Revenue for game-based learning and education is projected to reach more than $24 billion by 2024, according to a new market forecast.

Metaari’s 2019-2024 Global Game-based Learning Market study, released by Serious Play Conference, notes that growth in AI game-based learning also is expected to skyrocket, analysts say.

The report notes that game-based learning is defined as a knowledge transfer method using “game play” involving some form of competition (against
oneself or others) and a reward/penalty system that essentially functions as an assessment method to quantify mastery.

8 things driving game-based learning in global markets

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Game-based learning, though, is quite different from gamification. In gamification, game-like features such as badges and points are tacked onto traditional education content. Gamified courses are not games, but legacy products with gaming artifacts.

About the Author:

Laura Ascione

Laura Ascione is the Managing Editor, Content Services at eSchool Media. She is a graduate of the University of Maryland's prestigious Philip Merrill College of Journalism. Find Laura on Twitter: @eSN_Laura


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