| Product Code: ETC5475566 | Publication Date: Nov 2023 | Updated Date: Sep 2025 | Product Type: Market Research Report | |
| Publisher: 6Wresearch | Author: Ravi Bhandari | No. of Pages: 60 | No. of Figures: 30 | No. of Tables: 5 |
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 Sweden Game-Based Learning Market Overview |
3.1 Sweden Country Macro Economic Indicators |
3.2 Sweden Game-Based Learning Market Revenues & Volume, 2021 & 2031F |
3.3 Sweden Game-Based Learning Market - Industry Life Cycle |
3.4 Sweden Game-Based Learning Market - Porter's Five Forces |
3.5 Sweden Game-Based Learning Market Revenues & Volume Share, By Component , 2021 & 2031F |
3.6 Sweden Game-Based Learning Market Revenues & Volume Share, By End User , 2021 & 2031F |
3.7 Sweden Game-Based Learning Market Revenues & Volume Share, By Deployment Mode , 2021 & 2031F |
3.8 Sweden Game-Based Learning Market Revenues & Volume Share, By Game Type, 2021 & 2031F |
4 Sweden Game-Based Learning Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing adoption of technology in education sector in Sweden |
4.2.2 Growing awareness about the benefits of game-based learning in improving student engagement and performance |
4.2.3 Government initiatives to promote digital learning tools and innovative teaching methods |
4.3 Market Restraints |
4.3.1 Limited access to high-speed internet and digital devices in some rural areas of Sweden |
4.3.2 Resistance from traditional educators towards integrating game-based learning in the curriculum |
4.3.3 Concerns about the effectiveness and quality of game-based learning compared to traditional teaching methods |
5 Sweden Game-Based Learning Market Trends |
6 Sweden Game-Based Learning Market Segmentations |
6.1 Sweden Game-Based Learning Market, By Component |
6.1.1 Overview and Analysis |
6.1.2 Sweden Game-Based Learning Market Revenues & Volume, By Solution , 2021-2031F |
6.1.3 Sweden Game-Based Learning Market Revenues & Volume, By Services, 2021-2031F |
6.2 Sweden Game-Based Learning Market, By End User |
6.2.1 Overview and Analysis |
6.2.2 Sweden Game-Based Learning Market Revenues & Volume, By Consumer, 2021-2031F |
6.2.3 Sweden Game-Based Learning Market Revenues & Volume, By Education, 2021-2031F |
6.2.4 Sweden Game-Based Learning Market Revenues & Volume, By Government, 2021-2031F |
6.2.5 Sweden Game-Based Learning Market Revenues & Volume, By Enterprises, 2021-2031F |
6.3 Sweden Game-Based Learning Market, By Deployment Mode |
6.3.1 Overview and Analysis |
6.3.2 Sweden Game-Based Learning Market Revenues & Volume, By On-premises, 2021-2031F |
6.3.3 Sweden Game-Based Learning Market Revenues & Volume, By Cloud, 2021-2031F |
6.4 Sweden Game-Based Learning Market, By Game Type |
6.4.1 Overview and Analysis |
6.4.2 Sweden Game-Based Learning Market Revenues & Volume, By AR VR games, 2021-2031F |
6.4.3 Sweden Game-Based Learning Market Revenues & Volume, By AI-based games, 2021-2031F |
6.4.4 Sweden Game-Based Learning Market Revenues & Volume, By Location-based games, 2021-2031F |
6.4.5 Sweden Game-Based Learning Market Revenues & Volume, By Assessment and evaluation games, 2021-2031F |
6.4.6 Sweden Game-Based Learning Market Revenues & Volume, By Training, knowledge and skill-based games, 2021-2031F |
6.4.7 Sweden Game-Based Learning Market Revenues & Volume, By Language learning games, 2021-2031F |
7 Sweden Game-Based Learning Market Import-Export Trade Statistics |
7.1 Sweden Game-Based Learning Market Export to Major Countries |
7.2 Sweden Game-Based Learning Market Imports from Major Countries |
8 Sweden Game-Based Learning Market Key Performance Indicators |
8.1 Average time spent by students on game-based learning platforms per session |
8.2 Number of educational institutions incorporating game-based learning in their teaching methods |
8.3 Percentage increase in student performance or engagement levels after implementing game-based learning in schools |
9 Sweden Game-Based Learning Market - Opportunity Assessment |
9.1 Sweden Game-Based Learning Market Opportunity Assessment, By Component , 2021 & 2031F |
9.2 Sweden Game-Based Learning Market Opportunity Assessment, By End User , 2021 & 2031F |
9.3 Sweden Game-Based Learning Market Opportunity Assessment, By Deployment Mode , 2021 & 2031F |
9.4 Sweden Game-Based Learning Market Opportunity Assessment, By Game Type, 2021 & 2031F |
10 Sweden Game-Based Learning Market - Competitive Landscape |
10.1 Sweden Game-Based Learning Market Revenue Share, By Companies, 2024 |
10.2 Sweden Game-Based Learning Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations | 13 Disclaimer |
Export potential enables firms to identify high-growth global markets with greater confidence by combining advanced trade intelligence with a structured quantitative methodology. The framework analyzes emerging demand trends and country-level import patterns while integrating macroeconomic and trade datasets such as GDP and population forecasts, bilateral import–export flows, tariff structures, elasticity differentials between developed and developing economies, geographic distance, and import demand projections. Using weighted trade values from 2020–2024 as the base period to project country-to-country export potential for 2030, these inputs are operationalized through calculated drivers such as gravity model parameters, tariff impact factors, and projected GDP per-capita growth. Through an analysis of hidden potentials, demand hotspots, and market conditions that are most favorable to success, this method enables firms to focus on target countries, maximize returns, and global expansion with data, backed by accuracy.
By factoring in the projected importer demand gap that is currently unmet and could be potential opportunity, it identifies the potential for the Exporter (Country) among 190 countries, against the general trade analysis, which identifies the biggest importer or exporter.
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