoption, underlining its substantial Company Market Share.
Skillsoft
Skillsoft is a leader in e-learning, particularly in the corporate training sphere. The company has harnessed strategic partnerships and mergers to broaden its Company Product Portfolio, aiming to enhance skill-based learning through virtual platforms. Emphasizing employee engagement and development, Skillsoft has effectively utilized data analytics to tailor its learning solutions, maintaining a strong Company Positioning in the market. This strategic focus aids in retaining a competitive Company Market Share within the game-based learning space, ensuring continuous innovation and adaptation to emerging educational trends.
1 INTRODUCTION 12
1.1 MARKET DEFINITION 12
1.2 INCLUSIONS AND EXCLUSIONS 12
1.3 STAKEHOLDERS 13
2 EXECUTIVE SUMMARY 14
3 MARKET OVERVIEW AND INDUSTRY TRENDS 20
3.1 INTRODUCTION 20
3.2 MARKET DYNAMICS 20
3.2.1 DRIVERS 21
3.2.1.1 Cognitive and psychological benefits of gamification to enhance learner engagement and motivation 21
3.2.1.2 Rising mobile technology penetration to expand game-based learning accessibility 22
3.2.1.3 Increasing corporate focus on employee engagement and upskilling 22
3.2.2 RESTRAINTS 22
3.2.2.1 Resistance from traditional educators and institutions 22
3.2.2.2 Concerns over screen time and digital addiction affect adoption in younger population 23
3.2.2.3 Difficulty in integrating GBL into existing curriculum structures 23
3.2.3 OPPORTUNITIES 23
3.2.3.1 Growing demand for skill-based and experiential learning to create space for GBL expansion 23
3.2.3.2 Integration of AI and analytics into GBL platforms to unlock new opportunities for personalized education 24
3.2.3.3 Growing use of GBL in language learning and STEM education to present niche opportunities 24
3.2.4 CHALLENGES 25
3.2.4.1 Balancing educational content with engaging gameplay while maintaining curriculum alignment standards 25
3.2.4.2 Teacher training and digital competency gaps to hinder effective
GBL integration 25
3.2.4.3 Limited infrastructure and internet access in rural regions to hamper GBL adoption 25
3.3 SUPPLY CHAIN ANALYSIS 26
3.4 IMPACT OF GENERATIVE AI ON GAME-BASED LEARNING 27
3.4.1 TOP USE CASES & MARKET POTENTIAL 27
3.4.1.1 Key use cases 28
3.4.2 PERSONALIZED LEARNING PATHS 28
3.4.3 NARRATIVE-DRIVEN ROLEPLAY AND SIMULATION 29
3.4.4 ASSESSMENT AND FEEDBACK 29
3.4.5 LANGUAGE LEARNING 29
3.4.6 PUZZLE/STRATEGY GAME DESIGN 29
3.4.7 VIRTUAL FACILITATORS/TUTORS 29
3.5 ECOSYSTEM ANALYSIS 30
3.5.1 GAME-BASED LEARNING MARKET, SOFTWARE TYPE 32
3.5.1.1 Gamified Learning Platforms 32
3.5.1.2 Microlearning Platforms 32
3.5.1.3 Simulation-based Learning Platforms 32
3.5.1.4 Integrated LMS Platforms 32
3.5.1.5 Adaptive Learning Systems 32
3.5.1.6 AI Authoring Tools & Development Platforms 33
3.6 TECHNOLOGY ANALYSIS 33
3.6.1 KEY TECHNOLOGIES 33
3.6.1.1 Game Engines 33
3.6.1.2 Artificial Intelligence (AI) 33
3.6.1.3 Learning Analytics 33
3.6.1.4 Instructional Design Technologies 34
3.6.2 COMPLIMENTARY TECHNOLOGIES 34
3.6.2.1 Immersive Audio Technologies 34
3.6.2.2 Procedural Content Generation 34
3.6.2.3 Haptics 34
3.6.3 ADJACENT TECHNOLOGIES 35
3.6.3.1 Augmented Reality/Virtual Reality 35
3.6.3.2 Cloud Computing 35
3.6.3.3 Internet of Things (IoT) 35
3.7 PATENT ANALYSIS 35
3.7.1 METHODOLOGY 35
3.7.2 PATENTS FILED, BY DOCUMENT TYPE 36
3.7.3 INNOVATION AND PATENT APPLICATIONS 36
3.8 KEY CONFERENCES AND EVENTS, 2025-2026 41
3.9 PORTER'S FIVE FORCES ANALYSIS 42
3.9.1 THREAT OF NEW ENTRANTS 43
3.9.2 THREAT OF SUBSTITUTES 43
3.9.3 BARGAINING POWER OF SUPPLIERS 43
3.9.4 BARGAINING POWER OF BUYERS 43
3.9.5 INTENSITY OF COMPETITIVE RIVALRY 43
3.10 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS 44
4 COMPETITIVE LANDSCAPE 45
4.1 OVERVIEW 45
4.2 KEY PLAYER STRATEGIES/RIGHT TO WIN, 2022-2025 45
4.3 REVENUE ANALYSIS, 2020-2024 47
4.4 MARKET SHARE ANALYSIS, 2024 48
4.5 BRAND/PRODUCT COMPARATIVE ANALYSIS 51
4.5.1 PRODUCT COMPARATIVE ANALYSIS, BY OFFERING
(GAME-BASED LEARNING PLATFORM) 51
4.5.1.1 Duolingo App (Duolingo) 51
4.5.1.2 Kahoot! At Home (Kahoot!) 51
4.5.1.3 Stride Learning/K12 Games (Stride Inc.) 52
4.5.1.4 Pearson Interactive Labs/Revel/MyLab (Pearson) 52
4.5.1.5 Quizlet Learn/Quizlet Live (Quizlet) 52
4.6 COMPANY VALUATION AND FINANCIAL METRICS 52
4.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2024 53
4.7.1 STARS 53
4.7.2 EMERGING LEADERS 53
4.7.3 PERVASIVE PLAYERS 54
4.7.4 PARTICIPANTS 54
4.7.5 COMPANY FOOTPRINT: KEY PLAYERS, 2024 55
4.7.5.1 Company footprint 55
4.7.5.2 Regional footprint 56
4.7.5.3 Offering footprint 57
4.7.5.4 Game type footprint 58
4.7.5.5 Application footprint 59
4.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2024 60
4.8.1 PROGRESSIVE COMPANIES 60
4.8.2 RESPONSIVE COMPANIES 60
4.8.3 DYNAMIC COMPANIES 60
4.8.4 STARTING BLOCKS 60
4.8.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2024 62
4.8.5.1 Detailed list of key startups/SMEs 62
4.8.5.2 Competitive benchmarking of key startups/SMEs 63
4.9 COMPETITIVE SCENARIO AND TRENDS 64
4.9.1 PRODUCT LAUNCHES AND ENHANCEMENTS 64
4.9.2 DEALS 66
5 COMPANY PROFILES 68
5.1 INTRODUCTION 68
5.1.1 DUOLINGO 68
5.1.1.1 Business overview 68
5.1.1.2 Products/Solutions/Services offered 70
5.1.1.3 Recent developments 71
5.1.1.3.1 Product launches and enhancements 71
5.1.1.3.2 Deals 71
?
5.1.1.4 MnM view 72
5.1.1.4.1 Key strengths 72
5.1.1.4.2 Strategic choices 72
5.1.1.4.3 Weaknesses and competitive threats 72
5.1.2 KAHOOT! 73
5.1.2.1 Business overview 73
5.1.2.2 Products/Solutions/Services offered 73
5.1.2.3 Recent developments 75
5.1.2.3.1 Product launches and enhancements 75
5.1.2.3.2 Deals 76
5.1.2.4 MnM view 76
5.1.2.4.1 Key strengths 76
5.1.2.4.2 Strategic choices 77
5.1.2.4.3 Weaknesses and competitive threats 77
5.1.3 SKILLSOFT 78
5.1.3.1 Business overview 78
5.1.3.2 Products/Solutions/Services offered 79
5.1.3.3 Recent developments 80
5.1.3.3.1 Product launches and enhancements 80
5.1.3.3.2 Deals 80
5.1.3.4 MnM view 81
5.1.3.4.1 Key strengths 81
5.1.3.4.2 Strategic choices 81
5.1.3.4.3 Weaknesses and competitive threats 81
5.1.4 STRIDE, INC. 82
5.1.4.1 Business overview 82
5.1.4.2 Products/Solutions/Services offered 83
5.1.4.3 Recent developments 83
5.1.4.3.1 Product launches and enhancements 83
5.1.4.3.2 Deals 84
5.1.4.4 MnM view 84
5.1.4.4.1 Key strengths 84
5.1.4.4.2 Strategic choices 84
5.1.4.4.3 Weaknesses and competitive threats 84
5.1.5 FRONTIER DEVELOPMENTS 85
5.1.5.1 Business overview 85
5.1.5.2 Products/Solutions/Services offered 86
5.1.5.3 MnM view 87
5.1.5.3.1 Key strengths 87
5.1.5.3.2 Strategic choices 87
5.1.5.3.3 Weaknesses and competitive threats 87
?
5.1.6 PEARSON 88
5.1.6.1 Business overview 88
5.1.6.2 Products/Solutions/Services offered 89
5.1.6.3 Recent developments 90
5.1.6.3.1 Product launches and enhancements 90
5.1.6.3.2 Deals 90
5.1.7 SPIN MASTER 91
5.1.7.1 Business overview 91
5.1.7.2 Products/Solutions/Services offered 92
5.1.7.3 Recent developments 93
5.1.7.3.1 Product launches and enhancements 93
5.1.7.3.2 Deals 93
5.1.8 ADOBE 94
5.1.8.1 Business overview 94
5.1.8.2 Products/Solutions/Services offered 95
5.1.8.3 Recent developments 96
5.1.8.3.1 Product launches and enhancements 96
5.1.8.3.2 Deals 96
5.1.9 MOJANG STUDIOS 97
5.1.10 EI 98
5.1.11 QUIZLET 99
5.1.12 SAFETYCULTURE 100
5.1.13 EXTRAMARKS 101
5.1.14 BI WORLDWIDE 102
5.1.15 AGE OF LEARNING 103
5.2 OTHER PLAYERS 104
5.2.1 PRELOADED 104
5.2.2 GAME STRATEGIES 105
5.2.3 PRODIGY EDUCATION 106
5.2.4 BREAKAWAY GAMES 107
5.2.5 SCHELL GAMES 108
5.2.6 STRATBEANS LEARNING SOLUTIONS 109
5.2.7 SIMULEARN 110
5.2.8 RAPTIVITY 111
5.2.9 FUNDAMENTOR 111
5.2.10 INDUSGEEKS 112
5.2.11 KUATO STUDIOS 113
5.2.12 HORNBILL FX 113
5.2.13 QUODECK TECHNOLOGIES 114
5.2.14 GAMETIZE 114
5.2.15 SWEETRUSH 115
5.2.16 ARCHY LEARNING 116
5.2.17 LINGOKIDS 117
5.2.18 TENNEO 118
5.2.19 AXONIFY 119
5.2.20 KOGNITO 120
5.2.21 LITMOS 121
5.2.22 QUIZIZZ 122
5.2.23 SIMFORMER 123
5.2.24 CENTRICAL 124
5.2.25 THE GAMIFICATION COMPANY 125
6 APPENDIX 126
6.1 RESEARCH METHODOLOGY 126
6.1.1 RESEARCH DATA 126
6.1.1.1 Secondary data 127
6.1.1.2 Primary data 127
6.1.2 RESEARCH ASSUMPTIONS 128
6.1.3 RESEARCH LIMITATIONS 129
6.2 COMPANY EVALUATION MATRIX: METHODOLOGY 129
6.3 AUTHOR DETAILS 132
TABLE 1 GLOBAL GAME-BASED LEARNING MARKET SIZE AND GROWTH RATE,
2020-2024 (USD MILLION, Y-O-Y %) 15
TABLE 2 GLOBAL GAME-BASED LEARNING MARKET SIZE AND GROWTH RATE,
2025-2030 (USD MILLION, Y-O-Y %) 15
TABLE 3 ROLE OF PLAYERS IN GAME-BASED LEARNING MARKET 30
TABLE 4 PATENTS FILED, 2016-2025 36
TABLE 5 LIST OF TOP PATENTS IN GAME-BASED LEARNING MARKET, 2024-2025 37
TABLE 6 GAME-BASED LEARNING MARKET: DETAILED LIST OF
CONFERENCES AND EVENTS, 2025-2026 41
TABLE 7 PORTER'S FIVE FORCES' IMPACT ON GAME-BASED LEARNING MARKET 42
TABLE 8 OVERVIEW OF STRATEGIES ADOPTED BY KEY
GAME-BASED LEARNING VENDORS, 2022-2025 45
TABLE 9 GAME-BASED LEARNING MARKET: DEGREE OF COMPETITION 49
TABLE 10 REGIONAL FOOTPRINT 56
TABLE 11 OFFERING FOOTPRINT 57
TABLE 12 GAME TYPE FOOTPRINT 58
TABLE 13 APPLICATION FOOTPRINT 59
TABLE 14 GAME-BASED LEARNING MARKET: KEY STARTUPS/SMES, 2024 62
TABLE 15 GAME-BASED LEARNING MARKET: COMPETITIVE BENCHMARKING OF
KEY STARTUPS/SMES 63
TABLE 16 GAME-BASED LEARNING MARKET: PRODUCT LAUNCHES
AND ENHANCEMENTS, 2022-2025 64
TABLE 17 GAME-BASED LEARNING MARKET: DEALS, 2022-2025 66
TABLE 18 DUOLINGO: COMPANY OVERVIEW 69
TABLE 19 DUOLINGO: PRODUCTS/SOLUTIONS/SERVICES OFFERED 70
TABLE 20 DUOLINGO: PRODUCT LAUNCHES AND ENHANCEMENTS 71
TABLE 21 DUOLINGO: DEALS 71
TABLE 22 KAHOOT!: COMPANY OVERVIEW 73
TABLE 23 KAHOOT!: PRODUCTS/SOLUTIONS/SERVICES OFFERED 73
TABLE 24 KAHOOT!: PRODUCT LAUNCHES AND ENHANCEMENTS 75
TABLE 25 KAHOOT!: DEALS 76
TABLE 26 SKILLSOFT: COMPANY OVERVIEW 78
TABLE 27 SKILLSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED 79
TABLE 28 SKILLSOFT: PRODUCT LAUNCHES AND ENHANCEMENTS 80
TABLE 29 SKILLSOFT: DEALS 80
TABLE 30 STRIDE, INC.: COMPANY OVERVIEW 82
TABLE 31 STRIDE, INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 83
TABLE 32 STRIDE, INC.: PRODUCT LAUNCHES AND ENHANCEMENTS 83
TABLE 33 STRIDE, INC.: DEALS 84
TABLE 34 FRONTIER DEVELOPMENTS: COMPANY OVERVIEW 85
TABLE 35 FRONTIER DEVELOPMENTS: PRODUCTS/SOLUTIONS/SERVICES OFFERED 86
TABLE 36 PEARSON: COMPANY OVERVIEW 88
TABLE 37 PEARSON: PRODUCTS/SOLUTIONS/SERVICES OFFERED 89
TABLE 38 PEARSON: PRODUCT LAUNCHES AND ENHANCEMENTS 90
TABLE 39 PEARSON: DEALS 90
TABLE 40 SPIN MASTER: COMPANY OVERVIEW 91
TABLE 41 SPIN MASTER: PRODUCTS/SOLUTIONS/SERVICES OFFERED 92
TABLE 42 SPIN MASTER: PRODUCT LAUNCHES AND ENHANCEMENTS 93
TABLE 43 SPIN MASTER: DEALS 93
TABLE 44 ADOBE: COMPANY OVERVIEW 94
TABLE 45 ADOBE: PRODUCTS/SOLUTIONS/SERVICES OFFERED 95
TABLE 46 ADOBE: PRODUCT LAUNCHES AND ENHANCEMENTS 96
TABLE 47 ADOBE: DEALS 96
FIGURE 1 SOFTWARE SEGMENT TO HOLD LARGEST MARKET SHARE IN 2025 16
FIGURE 2 CLOUD SEGMENT ESTIMATED TO DOMINATE MARKET IN 2025 16
FIGURE 3 WEB-BASED DEPLOYMENT SEGMENT TO HOLD LARGEST MARKET SHARE IN 2025 17
FIGURE 4 ACADEMIC EDUCATION SEGMENT TO HOLD LARGEST MARKET SHARE IN 2025 17
FIGURE 5 TECHNOLOGY & SOFTWARE TO BE LARGEST MARKET DURING FORECAST PERIOD 18
FIGURE 6 ASIA PACIFIC TO RECORD FASTEST GROWTH BETWEEN 2025 AND 2030 18
FIGURE 7 GAME-BASED LEARNING MARKET: DRIVERS, RESTRAINTS,
OPPORTUNITIES, AND CHALLENGES 21
FIGURE 8 GAME-BASED LEARNING MARKET: SUPPLY CHAIN ANALYSIS 26
FIGURE 9 MARKET POTENTIAL OF GENERATIVE AI IN ENHANCING
GAME-BASED LEARNING ACROSS INDUSTRIES 28
FIGURE 10 GAME-BASED LEARNING MARKET ECOSYSTEM 31
FIGURE 11 NUMBER OF PATENTS GRANTED IN LAST 10 YEARS, 2016-2025 36
FIGURE 12 REGIONAL ANALYSIS OF PATENTS GRANTED, 2016-2025 40
FIGURE 13 GAME-BASED LEARNING MARKET: PORTER'S FIVE FORCES ANALYSIS 42
FIGURE 14 GAME-BASED LEARNING MARKET: TRENDS/DISRUPTIONS IMPACTING
CUSTOMER BUSINESS 44
FIGURE 15 TOP FIVE PUBLIC PLAYERS IN GAME-BASED LEARNING MARKET,
2020-2024 (USD MILLION) 47
FIGURE 16 SHARE OF LEADING COMPANIES IN GAME-BASED LEARNING MARKET, 2024 48
FIGURE 17 PRODUCT COMPARATIVE ANALYSIS (GAME-BASED LEARNING PLATFORM) 51
FIGURE 18 FINANCIAL METRICS OF KEY VENDORS 52
FIGURE 19 YEAR-TO-DATE (YTD) PRICE TOTAL RETURN AND 5-YEAR STOCK BETA OF
KEY VENDORS 53
FIGURE 20 GAME-BASED LEARNING MARKET: COMPANY EVALUATION MATRIX
(KEY PLAYERS), 2024 54
FIGURE 21 COMPANY FOOTPRINT 55
FIGURE 22 GAME-BASED LEARNING MARKET: COMPANY EVALUATION MATRIX (STARTUPS/SMES), 2024 61
FIGURE 23 DUOLINGO: COMPANY SNAPSHOT 69
FIGURE 24 SKILLSOFT: COMPANY SNAPSHOT 79
FIGURE 25 STRIDE, INC.: COMPANY SNAPSHOT 83
FIGURE 26 FRONTIER DEVELOPMENTS: COMPANY SNAPSHOT 86
FIGURE 27 PEARSON: COMPANY SNAPSHOT 89
FIGURE 28 SPIN MASTER: COMPANY SNAPSHOT 92
FIGURE 29 ADOBE: COMPANY SNAPSHOT 95
FIGURE 30 GAME-BASED LEARNING MARKET: RESEARCH DESIGN 126
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