The World Game-Based Learning Market Is Growing Continuously and Expected to Grow at a CAGR of 6.47% from 2017 to 2021

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New York, NY — 01/10/2018 — WiseGuyReports.com adds “Global Game-based Learning Market 2015-2019” reports to its Database.

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 

Request For Sample Report @ https://www.wiseguyreports.com/sample-request/69817-global-game-based-learning-market-2015-2019                                                                                                  

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:

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 
 Continued…….

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