The Many Ripple Effects of the Weight-Loss Industry

The Many Ripple Effects of the Weight-Loss Industry

This is an edition of Up for Debate, a newsletter by Conor Friedersdorf. On Wednesdays, he rounds up timely conversations and solicits reader responses to one thought-provoking question. Later, he publishes some thoughtful replies. Sign up for the newsletter here.

Last week, I asked readers, “What are your thoughts … about weight gain, the weight-loss industry, diet, exercise, beauty standards, diabetes, medical treatments for obesity, or anything related?”

Vera writes that “the weight-loss industry has ruined my life.” She explains:

If I had never gone on that first diet, I’d be a slightly chubby, slightly more-than-middle-aged, comfortable-in-my-skin woman. Instead, I’m a fat old lady. I’m not talking about broken promises or wasted money. It’s worse. With every fad diet or “sensible eating plan,” I had a net weight gain of 20 or so pounds and a drop in self-confidence and joy.

Everyone knows diets don’t work—except for 15-year-old me. She thought if she was just “good” and had willpower, she’d be thin and lovable in no time.

Joe is a doctor who regularly encounters patients who want to treat their weight with pharmaceuticals:

In my training days I fell victim to the common misperception that weight loss is a matter of simple thermodynamics: fewer calories consumed + more calories expended = healthier you! This is reductionistic. The scale of the problem is immense, and obesity, like many of the pathological conditions we encounter in medicine, is complex and multifaceted. It ought rightly to be considered a chronic disease, no different from hypertension or type 2 diabetes, rather than a character flaw worthy of scorn.

Obesity represents neither a failure of the will nor a lack of self-discipline, but a societal-level problem that will require societal-level restructuring to mitigate. Virtually all of my obese patients are highly committed to weight loss—absence of motivation is NOT the issue—but they invariably become frustrated when the age-old “eat less, exercise more” bromide produces no result.

Many Americans’ relationship with food is, shall we say, “complicated.” Food insecurity abounds. Healthy meal planning requires time, forethought, practice, stable income, and genuine effort—inputs that are not always in abundant supply in our frenetic lives. Add the near-universal availability of cheap, highly processed, shelf-stable, calorie-dense, nutrient-poor food, and you’ve all the ingredients necessary to trigger a metabolic catastrophe.

Exercise, too, requires time, which too often is in short supply. I counsel my patients that any amount of bodily movement constitutes exercise, but our reliance upon technology to work, communicate, and recreate keeps us in sedentary states for more hours of the day than ever. Zoning laws in many jurisdictions render communities unwalkable. Transit infrastructure, too, has long favored the automobile over all other modes, such that even those who would be inclined to walk or bike do so at their peril. Cumulative exercise declines, and weight gain ensues.

Lastly, consider persistent gaps in health-insurance coverage, lack of paid sick leave, inadequate workplace parental accommodations, the unaffordability of child care and education at all levels, a dearth of affordable housing units, etc. Is it any wonder that many of us feel bereft?

When one must work more for less, little remains to reinforce those “pillars of wellness”—i.e., healthy diet, regular exercise, adequate sleep, and effective stress management—that might free us from the obesity shackles.

There are no easy answers here, and drugs like Wegovy/Ozempic are certainly not a panacea, but they do offer a measure of hope to patients looking to reassert some control over their lives. That is no small achievement. Convoluted insurance-coverage restrictions for these pharmaceuticals are a separate matter altogether and a topic worthy of further discussion, to be sure. For now, though, I’ll do what I can to improve the lives of my patients in the here and now while the noble fight for a healthier, more equitable, and more sustainable future continues.

Daniel would love to take a drug that reduces his appetite:

I’ve been heavy my whole life, pretty much from the get-go. Nevertheless, I’ve had few interactions with the weight-loss industry, except that I did the Atkins thing back in the day. That was always handy for beating back a few pounds. I was never altogether that worried about my weight; I’ve always had a reasonably active lifestyle with hiking, hunting, bicycling. Never “exercise,” just things I liked to do.

In the past decade, though, things have gotten away from me. Getting older, the confines of city living, a sedentary job, and sedentary hobbies have all contributed. My weight has crept up until it’s significantly impacted my quality of life. It’s harder to do the things I’ve always enjoyed. I’ve got kids whom I have to keep up with and clean up after, and it’s just getting harder all the time.   

It was easier to diet when I was a single man. Now I have to cook for my kids, and they’re not going to eat low-carb and such. I don’t have the time for fixing two meals, and who can say no to mac and cheese when it’s right there?! And I made it myself, so I know it’s good.

The doctors all want to hack a length of my guts out, which seems like a terrible idea. I respect their expertise, of course, but it just seems too extreme a thing to do when I am otherwise healthy as an ox. My heart’s good, blood pressure’s fine, cholesterol and blood sugar are fine. I’ve seen what it’s done to some other folks of my acquaintance, and while it has made them slimmer, it’s caused some issues too. I don’t love the trade-off.

Long story short, I’d love to take a drug that reduces my appetite. I suppose I should indulge in all the self-flagellation that we fat people are supposed to engage in, that I should diet and have self-control. But I know who I am. I don’t apologize for enjoying a good hearty meal. It’s bliss.

Also, I am a man whose work as a librarian requires that I be helpful and friendly all the time, and I struggle with being friendly when I’m hungry. Who doesn’t? A jolly fat man is great for customer service. A grouchy thin one? Not so much.

But I’m told that I have to go through a whole bunch of hoops to get my insurance to pay for weight-loss drugs, and frankly I don’t have the time for all that. I’d pay out of pocket, but they’re not available at a price point I can afford. Perhaps their cost will come down a bit over time. Until then, I’ll just have to figure out the diet and exercise thing. I’ve done it before. It’s just harder now that I have a family and a full-time job and am a tired middle-aged man.

Judith does take the drug Ozempic for the purpose of weight loss:

I have struggled with my weight since childhood. During my 40 active working years, through deprivation and 24/7 vigilance, I managed to stay below obese on the body-mass-index scale. Retirement and pandemic isolation destroyed my years of “success.” Recently my doctor suggested Ozempic. For me, it is nothing short of a miracle. I eat what I want in small quantities and food does not “call to me” as it used to. I hope I can be on it for the rest of my life.

Carrie urges movement:

As a 58-year-old woman, I have reached the conclusion that movement is the most important thing we can do to be healthy, followed by a diet of fresh, unprocessed food. I started exercising in junior high as a basketball player, and by the end of high school, I knew what it meant to be really fit. In college I discovered the Jane Fonda workouts, then other video workouts from people like Kathy Smith.

I’ve tried so many different kinds of movement—step aerobics, dancing for exercise, walking, hiking, Zumba, yoga and Bar Method (the hardest thing I’ve ever done, btw). You can say I’ve tried just about every type of exercise! And I’ve loved it all.

I don’t see these kinds of things as promoting poor body image or being about weight as much as about strength, energy, flexibility, and overall good health. There are many ways to exercise, and its purpose is not just to keep ourselves slim; exercise is necessary for us to live well, feel good, and be productive. Sadly, we don’t teach that in school.

There are so many different paths to being healthy, and movement is not just for people who love or play sports. It’s sad how in elementary school we are already focusing the kids on learning skills for sports. We should be teaching them how to move—because while not everyone is interested in sports, we all need to move regularly.  

Kelly moves but is still overweight:

I’m 61 and have been on the weight-loss roller coaster most of my life. The only time I was able to lose weight and keep it off was when I was single. Because of the American obsession with thin, thin, thin, I have struggled with self-esteem issues forever, to the point where people were telling me I was getting too skinny. I couldn’t see it myself. I had periods of making myself throw up, but that never became a habit.

I’m overweight now, but I’m not obsessing about losing weight. I eat mostly healthy foods, I walk my dog a lot, and I try not to care too much about how people see me. Ozempic is not for me. I’d rather be overweight than dependent on still more chemicals and supporting Big Pharma.

Kevin worries about understating the health risks of obesity:

Some years ago, Serena Williams appeared in the Sports Illustrated swimsuit issue.  Clearly, Serena had a different body type than the rail-thin models who adorned the other pages. But it was equally clear that she was fit, athletic, healthy. I thought this was a reasonable challenge to the conventional beauty standard.

Unfortunately, these days, nothing is kept in reasonable proportion. Now we see a once-overweight singer get criticized for losing weight. We hear an absurd lie like “Healthy at any weight” pushed as some kind of virtue signaling. Really? Healthy at any weight? At 400 pounds?

I realize that for some people, keeping a healthy weight is very difficult. Sugar is addictive. And I understand how hard it can be to kick an addiction. For years, I smoked cigarettes. But no one told me “Quitting smoking is too hard. And that is okay. You are healthy whether you smoke or not.” Such a lie is preposterous on its face.  

But so is “Healthy at any weight.”

We need to be able to hold two thoughts in our head at the same time. The people who complain of an unrealistic beauty standard are, and long have been, correct. The people who point out that Americans have become unhealthily overweight are also correct.

Shelley sometimes wishes that food was harder to come by:

I kept my weight in check throughout my life via a combination of starving via the now-popular idea of intermittent fasting, sometimes leading to episodes of hypoglycemia and smoking. When I was diagnosed as diabetic six years ago, my doctor was shocked. She surmised that my lifelong habit of skipping meals was largely responsible for my now-runaway insulin resistance.

I quit smoking and started eating breakfast. So I’ve gained weight. Still, people are always surprised to learn that I’m diabetic, because I’m not obese.

I was prescribed Ozempic last year. My current doctor was very gung-ho. I lasted three weeks. I’d rather go back to starving than the constant feeling of nausea and never enjoying my favorite foods. It’s not natural to never feel hungry.

All the diet and exercise fads I’ve ever seen are attempts to undo the damage of our long work days and short lunch hours. Food should be hard to get, take a long time to prepare, and be the first focus of our days. Think what the world could be if we inverted the worktime/mealtime ratio. What if we had to pick our vegetables, dress our proteins, and mill our grains to prepare and eat them? Oh, I know it’s completely unworkable. But that’s what’s wrong.

Food is too easy and abundant; working hours and hours a day at a desk, in a truck, or on the production line, all on a nice full belly, is wildly unhealthy.

Frank describes how he lost weight successfully:

Simply go to a qualified weight-management nutritionist recommended by your general practitioner. You will be told not to go on a diet but, instead, you will be given a daily-caloric-intake goal. Then you will go out and purchase a calorie-counter book and a daily food journal. Then you simply write down what you eat and drink at each meal and snack on every day, calculate the total caloric intake, and compare that with your daily goal.

Over time, you will become more conscious of your actual caloric intake from different foods and learn how to stay within your daily caloric goal. You will also log your actual weight first thing in the morning, how much daily physical activity you get versus the nutritionist’s recommendations, how much water you drink versus the daily recommended amount, and any other lifestyle specifics such as hours of sleep versus the recommended eight hours. Then you meet with your nutritionist every six weeks to review what you have previously logged, how close you came to staying within your daily goal, reasons you missed on certain days, and what, if any, change in weight you were able to achieve. Pretty simple, obvious, and effective. You can only manage what you measure.

Tamlyn describes herself as “an almost lifelong sufferer of obesity.” She writes:

What I am writing about can be summarized as the pain that I feel when I am confronted by the dueling influences of both America’s sedentariness and glut of food and the increasingly vocal purveyors of body positivity. I feel like being fat is not noble or beautiful, and that the society that makes it so easy has robbed me of an irreplaceable joy.

Obesity and weight gain can feel like you are being robbed of your bodily autonomy. I have yo-yo dieted, followed fads and trends, and had numerous phases of gain and loss. The process is imperceptible in the short term. Never have I felt worse than when the magnitude of my weight gain is eventually realized, when my brain’s ability to smooth out the small changes of day to day is interrupted by a novel mirror that happens to show me to myself.

Willpower and the seemingly simple notions of how to lose weight or maintain a desired weight are no match for the ever-growing number of ways to gain weight. It is a process encouraged in almost every way you could imagine by modern society. The number of men, women, and children who suffer from obesity in America grows every single year. It almost feels like gaslighting when I am told that we are a fatphobic culture, or that I should feel positive about my body, that I ought to find beauty in it and other bodies like it.

It feels absurd and cruel to receive such messages, like telling me I should feel joyful that someone has robbed me or lied to me. I want to shout that I have little to no choice in the matter; I have been fattened by some awful combination of genes and environment.

It feels alien and inhumane when I am admonished for my self-directed fatphobia, told that my self-hatred is surely just a function of our sick society.

I feel almost exactly the reverse of this: that our society enables this robbery of my health and happiness. That being fat is not beautiful, or joyful, or anything positive at all.

Fritzi prefers body positivity to an alternative that she experienced:

My mother was an actress and she always thought I was overweight. Looking back on photos of myself as a child, I was well within the normal range. But she was petite and I took after my father, who was husky.

When I returned from spending the summer with my dad (my parents were divorced), Mother would grab my upper arm and tell me I got fat over the summer. She started me on diet pills when I was 11. I tried many approaches in my quest to have a slender, petite body. The grapefruit diet. The Atkins diet. Weight Watchers. Anorexia. Injections of human gonadotropic enzyme in the 1970s.

Luckily, at about that time, I got married and came to my senses. My husband loved me and my natural body. When our daughter was born, I vowed that the word diet would never be spoken in our home. I would never speak negatively about my body, or anybody’s else’s body.

That has worked for me for the past 45 years.

Charlotte shares the story of how and why she lost weight as a college student:

My freshman year of college, in 1974, I began gaining weight—about eight pounds. I was always a thin cheerleader, straight As, perfect daughter. My parents  gave me a target to lose 10 pounds before my December birthday—2.5 weeks away—so I went to a fashion magazine that suggested a 500-calorie-a-day diet. It worked until it didn’t.

Seven years later, my hair fell out, my skin came off, I cried incessantly, my legs were lead, my period lasted 63 days, and then I passed out while driving a car during my second term of law school in Knoxville, Tennessee. Diet-culture propaganda is grotesque. And you can believe what you read about dysfunctional families when they demand perfection.

James is skeptical of doctors:

I wish that doctors would stop treating correlation as causation. Obesity isn’t unhealthy. Obesity can be caused by unhealthy things—not exercising, eating a poor diet, etc.—and therefore many people in larger bodies are unhealthy. But obesity in itself is not a cause or a risk factor for all the grave ills that are attributed to it, which is what made the American Academy of Pediatrics’ recent guidelines so infuriating and scary. There’s nothing wrong with having a large body as a child, but these guidelines are going to cause untold damage to our young generation in the form of lifelong eating disorders and body issues in the hope of ending this “epidemic.”

The problem isn’t with larger bodies; it’s with how we treat them. Make clothes that fit, that are comfortable and that look good. Stock those clothes in real stores, not just online. Stop equating fatness with laziness. Stop assuming people exercising are trying to lose weight. Stop equating mouth breathing with stupidity. So much of the problem is created or compounded by our prejudice.

Jaleelah is skeptical of body positivity as a tactic:

Many people tell themselves they are losing weight to improve their health or self-esteem. In some cases, these reasons are genuine—weight loss can mitigate the effects of certain health conditions. In most cases, I think people are oversimplifying things.

Body shape is a metric that people use to judge character. Obese people are seen as lazy and greedy, while thin people are seen as disciplined and healthy. It doesn’t matter that these judgments are often inaccurate; they affect your chances of getting promoted at work and being treated nicely by your family. There is no inherent reason that being thin should make you feel better about yourself. But when people treat you more kindly, laugh more at your jokes, and buy you more drinks, of course you’ll feel nicer.

The body-positivity movement has not improved people’s self-esteem. The reason is simple: Everyone can see through its lie. Beauty is not something that can be intellectualized. Your gut determines whether or not you find something “beautiful,” not your head. No one really thinks all bodies are beautiful, so no one really believes the “empowering” ads that instruct them to love the way their body looks.

During my bout of disordered eating, my health and self-esteem plummeted alongside my weight. I bruised easily and bled more when my skin was cut. I couldn’t go for walks or eat at restaurants or stay awake during class. Losing my body’s functionality was far worse than any self-deprecating thought I had ever had about my appearance.

I think the weight-loss industry would take a far greater hit if we pushed for body neutrality instead of body positivity. Bodies are made to live, not to be beautiful. Attractiveness should matter less than happiness.

Errol defends peer pressure to lose weight:

This country is in a health emergency because people are encouraged to eat food riddled with dangerous and overloaded ingredients. As someone who lived for years off of nothing but food stamps and selling his plasma once every two weeks, I can tell you this is not an unachievable goal for anyone.

I know as much as the next guy how delicious Funyuns and Oreos and McDonald’s are, and by all means I’m not suggesting these be eliminated, but they have to be outliers in your diet. iIf your cupboard is replenished with junk food every week, you should be rightly heckled for it by your friends and family, because they care about you. It worked with smoking; it’s time to do it with garbage food.

Here is a cheap chicken-dinner recipe from a chef on YouTube whom I love dearly, and his recipes are (almost) always quick, simple, delicious, and elegant. His name is Chef Jean-Pierre, and he will change your cooking game permanently and for the better.

Phoebe shares a contrasting perspective:

I worked in a bariatric-surgery clinic, a medical-weight-management clinic, and with people who have diabetes.

The question of “Is obesity a disease or not?” or its variations of “Is an individual’s weight within their control?” are front and center right now. My opinion is this: All individuals of any weight status could benefit by making small, consistent changes in diet and exercise. But not everyone doing that will see weight loss. Person A and Person B don’t necessarily carry excess weight for the same reasons. If we think of a person having a pie chart of what the contributing factors are for their excess weight, the pies would look quite different.

So to me, hearing that “Everyone who is obese is so because of their genetics, full stop,” or “Everyone who is obese is so because of their individual choices, full stop,” is too reductive. What is clearly ineffective is shaming and stigmatizing people of any weight. To me, this is what the Health at Every Size (HAES) movement gets right. Let’s focus on health indicators. Let’s avoid stigmatizing and dehumanizing people.

However, what I think that movement gets wrong: I feel people have a right to decide if weight loss is their goal or not. My understanding of HAES is that weight loss is not “discussable.” What if that’s the patient’s goal? Are we as practitioners really honoring their wishes?

Providers can be respectful but honest with patients about their weight. I never bring up anyone’s weight, or weight-loss goals, unless they specifically ask me about it. If they do ask, I try to suggest small changes that the person feels sound good to them and can be sustained over time.

Losing weight is hard. Let’s congratulate people for achieving or working to achieve their goals, accept that might include drugs, and remain open.

Mike thinks health-care providers should bring up weight:

Body positivity has gone too far. It’s concerning to see people pressuring doctors to avoid talking about weight and ideas for losing that weight because it’s “shaming.” While we don’t need to make fun of people for being overweight, that doesn’t mean that there is no objective standard for health. Sufficient studies show the negative impacts on health and longevity of being overweight. I don’t understand why people celebrating body positivity don’t realize that they are celebrating someone right into an early grave.  

Lizzy writes, “I have been fat my whole life, and in my adolescence, I fell for a lot of harmful and untrue messages about being fat.” She continues:

Despite growing up in a body-positive home, I started counting calories in high school, and I eventually had to stop because the mental load of calculating every piece of food and every minute of physical activity was all-consuming in an unhealthy way. Sure, I lost 20 pounds (which I immediately gained back and then some as soon as I was not eating net 1,200 calories a day), but I also ironically spent the years when I was probably the skinniest I will ever be being insecure about my body. I’m 100 pounds heavier than I was then, but I am much happier and healthier now. The biggest lesson I have learned in the years since is that being skinny and being healthy and having good self-esteem are all separate things, and are not correlated in the way our culture assumes they are.

I am still fat, and I’m healthy. I work out three times a week, spend my workday active and on my feet, eat nutritious meals, and am lucky to have a clean bill of health. I like the way I look for the most part, and I have a very satisfying love life. There is a common perception that fat people must hate the way they look and have a hard time finding love, but in my experience, my fat friends generally have a better body image and an easier time trusting that their intimate relationships aren’t superficial than my skinny friends.

Fat people are forced to confront fatphobia every day and then choose whether or not to continue internalizing those messages, whereas skinnier people have the luxury of leaving this aspect of their life unexamined. However, I think this lack of critical examination (of self and of society) is detrimental to skinny people as well. In my experience, skinny people are constantly telling me how much they hate their bodies. Another common topic at the workplace potluck, family holiday, or really any event that involves eating is the moralization of food with comments like “This is a cheat day” or “This cake is sinfully delicious” or “I’ve been so bad this week.” Maybe I’m the recipient of this commentary because people assume I have the same narrative about food as they do because I’m fat.

Casual fatphobia is incredibly socially acceptable compared with other prejudices like sexism or homophobia. But our society and, perhaps specifically, medical professionals need to recognize that being fat is not a moral failure. For most, it is not really a choice, any more than being American or living in poverty is a choice.

June shares the story of her weight across life:

My weight was normal for years. Or at any rate, I looked normal, but the numbers on the scale were higher than I looked like they would be. I joke about being a Polish peasant—if the ox died, I could pull the plow. I’ve always been naturally muscular. A guy I had sex with once said it was like having sex with a man (even though I’m not flat-chested). But though being muscular leads to a higher metabolic rate, you can still out-eat it.

In my mid-20s, I started drinking quite a bit and put on about 25 pounds. My boss said something to me about it. I started Weight Watchers the next day and kicked up my exercise regimen. My weight has fluctuated ever since.Doctors have occasionally said I should lose weight. I have no doubt that my medical issues (high blood pressure, high cholesterol, arthritis) would all improve if I lost weight. That, and my nephew’s wedding in Spain this coming May, are my current incentives.

I guess I’ve just not had bad enough consequences from being overweight, and I don’t care enough about what other people think to work very hard at getting my weight down. I would never do a program that requires you to buy food from the program. Those folks are just looking for your money, not your well-being.

Steven shares his trick:

I’ve developed a healthier relationship with my body since I started thinking about what I want it to do instead of how I want it to look. I’ll never really know if I’ve shed enough belly fat for my liking, but I know exactly when I am able to run five miles. This has also scaled nicely as I age, recover from injuries, or have to get started again after a bunch of months of inactivity. I try to set goals that are achievable in a few months given my starting point and what else I have going on (usually a lot!). I don’t look as good as people in magazines, or even many of my friends, but I’m a healthier version of myself. That makes me happy.

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The yr-more than-calendar year expansion for 2022 is approximated at XX{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} and the incremental advancement of the industry is predicted to be $xxx million.

  • Who are the top rated players in the Academic Games Business sector?

Jucheng, Hongen, Wisedu, LeapFrog Enterprises, Kingosoft, Kingsun, Beijing Education Star Technologies, Guangdong Dongtian Electronic Know-how, Zhengfang Application, The Finding out Business, IntelHouse Technological innovation, Scholastic, Neusoft

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The demand from customers for strengthening ASW abilities is 1 of the significant aspects driving the Academic Online games Sector sector.

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The North The united states area will add XX{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} of the Academic Games Market marketplace share

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Areas & Nations Stated in The Academic Game titles Business Marketplace Report:

• Instructional Game titles Marketplace business North America: United States, Canada, and Mexico.
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How can the industry and education bring through the next generation of games talent?

How can the industry and education bring through the next generation of games talent?

The skills shortage in the UK games industry — and elsewhere — is putting a spotlight on how the sector can nurture talent for the future. At the same time, we are seeing a huge shift in working patterns, with studios and educational institutions adopting remote, flexible and hybrid working.

These issues will be addressed at the Games Education Summit, which kicks off tomorrow, and here we discuss some of those points with the speakers.

There has been criticism in the past of studios not engaging well enough with Higher and Further Education institutions, and of universities not preparing students properly for a career in games. How have things changed over the past couple of years?

Rick Gibson, BGI: When we ran the first GamesEd Summit in 2019, we saw some feisty debates between educators and studios as competing demands clashed. But the summit is designed to build bridges and since then we’ve seen real change as studios and educators increased their collaboration. We like to showcase innovation, including from smaller studios, and I was particularly impressed last year with how Fabrik Games and Bolton University worked so closely together to redesign the curriculum and review students’ portfolios. Not so small now, but Fabrik shows how any studio can think long term about pathways for talent into their team.

phil

Philip Oliver, Panivox

Philip Oliver, Panivox: The impact of COVID basically put everything on hiatus. Adjusting to the impact of the pandemic became all-consuming for both educators and studios, so for a while any perceived lack of engagement from either will have been exaggerated. Educators, for example, needed to focus on delivering courses while staying safe, while studios had to enable everyone to work from home with all the technical and logistical equipment requirements that entailed, not to mention the impact on recruitment.

For at least 18 months we missed the traditional ‘milk round’, where studios would visit the colleges and universities, or attend events, to meet the best undergraduate and graduate talent.

Plus, it’s fundamentally more challenging to hire graduates into full-time positions in a remote environment — studios switched their focus to experienced professionals who are easier to onboard remotely and don’t need mentoring.

Ian Goodall, Aardvark Swift: It’s improved — but I’m sure there’s a lot of progress still to be made in both areas. I think the pandemic opened up/forced opportunities for studios to interact without the need for physical visits. This helps, but quality facetime/feedback with students is better than virtual appearances.

Universities have made some strides in recent years, and some are far better than others. But there’s no doubt that UK universities still produce a lot of students on ‘Games’ courses that are not equipped with the right skills to start jobs in the games industry. So, unless we start to offer different courses, this won’t change any time soon. More games engineering courses, more technical art, more actual games development projects being made by students. There are some great examples of courses that produce higher percentages of students that are ‘games industry ready’ — would be great if we could emulate these.

“People are attracted to the perceived glamour of working in video games, but it often comes down to salary at the end of the day”

Philip Oliver, Panivox

Peter Howell, University of Portsmouth: While there have always been studios that have excellent outreach teams, this seems to have become a much larger part of many studios’ activities over the past few years (from our perspective as educators). Studios offering placement and internship programmes are more common but also other types of outreach and engagement activities, such as guest speaking (for both staff and student audiences), engagement in course and curriculum development ensuring teaching is informed by industry standards and industry needs, and providing live briefs for students to work on as part of their course, all help to enhance the industry-readiness of students.

Additionally, accreditation of games courses via schemes such as TIGA Accreditation help to give students, parents, and industry confidence that graduates will be entering the workforce with the skills, knowledge, and mindset needed to hit the ground running.

Many of the UK’s biggest studios and service companies have strong and impressive ties with universities. For smaller studios reading — who may not have large HR and talent teams — what can they do to help invest in the games industry’s future talent?

Joe Brammer, Bulkhead Studios: Smaller studios can afford to be more candid and direct with students. We can offer more control and creative freedom than larger studios. The smaller developers should be looking to find creatives who want to soar.

When we visit a university or college, we aren’t looking for the best piece of work, we’re looking at the people. Who made this? How long have they been doing it? Why did they choose to do this course? The reality is that most students are ineffective as developers when they join the industry… But that doesn’t mean they can’t very, very quickly start making a huge impact if used in the right way.

Marcia Deakin, Next Gen Skills Academy: We are an industry of SMEs and it is key that their challenges and opportunities are recognised; they should be a huge part of the solution to skills gaps and shortages. They can get involved with organisations like NextGen; we have levels of engagement to suit all from a seat on our Employer Steering Group, being part of a Trailblazer group who develop apprenticeships, something both ourselves and Into Games are involved in, or take part in direct engagement through outreach such as delivering masterclasses. We pay for the latter as we appreciate that the time and thought that goes into their delivery needs to be reflected.

marcia

Marcia Deakin, Next Gen Skills Academy

Ian Goodall, Aardvark Swift: The easiest way is to engage with initiatives like Gradsingames, Into Games, maybe UKIE Student events. These initiatives and events should have the reach and the audience you need without the need for the cost and logistical nightmare that comes with doing things on your own.

Remote working and learning have been a necessity for much of the past couple of years. What have been the challenges for studios and education in managing this?

Liz Prince, Amiqus: The games industry, like every other sector, was forced to adopt remote working when the UK first went into lockdown back in 2020. We are a highly innovative tech industry, so from that perspective, we adapted swiftly.

But, outside of these logistical issues, the key challenges were staff wellbeing, keeping teams connected and onboarding new staff. Some studios already had flexible working options in place for staff. But teams still regularly met up in person, and — certainly — very few companies had recruited and onboarded new employees virtually.

After some initial uncertainty, studios needed to continue expanding — with the games industry booming during lockdowns, they very quickly adapted. HR and Talent Acquisition teams quickly learnt how to complete the interview process virtually, onboard them in the same way, and then provide mentoring for new team members.

At the same time, we saw some brilliant initiatives to keep staff connected — and, yes, not just virtual quizzes. I think we are all still processing those events during lockdown, but the whole industry should be proud of how it adapted, how studios continued to grow their headcounts, and keep staff connected and motivated during that very difficult time.

Joe Brammer, Bulkhead Studios: The biggest challenge studios face is keeping a sense of camaraderie, collaboration and teamwork going when you’re not sitting in the same room as your team. Games are made by teams not individuals, and with remote working putting a barrier between your team, it was a real struggle keeping our candid and honest approach when you’re not socializing with your teammates every day.

“Remote work experience has really taken off, and opportunities for remote working have opened up engagement with studios that would have been out of reach”

Marcia Deakin, Next Gen Skills Academy

I think most studios took the same approach when the first lockdown reared its head — send everyone home, but try to keep working as if you’re in the office. We tried it that way the first time round too, and it doesn’t really work, especially if you have a hybrid situation where some are in the office and some aren’t.

Marcia Deakin, Next Gen Skills Academy: For education, a key factor has been access to the appropriate tools needed for online learning — we can easily take for granted that everyone has their own laptop — this sadly has turned out not to be the case and tech deprivation has been exposed as a huge issue. I don’t think it would be a surprise to hear that mental health and engagement has suffered. We are currently working with Mind Fitness to explore training and development workshops that we can roll out to the NextGen colleges and tutors to tackle this.

There have also been some silver linings when delivering learning remotely, such as students being able to access some amazing masterclasses from our wonderful industry that wouldn’t have been possible in person. The idea of remote work experience has also really taken off, and opportunities for remote working have opened up engagement with studios and organisations that would otherwise have been out of reach.

Particularly in the context of wellbeing, there has been much discussion about the negatives of remote working/learning, but have there been any benefits/positives? And how could they be applied to practices going forward?

Liz Prince, Amiqus: Games professionals have very much changed their attitudes towards what they want from their working environment since the lockdowns and remote working for all. At Amiqus, we carried out research late last year which revealed that individuals enjoyed many benefits when working from home — from practical things like commuting costs and time being reduced, to personal things such as being able to spend more time with family and friends.

At the same time, people have relocated to be closer to family, or to enjoy a better work/life balance. And have continued to successfully carry out their work, despite being remote from their studios.

joe

Joe Brammer, Bulkhead

Going forward, the desire for a better work/life balance remains, and job candidates are demanding more flexibility from their working conditions. Forward-thinking studios have recognised this and are offering just that — from fully remote and flexible working, to even embracing the four-day week.

And for those companies still on the fence about flexible working, it’s worth noting that 82{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} of respondents to our survey said that their productivity levels remained the same — or increased — while working from home.

Joe Brammer, Bulkhead Studios: The splits between negatives and positives really come down to individuals and their circumstances. One approach doesn’t fit all perfectly. For some, there is a huge benefit to their mental state if they can cut their commute time out of their life, giving them more time to do housework, pick their kids up from school, walk the dog… It’s really around what each person values and how they want to spend their time.

Going forward, keeping that in mind for working practices is a must. With that in mind, the only viable solutions currently out there are a flexible or hybrid model — either allowing people to work wherever they want at any given time or set days in office and remote.

“We don’t produce enough highly skilled individuals. Those we do aren’t always equipped to showcase their talent. Other industries also seek their skills – and often pay more”

Ian Goodall, Aardvark Swift

Peter Howell, University of Portsmouth: The general acceptance and now well-established infrastructure for remote meetings, conferences, and other types of events means that national and international engagement and collaboration becomes potentially much easier. Of course, much of the games industry already works across countries and across time zones, but this isn’t something that historically graduates would be particularly well-prepared for.

By continuing with an appropriately blended, hybrid approach to teaching, there is a great opportunity to develop graduates that are ready to work in a variety of different contexts, whether that is a co-located office environment or a geographically wide-spread team working asynchronously across different time zones. That preparedness can only be a benefit to the future games industry workforce.

We know that there is a skills shortage in games generally, but which are the most ‘hard-to-hire’ disciplines currently?

Marcia Deakin, Next Gen Skills Academy: I don’t think there will be any surprises for anyone in the industry, but programming, technical art, leadership and management skills are the ones that come up most often. Mid and senior roles are where we seem to have the most open heads and are the hardest roles to fill.

liz

Liz Prince, Amiqus

Philip Oliver, Panivox: Good programmers are really hard to find right now, especially those with back-end server expertise — and if you do find the talent it’s expensive, as the same skills are in high demand across different industries. It’s not the most exciting or creative element of game development, but it’s an essential part.

We’ve been lucky enough to pick up a server-side programmer who used to work for one of the failed energy companies — and I expect a lot of other companies, in the games industry and other sectors, have been doing the same.

Games, however, is an attractive industry to work in, so for some roles people will often choose a studio rather than a bank offering the same position. Companies like banks just tend to have deeper pockets if money is a factor, which it often is.

Why are these particular roles difficult to fill?

Marcia Deakin, Next Gen Skills Academy: The short answer is demand. The games industry continues to grow year on year and there’s increasing competition from other creative industries. We share many of the same skills requirements with content producers like animation and VFX, plus there’s competition for visualisation skills in industries such as engineering and manufacturing. Brexit has played a part, as has the lack of training to support the movement of employees into a lead role.

“By continuing with a hybrid approach to teaching, there is a great opportunity to develop graduates that are ready to work in a variety of different contexts”

Peter Howell, University of Portsmouth

Ian Goodall, Aardvark Swift: In general, we just don’t produce enough highly skilled individuals in these areas. Those we do produce aren’t always equipped with the correct portfolios to showcase their talent. And other industries also seek their skills — and pay more on salaries.

What can the industry and education to do help resolve this — and the skills shortage in general?

Philip Oliver, Panivox: The answer to this question is the reason we have GamesEd2022 — educators not only need to understand where the skills shortages are now, but also predict where they will be in future, so that we can all work together to create the best courses for solving those issues.

I think it’s also important to reassure undergraduates that there will be a job at the end of their course. Of course, many universities and colleges already spend a lot of time doing this, but I think there’s room for using stats and data to demonstrate employability. For example, a course might have a 75{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} placement success rate, but what the student might not know is if there’s already an oversupply of Unity programmers. Students need more help to choose whether a field is right for them, regardless of university/course. Meta data across fields / disciplines now and with futures projections need to be easily available to students in Senior schools to help them determine which direction to aim.

ian

Ian Goodall, Aardvark Swift

Ian Goodall, Aardvark Swift: Universities could maybe amend courses, learn from those that are producing a higher proportion of students that are able to make the leap from student to professional developer.

And the industry should feedback, give time and manpower to Academics so they can understand how the industry works, where the skills fit into the pipeline of games development.

What can we do to stop existing or future talent being attracted to other sectors?

Marcia Deakin, Next Gen Skills Academy: First thing, we need to do is understand why people are leaving or choosing rival sectors. Is it pay? Is it an image issue? Is it a lack of awareness of the careers and opportunities available? Are we reaching a big enough audience? Are we missing out on talent that is harder to reach? Working together I am confident that as an industry can answer these questions and make the changes needed to meet the skills challenges of the future.

Philip Oliver, Panivox: People are attracted to the perceived glamour of working in games, but it often comes down to salary at the end of the day. Covid has made the recruitment process slightly harder for indie studios — they often count on offering a creative environment and camaraderie to attract and retain staff, but that element has broken down a bit as so many positions have moved to remote working.

Indies can’t offer the wider benefits packages and job security that the larger studios (and larger companies in other sectors) can do to make up the difference. That said, personal passion for playing and then making games is a big soft factor for carving out a successful career in games, though for some people that could become a bit of a busman’s holiday.

Ian Goodall, Aardvark Swift: Salaries ultimately need to be higher in certain areas (particularly Code), flexible options for working, plus clearly defined career development paths (L+D plans).

Games Education Summit 2022 takes place on April 21 and 22 at Sheffield Hallam University. For tickets and more information, click here.

Global Game-Based Learning Market Size, Share & Industry Trends Analysis Report By Component, By End User, By Deployment Type, By Game Type, By Regional Outlook and Forecast, 2021

Global Game-Based Learning Market Size, Share & Industry Trends Analysis Report By Component, By End User, By Deployment Type, By Game Type, By Regional Outlook and Forecast, 2021
ReportLinker

ReportLinker

The Global Game-Based Learning Market size is expected to reach $32. 6 billion by 2027, rising at a market growth of 19. 6{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} CAGR during the forecast period. Game-based learning is built on the idea of teaching through repetition, failure, and goal achievement.

New York, April 04, 2022 (GLOBE NEWSWIRE) — Reportlinker.com announces the release of the report “Global Game-Based Learning Market Size, Share & Industry Trends Analysis Report By Component, By End User, By Deployment Type, By Game Type, By Regional Outlook and Forecast, 2021 – 2027” – https://www.reportlinker.com/p06249495/?utm_source=GNW
This is the foundation of video gaming. The player starts out slowly and gradually increases their abilities until they can easily navigate the most difficult levels. Well-designed games have enough challenge to keep the player interested while remaining simple enough to win.

This same technique is applied to teaching a curriculum in game-based learning. Students collaborate toward a common objective, making decisions and dealing with the repercussions of their decisions. They learn and practice the proper method to do things on a regular basis. As a result, rather than passive learning, active learning occurs.

Game traits and principles are interwoven within learning activities in game-based learning. Learning activities encourage student engagement and motivation to learn in this setting. Points systems, badges, leaderboards, discussion boards, quizzes, and classroom response systems are all part of game-based learning. Points may be rewarded academically, such as an extra week to complete an assignment after achieving a specific threshold. Students can earn badges for achieving a certain level of achievement, and classroom response systems like Kahoot or Top Hat reward engagement with points.

By incorporating video game design and components into learning environments, game-based learning tries to encourage students and arouse their interest. This strategy simplifies complex concepts while also providing an engaging and fun learning experience. In addition, it provides students’ ownership of their learning, encourages them to move to a lateral thinking approach, allows them to study diverse disciplines, and makes the learning process more viable. As a result, game-based learning has become one of the most popular educational segments in the world.

COVID-19 Impact

The closure of educational facilities owing to the COVID-19 epidemic leads imperatively to the utilization of technological advancements and the Internet for ensuring the continuity of learning. In this direction, Game-based Learning can be beneficial to teaching and learning as most students prefer to use their mobile devices, such as smartphones or tablets. Moreover, incorporating gaming into the educational process can boost students’ motivation for learning and improve their learning outcomes.

Game-based learning has numerous potentialities for facilitating the transformation of learning and education in ways that are appropriate to address the challenges posed by the COVID-19, while also providing benefits that are relevant and long-lasting well after the pandemic has passed. Digital game-based learning and gamification, for example, are enabled by modern ICT technologies and allow for the creation of communal learning experiences that are not confined by the physical limits of a classroom.

Market Growth Factors:

The rise in the number of smartphone and internet users

According to figures from the International Telecommunication Union 2020, 62.6 percent of Asia’s total population has internet connectivity and witnessed a growth of 2,268 percent since 2000. Due to growing disposable income, the presence of some of the world’s leading players, and other conducive factors, Europe and North America are making substantial growth in innovative learning methods. The demand for game-based learning in these regions is due to the ever-growing internet penetration rates. In the same year, Africa had relatively low internet penetration than other regions. In the upcoming years, the growing number of smartphone users is likely to play a significant role in creating demand for innovative learning methods like game-based learning. According to UN, Eurostat, and other similar agencies’ figures, there were approximately 5.27 billion smartphone or mobile users in the globe in 2020, accounting for approximately 67.1 percent of the population.

Demand for augmented reality, virtual reality, and artificial intelligence (AI) in education is on the rise

AR-enabled games are being developed by companies; players can use AR technologies to sketch pictures and show off their creations. The use of augmented reality and virtual reality in on-the-job training is rapidly expanding. Kentucky Fried Chicken (KFC) began its culinary training with virtual reality. The virtual reality environment can be used to train personnel without the risk of making mistakes.

Panning Slides, Vertical Parallax, Horizontal Parallax, Layered Display, and 360 interactions are examples of displays created by companies. This creates a 3D effect by displaying multiple elements of sub-topics on the same screen. To develop really engaging learning experiences, companies use a combination of 3D animation, 2D animation, augmented reality, virtual reality, original audio, and well-honed instructional design concepts to produce turnkey immersive learning solutions.

Market Restraining factors:

Lack of IT infrastructure at schools and colleges and low internet accessibility

It is challenging to set up IT infrastructure in schools and businesses. They’ll need to set up servers like a cloud server, a dedicated server, and a shared server, among other things. Each server has its own set of benefits and drawbacks. The expense of running a cloud server is high. Moreover, it is still not feasible for many educations as well as other institutions to incorporate game-based learning solutions in their curriculum due to the high initial investment. Corporations must also establish a software that incorporates a learning management system (LMS). Hundreds of LMS are available on the market; some are commercial, while others, like MOODLE, are open-source. It is challenging to compare the features of each LMS to their training demands and budget, and then choose the best LMS.

Component Outlook

Based on Component, the market is segmented into Solution and Services. The Services segment garnered a significant revenue share of the Game-based Learning market in 2020. This is because these services assist end users with the development of game-based learning solutions as well as the installation, deployment, and continuing support of such solutions. Certain service providers assist end-users in developing tailored solutions for their businesses. In the game-based learning market, implementation services allow businesses to customize, install, configure, and deploy a game-based learning solution to meet their specific business needs. These services allow businesses to tailor a game-based learning solution to their specific training workflow and user hierarchy, hence enhancing the delivery and efficacy of the training.

End User Outlook

Based on End User, the market is segmented into Education, Consumer, Healthcare, Retail & eCommerce, Government & Defense, Manufacturing, IT & Telecom, and Others. In 2020, the Education segment acquired the biggest revenue share of the Game-based learning market. In this industry, game-based learning is utilized in flashcard-type games like a duel, simulation games (Plantville), quiz games (Kahoot), interactives (Funbrain), reality testing games (chemistry VR), puzzles (crossword), and strategy games (Europa universals). Students are motivated and interested in game-based learning because it is unique. The rapid feedback that learners and educators receive as a result of the gaming technique is a significant feature that both learners and educators benefit from.

Deployment Type Outlook

Based on Deployment Type, the market is segmented into Cloud and On-Premise. In 2020, the Cloud segment held the largest revenue share of the game-based learning market. This is because a rising number of educational institutions are inclined towards the games-based learning models on cloud platforms. This is due to the cloud platform’s advantages, which include minimal implementation costs, improved performance, tailored services, and flexibility. Cloud-based deployment of game-based learning solutions is further encouraged by simpler and more effective data processing methodologies, huge storage, and easy switching between projects.

Game Type Outlook

Based on Game Type, the market is segmented into Training, knowledge & skill-based Games, Assessment & Evaluation Games, AI-based Games, AR VR Games, Language Learning Games and Others. In 2020, the AI-based games segment obtained a promising revenue share of the game-based learning market. Adaptive learning – that is, learning information that automatically and constantly adapts to the learner’s competence and knowledge based on their input – is one effective method artificial intelligence will supplement game-based learning. This implies synthesizing data on a player’s actions, abilities, and learning styles in a game-based learning setting, then using that data to give content tailored to that individual’s needs.

Regional Outlook

Based on Regions, the market is segmented into North America, Europe, Asia Pacific, and Latin America, Middle East & Africa. In 2020, North America emerged as the leading region in the overall Game-based learning market. In addition, the region would showcase a similar kind of trend even during the forecasting period. In terms of end-user adoption of game-based learning solutions, North America has been a very open and competitive market. It is the most advanced region in terms of implementing a game-based learning system. Within traditional-based learning solutions, it has been particularly receptive to integrating the latest technological breakthroughs, such as integration technologies with AI, cloud, and mobile technologies. The strict government standards and regulations created for numerous industries are a primary economic factor for this region.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Kahoot! AS, Spin Master Corp., Breakaway Games, Raptivity (Harbinger Group), StratBeans Consulting Pvt. Ltd., Schell Games, BYJU’S (Tangible Play, Inc.), Frontier Developments plc, Bublar Group AB (Vobling AB), and Recurrence, Inc.

Strategies Deployed in Game-Based Learning Market

Jan-2022: Schell Games introduced Lost Recipes – an upcoming educational game that allows a person to explore authentic cooking across time and cultures in VR. In Lost Recipes, a person can take on the role of a Ghost Chef in training, preparing meals for spirits from the Greek, Chinese, and Maya civilizations who want to pass down their favorite dish’s ancient recipes.

Nov-2021: Kahoot! formed a partnership with Minecraft, a sandbox video game developed by the Swedish video game developer Mojang Studios. Following the partnership, the companies rolled out free learning content as part of their Hour of Code: TimeCraft program. This partnership would provide an interactive learning experience within the world of Minecraft and on Kahoot!, making the world of coding even more exciting and accessible.

Nov-2021: Kahoot! unveiled Kahoot!+ Study, a new offering developed for higher education students. Kahoot!+ Study enables students to develop unique study experiences and expedite their learning for final exam season and throughout the school year. Higher education students can get rid of tedious study sessions and experience entertaining and active learning with the Kahoot!+ Study membership plans.

Sep-2021: Kahoot! came into a partnership with Star Wars, an American epic space opera multimedia franchise. This partnership features Yoda, Luke Skywalker, Princess Leia, C-3PO, BB-8, and Chewbacca are among the characters and droids from the Star Wars franchise to offer collections of ready-to-play kahoots on Kahoot! Academy. Through this partnership, Kahoot! Academy provides an innovative way to engage in learning for its millions of users across the world.

Sep-2021: Kahoot! took over Clever, a privately-held, California-based company that is one of the most broadly-used digital learning platforms in U.S. K-12 education. Moreover, the two companies would together offer enhanced digital learning solutions and offerings for educators, students, parents, schools, and districts globally, assisting learners to discover their complete learning potential.

Jul-2021: Kahoot! introduced a new integration with GIPHY. This integration would provide a free feature that enables all Kahoot! users to include GIPHY content – including GIFs and animated stickers – to their Kahoot! learning games.

May-2021: Osmo formed a partnership with In Motion, the largest airport-based electronics retailer in North America, and its sister venues iStore and Soundbalance, which provide advanced and diverse premium electronics for tech-savvy businesses and leisure travelers. Traveling with technology is a necessity for today’s parents, even for their children, who are looking for the greatest items and entertainment to use while on the road. Moreover, because tablet technology makes it easier to use while flying, kids may effortlessly play Osmo’s fun learning activities for kids.

Oct-2020: Osmo introduced Math Wizard educational games series, which allows kids to learn math at their own pace and assists parents increase pandemic schooling. For children aged six to eight, Osmo has developed a new curriculum-inspired Math Wizard series. The series teaches mathematics using games that are engaging, hands-on, narrative-driven, and adventure-based, in which children learn math by touching and manipulating things and playing with everyday math applications.

Oct-2020: Spin Master took over Rubik’s Brand, owner of the world-famous Rubik’s Cube. Following the acquisition, Spin Master intends to build on the Rubik’s brand’s legacy, with plans for more innovation across the Rubik’s offerings and wider distribution across the Company’s global reach.

Jul-2018: Schell Games rolled out HoloLAB Champions, a new game through which it brought VR into the chemistry labs. The new game is designed to be used in conjunction with a classroom curriculum and is aimed at high school students aged 14 to 18. The game, which is available for download through the Steam online platform, teaches chemical skills and allows players to learn through virtual experiments in a game show format.

May-2018: Recurrence extended its partnership with Penn State University, one of the best universities in the world. Following the partnership, the Recurrence offers The Signature Case Study, a business simulation in which students play high-level executive roles like CEO or CFO as they lead an airline through a series of obstacles based on real-world data.

Scope of the Study

Market Segments covered in the Report:

By Component

• Solution

• Services

By End User

• Education

• Consumer

• Healthcare

• Retail & eCommerce

• Government & Defense

• Manufacturing

• IT & Telecom

• Others

By Deployment Type

• Cloud

• On-premise

By Game Type

• Training, knowledge & skill-based Games

• Assessment & Evaluation Games

• AI-based Games

• AR VR Games

• Language Learning Games

• Others

By Geography

• North America

o US

o Canada

o Mexico

o Rest of North America

• Europe

o Germany

o UK

o France

o Russia

o Spain

o Italy

o Rest of Europe

• Asia Pacific

o China

o Japan

o India

o South Korea

o Singapore

o Malaysia

o Rest of Asia Pacific

• LAMEA

o Brazil

o Argentina

o UAE

o Saudi Arabia

o South Africa

o Nigeria

o Rest of LAMEA

Companies Profiled

• Kahoot! AS

• Spin Master Corp.

• Breakaway Games

• Raptivity (Harbinger Group)

• StratBeans Consulting Pvt. Ltd.

• Schell Games

• BYJU’S (Tangible Play, Inc.)

• Frontier Developments plc

• Bublar Group AB (Vobling AB)

• Recurrence, Inc.

Unique Offerings

• Exhaustive coverage

• Highest number of market tables and figures

• Subscription based model available

• Guaranteed best price

• Assured post sales research support with 10{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} customization free
Read the full report: https://www.reportlinker.com/p06249495/?utm_source=GNW

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