Monday, 10 April 2017

Global Game-based Learning Market 2017 Industry Size, Research, Trends, Review & Analysis to 2022


About Game-based Learning Game-based learning or serious games refer to all digital applications that impart learning through games. Psychological susceptibility of humans to engage in gaming encourages learning while playing games. Game-based learning includes digital products such as e-learning courseware, online audio and video content, social games, and mobile games. It is primarily used in educational institutions, healthcare organizations, and the military. It is also used by corporates for their employee training programs. 

Technavio’s analysts forecast global game-based learning market to grow at a CAGR of 6.47% over the period 2014-2019.   
     
                                                         
Covered in this Report This report covers the present scenario and the growth prospects of the global game-based learning market for the period 2015-2019. To calculate the market size, the report considers revenue generated from global game-based learning worldwide.

Technavio's report, Global Game-based Learning Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers North America, APAC, Europe, and ROW; it also covers the global game-based learning market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market. 

Key Regions • APAC
• Europe
• North Americas
• ROW 

Key Vendors 
• BreakAway
• LearningWare
• Lumos Labs
• PlayGen.com 

Other Prominent Vendors • Corporate Gameware
• MAK Technologies
• RallyOn
• Sava Transmedia
• Visual Purple 

Market Driver • Increased Use of Mobile Educational Games
• For a full, detailed list, view our report 

Market Challenge • Limitations in Commercial Development
• For a full, detailed list, view our report 

Market Trend • Increasing Adoption of Gamification
• For a full, detailed list, view our report 

Key Questions Answered in this Report • What will the market size be in 2019 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

                                                           
Table of Contents         
  1. Executive Summary
    02. Scope of the Report
        02.1 Market Overview
        02.2 Product Offerings
    03. Market Research Methodology
        03.1 Market Research Process
        03.2 Research Methodology
    04. Introduction
    05. Market Landscape
        05.1 Market Overview
        05.2 Market Size and Forecast
        05.3 Five Forces Analysis
    06. Market Segmentation by Product
        06.1 Global Game-Based Learning Market by Product
        06.2 Global Self-Paced Learning Market
          06.2.1 Market Size and Forecast
        06.3 Global Institutional Learning Market
          06.3.1 Market Size and Forecast
        06.4 Global Corporate Training Market
          06.4.1 Market Size and Forecast
    07. Geographical Segmentation
        07.1 Global Game-Based Learning Market Segmentation by Region 2014-2019
        07.2 Game-Based Learning Market in APAC
          07.2.1 Market Size and Forecast
        07.3 Game-Based Learning Market in North America
          07.3.1 Market Size and Forecast
        07.4 Game-Based Learning Market in Europe
          07.4.1 Market Size and Forecast
        07.5 Game-Based Learning Market in ROW
          07.5.1 Market Size and Forecast
    08. Buying Criteria
    09. Market Growth Drivers
    10. Drivers and Their Impact
    11. Market Challenges
    12. Impact of Drivers and Challenges
    13. Market Trends
    14. Trends and Their Impact
    15. Vendor Landscape
        15.1 Competitive Scenario
        15.2 Market Share Analysis 2014
        15.3 Other Prominent Vendors
    16. Key Vendor Analysis
        16.1 BreakAway Games
          16.1.1 Key Facts
          16.1.2 Business Overview
          16.1.3 SWOT Analysis
        16.2 LearningWare
          16.2.1 Key Facts
          16.2.2 Business Overview
          16.2.3 Product Segmentation
          16.2.4 SWOT Analysis
        16.3 Lumos Labs
          16.3.1 Key Facts
          16.3.2 Business Overview
          16.3.3 Business Strategy
          16.3.4 Recent Developments
          16.3.5 SWOT Analysis
        16.4 PlayGen
          16.4.1 Key Facts
          16.4.2 Business Overview
          16.4.3 Services
          16.4.4 Business Strategy
          16.4.5 SWOT Analysis
    17. Other Prominent Vendors
        17.1 Corporate Gameware
        17.2 Rallyon
        17.3 Sava Transmedia
        17.4 Visual Purple
        17.5 VT MÄK
    18. Other Reports in This Series      
Continued…….

                                                                                           
CONTACT US:

NORAH TRENT

Partner Relations & Marketing Manager
sales@wiseguyreports.com
Ph: +1-646-845-9349 (US)
Ph: +44 208 133 9349 (UK)

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