Gamified Learning And Edutainment Market
PUBLISHED: 2025 ID: SMRC32411
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Gamified Learning And Edutainment Market

Gamified Learning & Edutainment Market Forecasts to 2032 – Global Analysis By Product (Gamified Learning Apps, Edutainment Platforms, AR/VR Learning Games and Other Products), Deployment Mode, Application, End User and By Geography

4.8 (57 reviews)
4.8 (57 reviews)
Published: 2025 ID: SMRC32411

Due to ongoing shifts in global trade and tariffs, the market outlook will be refreshed before delivery, including updated forecasts and quantified impact analysis. Recommendations and Conclusions will also be revised to offer strategic guidance for navigating the evolving international landscape.
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According to Stratistics MRC, the Global Gamified Learning & Edutainment Market is accounted for $14.7 billion in 2025 and is expected to reach $46.9 billion by 2032 growing at a CAGR of 18% during the forecast period. Gamified Learning and Edutainment blend education with engagement by using interactive, game-based methods to enhance learning experiences. Gamified Learning applies game mechanics—such as points, levels, challenges, and rewards—to educational settings, motivating learners through competition and achievement. Edutainment, a fusion of “education” and “entertainment,” delivers knowledge through enjoyable formats like videos, simulations, and digital games, promoting active participation and retention. Together, they transform traditional learning into an immersive process, appealing to diverse learners by fostering curiosity, collaboration, and problem-solving. These approaches are increasingly used in classrooms, corporate training, and digital platforms to make education more effective and enjoyable.

Market Dynamics:

Driver:

Rising adoption of interactive learning platforms

Schools, universities, and corporate training programs are increasingly integrating gamification to enhance engagement and retention. Interactive modules, leaderboards, and rewards systems are fostering motivation among learners. Digital platforms are leveraging AI and analytics to personalize learning experiences. Parents and educators are recognizing the effectiveness of gamified tools in improving outcomes. This driver continues to anchor growth by aligning interactive education with learner-centric innovation.

Restraint:

High development and implementation costs

Creating immersive platforms requires significant investment in software, design, and content development. Smaller institutions and startups struggle to compete with established players due to budget constraints. Maintenance and updates add further financial burden for providers. Price-sensitive regions are slower to adopt advanced gamified solutions. This restraint continues to limit accessibility despite proven educational benefits.

Opportunity:

Increasing smartphone and internet penetration

Learners across urban and rural regions are gaining access to mobile-first solutions. Affordable data plans and widespread connectivity are enabling continuous learning outside classrooms. E-commerce and app stores are accelerating distribution of gamified learning apps globally. Integration with social media platforms is fostering peer-to-peer engagement and collaboration. This opportunity is unlocking new revenue streams and reinforcing gamification’s role in democratizing education.

Threat:

Resistance to change in traditional education systems

Educators and institutions often hesitate to replace conventional methods with digital platforms. Concerns over effectiveness and credibility reduce confidence in gamified approaches. Regulatory uncertainty in certain regions slows integration into formal curricula. Cultural preferences for traditional teaching methods intensify skepticism. This threat continues to constrain long-term adoption despite rising demand for interactive learning.

Covid-19 Impact:

Covid-19 accelerated demand for gamified learning platforms as schools and workplaces shifted to remote education. Lockdowns forced learners and educators to adopt digital tools for continuity in training. Platforms offering interactive modules, quizzes, and rewards saw exponential growth. Corporate training programs integrated gamification to maintain employee engagement during remote work. Post-pandemic recovery is fostering hybrid models that combine classroom learning with gamified digital support. This impact continues to reshape education delivery and strengthen reliance on edutainment platforms.

The gamified learning apps segment is expected to be the largest during the forecast period

The gamified learning apps segment is expected to account for the largest market share during the forecast period due to strong consumer adoption. Mobile-first apps provide accessible and engaging learning experiences across age groups. Schools and universities are increasingly integrating gamified apps into curricula. Corporate training programs are leveraging apps to improve employee performance and retention. Advances in app design and analytics are enhancing personalization and interactivity. This segment continues to dominate due to its broad appeal and recurring usage patterns.

The corporate training & professional certification segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the corporate training & professional certification segment is predicted to witness the highest growth rate due to rising demand for skill development. Companies are increasingly adopting gamified platforms to upskill employees and improve productivity. Interactive modules and reward systems foster motivation and engagement in workplace learning. Integration with certification programs enhances credibility and career advancement opportunities. Rising competition in global job markets is accelerating demand for continuous learning. This segment is expected to outpace others due to its alignment with lifelong learning and professional growth.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share due to advanced infrastructure and strong consumer awareness. The U.S. and Canada are leading adoption through high demand for interactive learning solutions. Schools, universities, and corporations are investing heavily in gamified platforms. Venture capital funding is accelerating innovation in edutainment startups. Regulatory clarity and strong marketing campaigns are fostering confidence in gamified learning. E-commerce integration is strengthening the role of apps in education delivery. North America continues to dominate in both revenue and technological leadership, reinforcing its position as the largest regional market.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR due to rapid urbanization and rising education demand. Countries like China, India, Japan, and South Korea are driving adoption of gamified learning platforms. Government-led initiatives promoting digital education are fostering infrastructure development. Local startups and global players are scaling mobile-first solutions tailored to regional needs. Rising middle-class incomes and digital adoption are accelerating participation in edutainment. E-commerce growth in Southeast Asia is creating new opportunities for gamified learning integration. Asia Pacific’s momentum is driven by demographic scale, policy support, and technological innovation, positioning it as the fastest-growing regional market.

Key players in the market

Some of the key players in Gamified Learning & Edutainment Market include Kahoot! ASA, Duolingo Inc., Quizlet Inc., BYJU’S, Unacademy, Coursera Inc., Udemy Inc., Skillshare Inc., GoStudent GmbH, Vedantu Innovations Pvt. Ltd., Toppr, Brainly Sp. z o.o., Epic! Creations Inc. and Classcraft Studios Inc.

Key Developments:

In May 2025, BYJU’S launched “BYJU’S 3.0”, a transformation strategy involving collaborations with AI partners and education stakeholders to rebuild trust. This initiative focuses on gamified learning, transparency, and edutainment integration, positioning BYJU’S to regain credibility after regulatory and financial setbacks.

In September 2022, Kahoot! announced a strategic partnership with General Atlantic, following a secondary investment. This collaboration supports Kahoot!’s expansion in gamified learning by accelerating its product roadmap and commercialization efforts. The partnership reflects Kahoot!’s focus on scaling edutainment globally through investor-backed growth.

Products Covered:
• Gamified Learning Apps
• Edutainment Platforms
• AR/VR Learning Games
• Simulation-Based Learning Tools
• Interactive Storytelling Platforms
• Other Products

Deployment Modes Covered:
• Cloud-Based
• On-Premises
• Hybrid

Applications Covered:
• K–12 Education
• Higher Education
• Corporate Training & Professional Certification
• Skill Development & Lifelong Learning
• Personal Development & Hobby Learning
• Other Applications

End Users Covered:
• Academic Institutions
• Enterprises
• Government & Nonprofit Organizations
• Individual Learners
• Other End Users

Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o UK
o Italy
o France
o Spain
o Rest of Europe
• Asia Pacific
o Japan       
o China       
o India       
o Australia 
o New Zealand
o South Korea
o Rest of Asia Pacific   
• South America
o Argentina
o Brazil
o Chile
o Rest of South America
• Middle East & Africa
o Saudi Arabia
o UAE
o Qatar
o South Africa
o Rest of Middle East & Africa

What our report offers:
- Market share assessments for the regional and country-level segments
- Strategic recommendations for the new entrants
- Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements

Free Customization Offerings:
All the customers of this report will be entitled to receive one of the following free customization options:
• Company Profiling
o Comprehensive profiling of additional market players (up to 3)
o SWOT Analysis of key players (up to 3)
• Regional Segmentation
o Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
• Competitive Benchmarking
o Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

 

Table of Contents

1 Executive Summary            
             
2 Preface            
2.1 Abstract           
2.2 Stake Holders          
2.3 Research Scope          
2.4 Research Methodology         
  2.4.1 Data Mining         
  2.4.2 Data Analysis         
  2.4.3 Data Validation         
  2.4.4 Research Approach         
2.5 Research Sources          
  2.5.1 Primary Research Sources        
  2.5.2 Secondary Research Sources        
  2.5.3 Assumptions         
             
3 Market Trend Analysis          
3.1 Introduction          
3.2 Drivers           
3.3 Restraints          
3.4 Opportunities          
3.5 Threats           
3.6 Product Analysis          
3.7 Application Analysis         
3.8 End User Analysis          
3.9 Emerging Markets          
3.10 Impact of Covid-19          
             
4 Porters Five Force Analysis          
4.1 Bargaining power of suppliers         
4.2 Bargaining power of buyers         
4.3 Threat of substitutes         
4.4 Threat of new entrants         
4.5 Competitive rivalry          
             
5 Global Gamified Learning & Edutainment Market, By Product       
5.1 Introduction          
5.2 Gamified Learning Apps         
5.3 Edutainment Platforms         
5.4 AR/VR Learning Games         
5.5 Simulation-Based Learning Tools        
5.6 Interactive Storytelling Platforms        
5.7 Other Products          
             
6 Global Gamified Learning & Edutainment Market, By Deployment Mode     
6.1 Introduction          
6.2 Cloud-Based          
6.3 On-Premises          
6.4 Hybrid           
             
7 Global Gamified Learning & Edutainment Market, By Application      
7.1 Introduction          
7.2 K–12 Education          
7.3 Higher Education          
7.4 Corporate Training & Professional Certification       
7.5 Skill Development & Lifelong Learning        
7.6 Personal Development & Hobby Learning       
7.7 Other Applications          
             
8 Global Gamified Learning & Edutainment Market, By End User      
8.1 Introduction          
8.2 Academic Institutions         
8.3 Enterprises          
8.4 Government & Nonprofit Organizations        
8.5 Individual Learners          
8.6 Other End Users          
             
9 Global Gamified Learning & Edutainment Market, By Geography      
9.1 Introduction          
9.2 North America          
  9.2.1 US          
  9.2.2 Canada          
  9.2.3 Mexico          
9.3 Europe           
  9.3.1 Germany          
  9.3.2 UK          
  9.3.3 Italy          
  9.3.4 France          
  9.3.5 Spain          
  9.3.6 Rest of Europe         
9.4 Asia Pacific          
  9.4.1 Japan          
  9.4.2 China          
  9.4.3 India          
  9.4.4 Australia          
  9.4.5 New Zealand         
  9.4.6 South Korea         
  9.4.7 Rest of Asia Pacific         
9.5 South America          
  9.5.1 Argentina         
  9.5.2 Brazil          
  9.5.3 Chile          
  9.5.4 Rest of South America        
9.6 Middle East & Africa         
  9.6.1 Saudi Arabia         
  9.6.2 UAE          
  9.6.3 Qatar          
  9.6.4 South Africa         
  9.6.5 Rest of Middle East & Africa        
             
10 Key Developments           
10.1 Agreements, Partnerships, Collaborations and Joint Ventures      
10.2 Acquisitions & Mergers         
10.3 New Product Launch         
10.4 Expansions          
10.5 Other Key Strategies         
             
11 Company Profiling           
11.1 Kahoot! ASA          
11.2 Duolingo Inc.          
11.3 Quizlet Inc.          
11.4 BYJU’S           
11.5 Unacademy          
11.6 Coursera Inc.          
11.7 Udemy Inc.          
11.8 Skillshare Inc.          
11.9 GoStudent GmbH          
11.10 Vedantu Innovations Pvt. Ltd.         
11.11 Toppr           
11.12 Brainly Sp. z o.o.          
11.13 Epic! Creations Inc.          
11.14 Classcraft Studios Inc.         
             
List of Tables            
1 Global Gamified Learning & Edutainment Market Outlook, By Region (2024-2032) ($MN)    
2 Global Gamified Learning & Edutainment Market Outlook, By Product (2024-2032) ($MN)    
3 Global Gamified Learning & Edutainment Market Outlook, By Gamified Learning Apps (2024-2032) ($MN)  
4 Global Gamified Learning & Edutainment Market Outlook, By Edutainment Platforms (2024-2032) ($MN)  
5 Global Gamified Learning & Edutainment Market Outlook, By AR/VR Learning Games (2024-2032) ($MN)   
6 Global Gamified Learning & Edutainment Market Outlook, By Simulation-Based Learning Tools (2024-2032) ($MN)  
7 Global Gamified Learning & Edutainment Market Outlook, By Interactive Storytelling Platforms (2024-2032) ($MN)  
8 Global Gamified Learning & Edutainment Market Outlook, By Other Products (2024-2032) ($MN)   
9 Global Gamified Learning & Edutainment Market Outlook, By Deployment Mode (2024-2032) ($MN)   
10 Global Gamified Learning & Edutainment Market Outlook, By Cloud-Based (2024-2032) ($MN)    
11 Global Gamified Learning & Edutainment Market Outlook, By On-Premises (2024-2032) ($MN)   
12 Global Gamified Learning & Edutainment Market Outlook, By Hybrid (2024-2032) ($MN)    
13 Global Gamified Learning & Edutainment Market Outlook, By Application (2024-2032) ($MN)    
14 Global Gamified Learning & Edutainment Market Outlook, By K–12 Education (2024-2032) ($MN)   
15 Global Gamified Learning & Edutainment Market Outlook, By Higher Education (2024-2032) ($MN)   
16 Global Gamified Learning & Edutainment Market Outlook, By Corporate Training & Professional Certification (2024-2032) ($MN)
17 Global Gamified Learning & Edutainment Market Outlook, By Skill Development & Lifelong Learning (2024-2032) ($MN) 
18 Global Gamified Learning & Edutainment Market Outlook, By Personal Development & Hobby Learning (2024-2032) ($MN) 
19 Global Gamified Learning & Edutainment Market Outlook, By Other Applications (2024-2032) ($MN)   
20 Global Gamified Learning & Edutainment Market Outlook, By End User (2024-2032) ($MN)    
21 Global Gamified Learning & Edutainment Market Outlook, By Academic Institutions (2024-2032) ($MN)   
22 Global Gamified Learning & Edutainment Market Outlook, By Enterprises (2024-2032) ($MN)    
23 Global Gamified Learning & Edutainment Market Outlook, By Government & Nonprofit Organizations (2024-2032) ($MN) 
24 Global Gamified Learning & Edutainment Market Outlook, By Individual Learners (2024-2032) ($MN)   
25 Global Gamified Learning & Edutainment Market Outlook, By Other End Users (2024-2032) ($MN)   
             
Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.

List of Figures

RESEARCH METHODOLOGY


Research Methodology

We at Stratistics opt for an extensive research approach which involves data mining, data validation, and data analysis. The various research sources include in-house repository, secondary research, competitor’s sources, social media research, client internal data, and primary research.

Our team of analysts prefers the most reliable and authenticated data sources in order to perform the comprehensive literature search. With access to most of the authenticated data bases our team highly considers the best mix of information through various sources to obtain extensive and accurate analysis.

Each report takes an average time of a month and a team of 4 industry analysts. The time may vary depending on the scope and data availability of the desired market report. The various parameters used in the market assessment are standardized in order to enhance the data accuracy.

Data Mining

The data is collected from several authenticated, reliable, paid and unpaid sources and is filtered depending on the scope & objective of the research. Our reports repository acts as an added advantage in this procedure. Data gathering from the raw material suppliers, distributors and the manufacturers is performed on a regular basis, this helps in the comprehensive understanding of the products value chain. Apart from the above mentioned sources the data is also collected from the industry consultants to ensure the objective of the study is in the right direction.

Market trends such as technological advancements, regulatory affairs, market dynamics (Drivers, Restraints, Opportunities and Challenges) are obtained from scientific journals, market related national & international associations and organizations.

Data Analysis

From the data that is collected depending on the scope & objective of the research the data is subjected for the analysis. The critical steps that we follow for the data analysis include:

  • Product Lifecycle Analysis
  • Competitor analysis
  • Risk analysis
  • Porters Analysis
  • PESTEL Analysis
  • SWOT Analysis

The data engineering is performed by the core industry experts considering both the Marketing Mix Modeling and the Demand Forecasting. The marketing mix modeling makes use of multiple-regression techniques to predict the optimal mix of marketing variables. Regression factor is based on a number of variables and how they relate to an outcome such as sales or profits.


Data Validation

The data validation is performed by the exhaustive primary research from the expert interviews. This includes telephonic interviews, focus groups, face to face interviews, and questionnaires to validate our research from all aspects. The industry experts we approach come from the leading firms, involved in the supply chain ranging from the suppliers, distributors to the manufacturers and consumers so as to ensure an unbiased analysis.

We are in touch with more than 15,000 industry experts with the right mix of consultants, CEO's, presidents, vice presidents, managers, experts from both supply side and demand side, executives and so on.

The data validation involves the primary research from the industry experts belonging to:

  • Leading Companies
  • Suppliers & Distributors
  • Manufacturers
  • Consumers
  • Industry/Strategic Consultants

Apart from the data validation the primary research also helps in performing the fill gap research, i.e. providing solutions for the unmet needs of the research which helps in enhancing the reports quality.


For more details about research methodology, kindly write to us at info@strategymrc.com

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