Region:Asia
Author(s):Shubham
Product Code:KRAD3658
Pages:90
Published On:November 2025

By Type:The market is segmented into various types of game-based learning solutions, including educational games, simulation games, puzzle games, adventure games, language learning games, coding & STEM games, and others. Among these, educational games are leading the market due to their widespread acceptance in schools and their effectiveness in enhancing learning outcomes. The increasing focus on STEM education and the integration of gamification in traditional learning methods are driving the demand for educational games. Simulation games also hold a significant share as they provide practical experiences in a controlled environment, appealing to both educators and learners .

By End-User:The end-user segmentation includes K-12 schools, higher education institutions, corporate training, non-profit organizations, after-school/enrichment centers, and others. K-12 schools dominate the market as they increasingly adopt game-based learning to enhance student engagement and improve educational outcomes. The growing trend of personalized learning and the need for innovative teaching methods are driving the adoption of game-based learning solutions in this segment. Corporate training is also gaining traction as organizations recognize the benefits of gamification in employee training and development .

The Indonesia Game Based Learning Market is characterized by a dynamic mix of regional and international players. Leading participants such as Ruangguru, Zenius Education, HarukaEdu, Eduka System, KelasKita, Quipper, Cakap, Pintaria, Sekolah.mu, Agate, Educa Studio, Koding Next, Arkademi, Brainly, Skill Academy by Ruangguru contribute to innovation, geographic expansion, and service delivery in this space.
The future of the game-based learning market in Indonesia appears promising, driven by increasing digital literacy and a growing acceptance of technology in education. As more educational institutions embrace innovative teaching methods, the demand for engaging and interactive learning solutions is expected to rise. Additionally, the integration of advanced technologies such as augmented reality (AR) and virtual reality (VR) will likely enhance the learning experience, making it more immersive and effective for students across various demographics.
| Segment | Sub-Segments |
|---|---|
| By Type | Educational Games Simulation Games Puzzle Games Adventure Games Language Learning Games Coding & STEM Games Others |
| By End-User | K-12 Schools Higher Education Institutions Corporate Training Non-Profit Organizations After-School/Enrichment Centers Others |
| By Subject Matter | STEM Education Language Learning Social Studies Arts and Humanities Financial Literacy Others |
| By Delivery Method | Mobile Applications Web-Based Platforms Console Games VR/AR Experiences Interactive Whiteboards/Classroom Devices Others |
| By Age Group | Preschool (Ages 3-6) Primary School (Ages 7-12) Secondary School (Ages 13-18) University/Young Adults Adults/Workforce Others |
| By Learning Style | Visual Learners Auditory Learners Kinesthetic Learners Social Learners Self-Paced Learners Others |
| By Market Channel | Direct Sales Online Marketplaces Educational Institutions Partnerships with NGOs App Stores (Google Play, Apple App Store) Others |
| Scope Item/Segment | Sample Size | Target Respondent Profiles |
|---|---|---|
| Primary Education Institutions | 100 | Teachers, School Administrators |
| Secondary Education Institutions | 80 | Curriculum Developers, Educators |
| Higher Education Institutions | 70 | Professors, Educational Technologists |
| EdTech Companies | 60 | Product Managers, Marketing Directors |
| Students Engaged in Game-Based Learning | 90 | High School and University Students |
The Indonesia Game Based Learning market is valued at approximately USD 1.1 billion, driven by the increasing adoption of digital learning tools and a growing emphasis on interactive educational methods among students and educators.