|08-08-2018 02:41 PM CET - IT, New Media & Software||
Global Game-based Learning Market Analysis Revealing Key Drivers & Growth Trends through 2025
Press release from: Market Research Hub
A newly compiled business intelligent report, titled “Global Game-based Learning Market Size, Status and Forecast 2025” has been publicized to the vast archive of Market Research Hub (MRH) online repository. The study revolves around the analysis of Game-based Learning market, covering key industry developments and market opportunity map during the mentioned forecast period. This report further conveys quantitative & qualitative analysis on the concerned market, providing a 360 view on current and future market prospects. As the report proceeds, information regarding the prominent trends as well as opportunities in the key geographical segments have also been explained, thus enabling companies to be able to make region-specific strategies for gaining competitive lead.
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This report studies the global Game-based Learning market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global Game-based Learning market by companies, region, type and end-use industry.
Game-based learning or serious game refers to all digital applications that are developed to impart learning through games.
Game-based learning includes digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. It is mainly used in educational institutions, healthcare organizations, and defense organizations. It is also used in employee training programs in corporate business houses.
In 2017, the global Game-based Learning market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2018-2025.
This report focuses on the global top players, covered
Corporate Internet Games
Market segment by Regions/Countries, this report covers
Market segment by Type, the product can be split into
Online Audio and Video Content
Market segment by Application, split into
Corporate Employee Training
In this study, the years considered to estimate the market size of Game-based Learning are as follows:
History Year: 2013-2017
Base Year: 2017
Estimated Year: 2018
Forecast Year 2018 to 2025
For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Game-based Learning Manufacturers
Game-based Learning Distributors/Traders/Wholesalers
Game-based Learning Subcomponent Manufacturers
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Table of Contents
Global Game-based Learning Market Size, Status and Forecast 2025
1 Industry Overview of Game-based Learning
1.1 Game-based Learning Market Overview
1.1.1 Game-based Learning Product Scope
1.1.2 Market Status and Outlook
1.2 Global Game-based Learning Market Size and Analysis by Regions (2013-2018)
1.2.1 United States
1.2.5 Southeast Asia
1.3 Game-based Learning Market by Type
1.3.1 E-Learning Courseware
1.3.2 Online Audio and Video Content
1.3.3 Social Games
1.3.4 Mobile Games
1.4 Game-based Learning Market by End Users/Application
1.4.1 Educational Institutions
1.4.2 Healthcare Organizations
1.4.3 Defense Organizations
1.4.4 Corporate Employee Training
2 Global Game-based Learning Competition Analysis by Players
2.1 Game-based Learning Market Size (Value) by Players (2013-2018)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future
3 Company (Top Players) Profiles
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Game-based Learning Revenue (Million USD) (2013-2018)
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Game-based Learning Revenue (Million USD) (2013-2018)
3.3 Lumos Labs
3.3.1 Company Profile
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