| Product Code: ETC4405827 | Publication Date: Jul 2023 | Updated Date: Aug 2025 | Product Type: Report | |
| Publisher: 6Wresearch | Author: Ravi Bhandari | No. of Pages: 85 | No. of Figures: 45 | No. of Tables: 25 |
Game-based learning is emerging as a dynamic approach to education in Malaysia. This market leverages gamification principles to make learning engaging and interactive, particularly for the younger generation. Educational institutions and corporate training programs are increasingly integrating game-based learning solutions to enhance retention and comprehension. The availability of educational games across various subjects and levels is contributing to the expansion of this market.
The Malaysia Game-Based Learning market is thriving, especially in the education sector. Game-based learning is seen as an effective method for engaging students and enhancing their learning experience. The gamification of education helps in improving retention and understanding of complex concepts, making it a favored choice for educational institutions.
The game-based learning market in Malaysia faces several hurdles as it seeks to innovate and enhance the education and training experience. One significant challenge is the need for game developers and educators to collaborate effectively to create content that aligns with educational objectives. Balancing entertainment value with educational outcomes can be a delicate task. Additionally, addressing the concerns of screen time and potential addiction in students is a pressing issue, as excessive use of game-based learning tools may have adverse effects. Integration into formal education systems, including assessing and accrediting game-based learning, can also be challenging. Finally, ensuring inclusivity and accessibility for all learners, including those with disabilities, is a priority that requires careful consideration and design.
The COVID-19 pandemic brought about a paradigm shift in the education landscape worldwide, and Malaysia was no exception. The game-based learning market in Malaysia witnessed a substantial surge in demand as educational institutions swiftly adapted to remote and hybrid learning models. With schools and universities temporarily shuttered, educators sought innovative ways to engage students and sustain the quality of education. Game-based learning emerged as a powerful tool, leveraging interactive and immersive experiences to enhance comprehension and retention. This trend was further accelerated by the availability of advanced technologies and the growing acceptance of digital learning platforms. As a result, the Malaysia game-based learning market experienced remarkable growth during the pandemic, indicating a promising trajectory for the future.
The game-based learning market in Malaysia is witnessing the influence of Leading Players like Frog VLE (Virtual Learning Environment). This platform integrates interactive gaming elements into the learning experience, creating an engaging educational environment. With a focus on interactive and immersive learning, Frog VLE has become a prominent player in the Malaysia game-based learning market. Another noteworthy player is MDeC, driving initiatives to promote game-based learning in Malaysia. Their efforts to integrate technology and education have contributed to the growth of this market segment.
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 Malaysia Game-Based Learning Market Overview |
3.1 Malaysia Country Macro Economic Indicators |
3.2 Malaysia Game-Based Learning Market Revenues & Volume, 2021 & 2031F |
3.3 Malaysia Game-Based Learning Market - Industry Life Cycle |
3.4 Malaysia Game-Based Learning Market - Porter's Five Forces |
3.5 Malaysia Game-Based Learning Market Revenues & Volume Share, By Component , 2021 & 2031F |
3.6 Malaysia Game-Based Learning Market Revenues & Volume Share, By End User , 2021 & 2031F |
3.7 Malaysia Game-Based Learning Market Revenues & Volume Share, By Deployment Mode , 2021 & 2031F |
3.8 Malaysia Game-Based Learning Market Revenues & Volume Share, By Game Type, 2021 & 2031F |
4 Malaysia Game-Based Learning Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing adoption of technology in education sector in Malaysia |
4.2.2 Growing awareness about the benefits of game-based learning in improving student engagement and retention |
4.2.3 Government initiatives to promote digital learning tools and innovation in education |
4.3 Market Restraints |
4.3.1 Limited access to high-quality game-based learning content and platforms |
4.3.2 Concerns about the effectiveness of game-based learning compared to traditional methods in achieving educational outcomes |
5 Malaysia Game-Based Learning Market Trends |
6 Malaysia Game-Based Learning Market, By Types |
6.1 Malaysia Game-Based Learning Market, By Component |
6.1.1 Overview and Analysis |
6.1.2 Malaysia Game-Based Learning Market Revenues & Volume, By Component , 2021-2031F |
6.1.3 Malaysia Game-Based Learning Market Revenues & Volume, By Solution , 2021-2031F |
6.1.4 Malaysia Game-Based Learning Market Revenues & Volume, By Services, 2021-2031F |
6.2 Malaysia Game-Based Learning Market, By End User |
6.2.1 Overview and Analysis |
6.2.2 Malaysia Game-Based Learning Market Revenues & Volume, By Consumer, 2021-2031F |
6.2.3 Malaysia Game-Based Learning Market Revenues & Volume, By Education, 2021-2031F |
6.2.4 Malaysia Game-Based Learning Market Revenues & Volume, By Government, 2021-2031F |
6.2.5 Malaysia Game-Based Learning Market Revenues & Volume, By Enterprises, 2021-2031F |
6.3 Malaysia Game-Based Learning Market, By Deployment Mode |
6.3.1 Overview and Analysis |
6.3.2 Malaysia Game-Based Learning Market Revenues & Volume, By On-premises, 2021-2031F |
6.3.3 Malaysia Game-Based Learning Market Revenues & Volume, By Cloud, 2021-2031F |
6.4 Malaysia Game-Based Learning Market, By Game Type |
6.4.1 Overview and Analysis |
6.4.2 Malaysia Game-Based Learning Market Revenues & Volume, By AR VR games, 2021-2031F |
6.4.3 Malaysia Game-Based Learning Market Revenues & Volume, By AI-based games, 2021-2031F |
6.4.4 Malaysia Game-Based Learning Market Revenues & Volume, By Location-based games, 2021-2031F |
6.4.5 Malaysia Game-Based Learning Market Revenues & Volume, By Assessment and evaluation games, 2021-2031F |
6.4.6 Malaysia Game-Based Learning Market Revenues & Volume, By Training, knowledge and skill-based games, 2021-2031F |
6.4.7 Malaysia Game-Based Learning Market Revenues & Volume, By Language learning games, 2021-2031F |
7 Malaysia Game-Based Learning Market Import-Export Trade Statistics |
7.1 Malaysia Game-Based Learning Market Export to Major Countries |
7.2 Malaysia Game-Based Learning Market Imports from Major Countries |
8 Malaysia Game-Based Learning Market Key Performance Indicators |
8.1 Student engagement levels measured through time spent on game-based learning platforms |
8.2 Improvement in student performance and knowledge retention rates |
8.3 Adoption rate of game-based learning solutions by educational institutions |
8.4 Frequency of updates and enhancements to game-based learning content and platforms |
8.5 User satisfaction and feedback on the usability and effectiveness of game-based learning tools |
9 Malaysia Game-Based Learning Market - Opportunity Assessment |
9.1 Malaysia Game-Based Learning Market Opportunity Assessment, By Component , 2021 & 2031F |
9.2 Malaysia Game-Based Learning Market Opportunity Assessment, By End User , 2021 & 2031F |
9.3 Malaysia Game-Based Learning Market Opportunity Assessment, By Deployment Mode , 2021 & 2031F |
9.4 Malaysia Game-Based Learning Market Opportunity Assessment, By Game Type, 2021 & 2031F |
10 Malaysia Game-Based Learning Market - Competitive Landscape |
10.1 Malaysia Game-Based Learning Market Revenue Share, By Companies, 2024 |
10.2 Malaysia Game-Based Learning Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |