

The academy's course would teach learning reinforcements, learning chances, collaboration, autonomy, and stimuli, as a part of game-based learning. Various academics and institutions have been providing virtual game-based and augmented reality learning courses for their students.įor instance, Euro Pass Teacher Academy has been a virtual game-based learning course for its students. As an emerging novel and advanced platform, game-based virtual reality learning has the potential and ability to solve various difficult teaching problems. There has been a surge in the rise of virtual reality for game-based learning, in the past few years. Rise of Virtual Reality for Game-Based Learning Various studies and research have been conducted in the past few years to prove that online gaming-based education and learning enhances and expands student's overall skills. Urbanization leads to better income and economic prospects, modernization, and the adoption of novel and advanced technologies. According to the World Bank, around 68% of the global population is expected to reside in urban areas by the year 2050, up from an expected 55% in the year 2019. Moreover, the rise in urbanization is expected to play a major role, in the coming years. 5.27 smartphone or mobile users in the world in the year 2020, which represented around 67.1% of the population.

According to the data given by the United Nations, Eurostat, and other related agencies, there were approx. The rising number of smartphone users is also expected to play a major role in the overall market growth, in the coming years. The rising internet penetration is expected to have a positive impact on the game-based learning market, in the coming years. Europe and North America have an internet penetration rate of 87.1% and 89.9% in the year 2020.Īfrica has a penetration rate of 43% in the same year. According to the data given by the International Telecommunications Union 2020, 62.6% of Asia's total population have internet access, and have a saw a growth of 2,268%, since the year 2000.Įurope and North America are also making significant developments, due to high disposable income, the presence of some of the global leading players, and other related factors. The market is expected to surge in the coming years, due to the rising number of internet and smartphone users, globally. Rising number of internet and smartphone users These types of developments are expected to have a positive impact on the market, during the forecast period. The novel platform also allows users to add images, diagrams, and videos to their respective questions to increase and amplify engagement. 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. 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.įor instance, Kahoot, an all-new and online game-based learning platform had been making significant developments in the market.

Moreover, the growth of Virtual Reality (VR) and Augmented Reality (AR) in learning and education has helped in providing an interactive and immersive experience. 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. 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. Dublin, J(GLOBE NEWSWIRE) - The "Game-Based Learning Market - Forecasts from 2021 to 2026" report has been added to 's offering.
