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Global Higher Education Game-based Learning Market Size, Application, Region, Revenue, Industry Growth, Market Trend, Analysis and Future Forecast 2025

08-13-2018 01:32 PM CET | IT, New Media & Software

Press release from: Market Research Hub

Global Higher Education Game-based Learning Market Size,

Market Research Hub (MRH) has recently broadcasted a new study to its broad research portfolio, which is titled as “Global Higher Education Game-based Learning Market Size, Status and Forecast 2025” provides an in-depth analysis of the Higher Education Game-based Learning with the forecast of market size and growth. The analysis includes addressable market, market by volume, market share by business type and by segment (external and in-house).The research study examines the Higher Education Game-based Learning on the basis of a number of criteria, such as the product type, application, and its geographical presence.

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This report studies the global Higher Education Game-based Learning market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global Higher Education Game-based Learning market by companies, region, type and end-use industry.

Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.
Motion-sensingtechnology can be used to study the motion of the learner while the learning process is in progress and can record inferences accordingly. For instance, the eye-tracking feature can be used to deduce the focus level of the student, while the facial expressions and head positions can be studied to understand the learners engagement and also the focus level. This helps the instructor to modify the learning environment and content according to the preference of the students. Motion-sensing technology also helps learners practice physical skills or nuances, which can be implemented into the learning activity. For instance, the incorporation of physical movements or activities trains the learner about the optimum force or pressure required for a particular task. This will people the demand for the implementation ofgamification in education, especially in the higher education sector.
In 2017, the global Higher Education 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
McGraw-Hill Education
PlayGen
Toolwire
Totem Learning
Lumos Labs
Triseum
Designing Digitally
Forio
Innovative Dutch
LearningWare

Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India

Market segment by Type, the product can be split into
Rognitive Ability-Based Game-Based Learning
Language Learning-Related Game-Based Learning
Stem-Based Game-Based Learning

Market segment by Application, split into
Educational Institutions
Universities
Training Organizations
Others

Browse Full Report with TOC: https://www.marketresearchhub.com/report/global-higher-education-game-based-learning-market-size-status-and-forecast-2025-report.html

Table of Contents

Global Higher Education Game-based Learning Market Size, Status and Forecast 2025
1 Industry Overview of Higher Education Game-based Learning
1.1 Higher Education Game-based Learning Market Overview
1.1.1 Higher Education Game-based Learning Product Scope
1.1.2 Market Status and Outlook
1.2 Global Higher Education Game-based Learning Market Size and Analysis by Regions (2013-2018)
1.2.1 United States
1.2.2 Europe
1.2.3 China
1.2.4 Japan
1.2.5 Southeast Asia
1.2.6 India
1.3 Higher Education Game-based Learning Market by Type
1.3.1 Rognitive Ability-Based Game-Based Learning
1.3.2 Language Learning-Related Game-Based Learning
1.3.3 Stem-Based Game-Based Learning
1.4 Higher Education Game-based Learning Market by End Users/Application
1.4.1 Educational Institutions
1.4.2 Universities
1.4.3 Training Organizations
1.4.4 Others

2 Global Higher Education Game-based Learning Competition Analysis by Players
2.1 Higher Education 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
…………read more

About Market Research Hub

Market Research Hub (MRH) is a next-generation reseller of research reports and analysis. MRH's expansive collection of Software industry market reports has been carefully curated to help key personnel and decision makers across industry verticals to clearly visualize their operating environment and take strategic steps.
MRH functions as an integrated platform for the following products and services: Objective and sound market forecasts, qualitative and quantitative analysis, incisive insight into defining industry trends, and market share estimates. Our reputation lies in delivering value and world-class capabilities to our clients.

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