Game-Based Learning Market Drivers
The key drivers of the game-based learning market include:
Increasing Smartphone Penetration
The increasing smartphone penetration is expected to propel the growth of the game-based learning market during the forecast period. Smartphones make game-based learning widely accessible, offering flexibility for students, professionals and lifelong learners. As prices drop and mobile data becomes affordable, adoption grows across demographics. Advanced features such as touchscreens and high-resolution graphics enable engaging, interactive content, enhancing user motivation and retention while driving broader usage of gamified learning solutions. For instance, in December 2023, according to Oberlo, a Lithuania-based cloud-based drop-shipping solution for online retailers and vendors, the number of global smartphone users was estimated to be 4.74 billion in 2024, marking a 2.2% annual increase. Global smartphone usage is expected to reach 5.14 billion users by 2028, growing by around 100,000 people per year. Additionally, in December 2023, according to Demand Sage, a data reporting and analytics solutions provider, in the United States, 94.40% of millennials were estimated to own a smartphone, a 3.8% rise from the previous year and the number of smartphone users worldwide is expected to reach 7.1 billion by 2024. Therefore, the increasing smartphone penetration will drive the growth of the game-based learning market.
Game-Based Learning Market Restraints
The key restraints on the game-based learning market include:
Economic Downturns
The economic downturns are expected to hamper the growth of the game-based learning market during the forecast period. During economic uncertainty, parents may limit spending on game-based learning (GBL) apps, slowing market growth. Reduced investor confidence hampers funding for GBL startups, stalling innovation. Educational institutions may prioritize traditional methods over experimental technologies, viewing GBL as a non-essential investment, resulting in slower adoption. For example, in April 2024, according to UN Trade and Development (UNCTAD), a Switzerland-based specialized agency of the United Nations, global economic growth to decelerate to 2.6% in 2024, marginally surpassing the 2.5% threshold typically linked to economic recessions. Therefore, the economic downturns will restrain the growth of the game-based learning market.