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Higher Education Game-based Learning 2018 Global Market SWOT Analysis and Opportunities To 2023 | Key Players : McGraw-Hill Education, PlayGen, Toolwire, Totem Learning, Lumos Labs, Triseum

10-08-2018 12:25 PM CET | IT, New Media & Software

Press release from: WiseGuyResearch Consultants Pvt Ltd

/ PR Agency: WiseGuyResearch Consultants Pvt Ltd
Higher Education Game-based Learning Industry

Higher Education Game-based Learning Industry

WiseGuyReports.Com Publish a New Market Research Report On –“ Higher Education Game-based Learning 2018 Global Market SWOT Analysis and Opportunities To 2023 | Key Players : McGraw-Hill Education, PlayGen, Toolwire, Totem Learning, Lumos Labs, Triseum”.

Description:-

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.

Scope of the Report:
This report studies the Higher Education Game-based Learning market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Higher Education Game-based Learning market by product type and applications/end industries.

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Motion-sensing technology 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 learner’s 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 of gamification in education, especially in the higher education sector.

The global Higher Education Game-based Learning market is valued at xx million USD in 2017 and is expected to reach xx million USD by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.

The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Higher Education Game-based Learning.

Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.

Market Segment by Companies, this report covers
McGraw-Hill Education
PlayGen
Toolwire
Totem Learning
Lumos Labs
Triseum
Designing Digitally
Forio
Innovative Dutch
LearningWare

Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers
Rognitive Ability-Based Game-Based Learning
Language Learning-Related Game-Based Learning
Stem-Based Game-Based Learning

Market Segment by Applications, can be divided into
Educational Institutions
Universities
Training Organizations
Others

Enquiry About Report @ https://www.wiseguyreports.com/enquiry/3443219-global-higher-education-game-based-learning-market-2018

Table Of Contents – Major Key Points

1 Higher Education Game-based Learning Market Overview
1.1 Product Overview and Scope of Higher Education Game-based Learning
1.2 Classification of Higher Education Game-based Learning by Types
1.2.1 Global Higher Education Game-based Learning Revenue Comparison by Types (2017-2023)
1.2.2 Global Higher Education Game-based Learning Revenue Market Share by Types in 2017
1.2.3 Rognitive Ability-Based Game-Based Learning
1.2.4 Language Learning-Related Game-Based Learning
1.2.5 Stem-Based Game-Based Learning
1.3 Global Higher Education Game-based Learning Market by Application
1.3.1 Global Higher Education Game-based Learning Market Size and Market Share Comparison by Applications (2013-2023)
1.3.2 Educational Institutions
1.3.3 Universities
1.3.4 Training Organizations
1.3.5 Others
1.4 Global Higher Education Game-based Learning Market by Regions
1.4.1 Global Higher Education Game-based Learning Market Size (Million USD) Comparison by Regions (2013-2023)
1.4.1 North America (USA, Canada and Mexico) Higher Education Game-based Learning Status and Prospect (2013-2023)
1.4.2 Europe (Germany, France, UK, Russia and Italy) Higher Education Game-based Learning Status and Prospect (2013-2023)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Higher Education Game-based Learning Status and Prospect (2013-2023)
1.4.4 South America (Brazil, Argentina, Colombia) Higher Education Game-based Learning Status and Prospect (2013-2023)
1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Higher Education Game-based Learning Status and Prospect (2013-2023)
1.5 Global Market Size of Higher Education Game-based Learning (2013-2023)

2 Manufacturers Profiles
2.1 McGraw-Hill Education
2.1.1 Business Overview
2.1.2 Higher Education Game-based Learning Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 McGraw-Hill Education Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.2 PlayGen
2.2.1 Business Overview
2.2.2 Higher Education Game-based Learning Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 PlayGen Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.3 Toolwire
2.3.1 Business Overview
2.3.2 Higher Education Game-based Learning Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 Toolwire Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.4 Totem Learning
2.4.1 Business Overview
2.4.2 Higher Education Game-based Learning Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 Totem Learning Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.5 Lumos Labs
2.5.1 Business Overview
2.5.2 Higher Education Game-based Learning Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 Lumos Labs Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.6 Triseum
2.6.1 Business Overview
2.6.2 Higher Education Game-based Learning Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 Triseum Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.7 Designing Digitally
2.7.1 Business Overview
2.7.2 Higher Education Game-based Learning Type and Applications
2.7.2.1 Product A
2.7.2.2 Product B
2.7.3 Designing Digitally Higher Education Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)

Continued……

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ABOUT US:
Wise Guy Reports is part of the Wise Guy Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe. Wise Guy Reports features an exhaustive list of market research reports from hundreds of publishers worldwide. We boast a database spanning virtually every market category and an even more comprehensive collection of market research reports under these categories and sub-categories.

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