| Product Code: ETC4405826 | Publication Date: Jul 2023 | Updated Date: Sep 2025 | Product Type: Report | |
| Publisher: 6Wresearch | Author: Ravi Bhandari | No. of Pages: 85 | No. of Figures: 45 | No. of Tables: 25 |
The Thailand Game-Based Learning Market is gaining popularity as an innovative approach to education and employee training. Gamification in learning engages participants, making it an effective method for knowledge retention and skill development.
The Thailand Game-Based Learning market is witnessing rapid growth as educational institutions recognize the effectiveness of gamified learning approaches. The integration of game elements, simulations, and interactive content is driving the adoption of game-based learning solutions. With a focus on engaging and immersive learning experiences, the education sector in Thailand is leveraging game-based learning to enhance student motivation, critical thinking skills, and overall educational outcomes, contributing to the growth of the market.
The game-based learning market in Thailand faces several challenges in its growth trajectory. Despite the increasing recognition of the effectiveness of gamified education, there are concerns regarding the integration of these platforms into traditional educational systems. Resistance from conservative educational institutions, budgetary constraints, and the need for specialized training for educators pose significant hurdles to the widespread adoption of game-based learning in Thailand.
The COVID-19 pandemic has reshaped the Thailand Game-Based Learning Market, highlighting the potential of gamification in education. With the shift towards remote and online learning, game-based learning platforms have gained prominence as engaging tools for educational content delivery. The pandemic has accelerated the integration of gamified elements into educational curricula, enhancing student engagement and learning outcomes. As the education sector in Thailand embraces digital transformation, game-based learning is poised to play a pivotal role in fostering interactive and immersive educational experiences.
Samart Corporation and CS Loxinfo Corporation are influential contributors to the Thailand Game-Based Learning market. These companies provide game-based learning solutions that leverage gamification elements to enhance educational experiences. By incorporating interactive and immersive elements, these solutions support educational institutions in Thailand in fostering student engagement and improving learning outcomes.
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 Thailand Game-Based Learning Market Overview |
3.1 Thailand Country Macro Economic Indicators |
3.2 Thailand Game-Based Learning Market Revenues & Volume, 2021 & 2031F |
3.3 Thailand Game-Based Learning Market - Industry Life Cycle |
3.4 Thailand Game-Based Learning Market - Porter's Five Forces |
3.5 Thailand Game-Based Learning Market Revenues & Volume Share, By Component , 2021 & 2031F |
3.6 Thailand Game-Based Learning Market Revenues & Volume Share, By End User , 2021 & 2031F |
3.7 Thailand Game-Based Learning Market Revenues & Volume Share, By Deployment Mode , 2021 & 2031F |
3.8 Thailand Game-Based Learning Market Revenues & Volume Share, By Game Type, 2021 & 2031F |
4 Thailand Game-Based Learning Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing adoption of technology in education sector in Thailand |
4.2.2 Growing demand for interactive and engaging learning methods |
4.2.3 Government initiatives to promote digital learning and innovation |
4.3 Market Restraints |
4.3.1 Limited access to high-speed internet in some regions of Thailand |
4.3.2 Lack of awareness and understanding about the benefits of game-based learning among educators |
4.3.3 Budget constraints for schools and educational institutions to invest in technology |
5 Thailand Game-Based Learning Market Trends |
6 Thailand Game-Based Learning Market, By Types |
6.1 Thailand Game-Based Learning Market, By Component |
6.1.1 Overview and Analysis |
6.1.2 Thailand Game-Based Learning Market Revenues & Volume, By Component , 2021-2031F |
6.1.3 Thailand Game-Based Learning Market Revenues & Volume, By Solution , 2021-2031F |
6.1.4 Thailand Game-Based Learning Market Revenues & Volume, By Services, 2021-2031F |
6.2 Thailand Game-Based Learning Market, By End User |
6.2.1 Overview and Analysis |
6.2.2 Thailand Game-Based Learning Market Revenues & Volume, By Consumer, 2021-2031F |
6.2.3 Thailand Game-Based Learning Market Revenues & Volume, By Education, 2021-2031F |
6.2.4 Thailand Game-Based Learning Market Revenues & Volume, By Government, 2021-2031F |
6.2.5 Thailand Game-Based Learning Market Revenues & Volume, By Enterprises, 2021-2031F |
6.3 Thailand Game-Based Learning Market, By Deployment Mode |
6.3.1 Overview and Analysis |
6.3.2 Thailand Game-Based Learning Market Revenues & Volume, By On-premises, 2021-2031F |
6.3.3 Thailand Game-Based Learning Market Revenues & Volume, By Cloud, 2021-2031F |
6.4 Thailand Game-Based Learning Market, By Game Type |
6.4.1 Overview and Analysis |
6.4.2 Thailand Game-Based Learning Market Revenues & Volume, By AR VR games, 2021-2031F |
6.4.3 Thailand Game-Based Learning Market Revenues & Volume, By AI-based games, 2021-2031F |
6.4.4 Thailand Game-Based Learning Market Revenues & Volume, By Location-based games, 2021-2031F |
6.4.5 Thailand Game-Based Learning Market Revenues & Volume, By Assessment and evaluation games, 2021-2031F |
6.4.6 Thailand Game-Based Learning Market Revenues & Volume, By Training, knowledge and skill-based games, 2021-2031F |
6.4.7 Thailand Game-Based Learning Market Revenues & Volume, By Language learning games, 2021-2031F |
7 Thailand Game-Based Learning Market Import-Export Trade Statistics |
7.1 Thailand Game-Based Learning Market Export to Major Countries |
7.2 Thailand Game-Based Learning Market Imports from Major Countries |
8 Thailand Game-Based Learning Market Key Performance Indicators |
8.1 Average time spent on game-based learning platforms per user |
8.2 Number of educational institutions integrating game-based learning into their curriculum |
8.3 Rate of growth in the number of game-based learning startups in Thailand |
8.4 Percentage increase in student engagement and performance through game-based learning |
8.5 Number of partnerships between game developers and educational institutions for creating customized learning solutions |
9 Thailand Game-Based Learning Market - Opportunity Assessment |
9.1 Thailand Game-Based Learning Market Opportunity Assessment, By Component , 2021 & 2031F |
9.2 Thailand Game-Based Learning Market Opportunity Assessment, By End User , 2021 & 2031F |
9.3 Thailand Game-Based Learning Market Opportunity Assessment, By Deployment Mode , 2021 & 2031F |
9.4 Thailand Game-Based Learning Market Opportunity Assessment, By Game Type, 2021 & 2031F |
10 Thailand Game-Based Learning Market - Competitive Landscape |
10.1 Thailand Game-Based Learning Market Revenue Share, By Companies, 2024 |
10.2 Thailand Game-Based Learning Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |