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Global K-12 Game-based Learning Market 2018:Technology, Future Trends and Key Players – GlassLab, Microsoft, Osmo, PlayGen and more…

10-12-2018 09:58 AM CET | IT, New Media & Software

Press release from: Reports Monitor

K-12 Game-based Learning Market   

K-12 Game-based Learning Market   

K-12 Game-based Learning Market   
Summary:
Game-based Learning is games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play.The Global K-12 Game-based Learning Market is an emerging market in the ICT Media sector at present years. The report covers current Market Trends, advancements in Technologies over a period of time. The Keyword Market Report Focus on Revenues, Outlook, Growth Factors, Applications over a forecast year. The Global K-12 Game-based Learning Market report includes PEST analysis, Porter’s five forces analysis, as well as opportunity map analysis, for a thorough understanding of the market.

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Furthermore, the K-12 Game-based Learning report offers insightful and comprehensive information regarding the various players functioning in the global K-12 Game-based Learning market, along with their revenue details, key developments, technological advancements, SWOT analysis, mergers & acquisitions, future strategies, and market footprint. The global market is segmented on the basis of product type, technology, end-user, industry vertical, and geography.Game types include board, card, and video games. An educational game is a game designed to teach humans about a specific subject and to teach them a skill. As educators, governments, and parents realize the psychological need and benefits of gaming have on learning, this educational tool has become mainstream. Games are interactive play that teach us goals, rules, adaptation, problem solving, interaction, all represented as a story.

The key players covered in this report: GlassLab, Microsoft, Osmo, PlayGen, Banzai Labs, BrainQuake, Filament Games, Gameloft, iCivics, Infinite Dreams, Schell Games.

Segmentation by product type: Subject-Specific Games, Language Learning Games.

Segmentation by application: Pre-primary School, Primary School, Middle School, High School.

The report has been collated on the basis of synthesis, analysis, and interpretation of data accumulated with regards to the parent market from various resources. The data and information in this report has been collected by using primary and secondary research methodologies, in order to provide a holistic view of the K-12 Game-based Learning market. Additionally, an in-house study has been made of the global economic conditions and other economic indicators and factors to evaluate their respective impact on the market, along with the present impact, so as to make strategic and informed forecasts about the scenarios in the market.

Most of the players operating in this K-12 Game-based Learning market are making efforts to grow their market footprint, by focusing on product diversification and development, subsequently making them acquire a larger share of the market. Development in different countries to drive growth and increase product sales is also considered as one of the major strategies undertaken by the key players operating in the global K-12 Game-based Learning market. This is primarily because of the untapped potentials present in the developing nations, in terms of product pricing and revenue generation.

The Global K-12 Game-based Learning Market is defined by the presence of some of the leading competitors operating in the market, including the well-established players and new entrants, and the suppliers, vendors, and distributors. The key Vendors are constantly focus to expand Geographic reach and to broad customer base, New Advancement has been done for expanding Portfolio. Development proposal & Feasibility for investment has been analyzed.

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Key Insights:

Complete in-depth analysis of the K-12 Game-based Learning
Important changes in market dynamics.
Segmentation analysis of the market.
Emerging segments and regional markets.
Assessment of niche industry players.
Market share analysis.
Key strategies of major players.

View Complete K-12 Game-based Learning Market Report with TOC, Tables, and Figures https://www.reportsmonitor.com/report/144789/K-12-Game-based-Learning-Market

About US:
Reports Monitor is a Market Research Firm which is engaged in data analytics and aids clients in due-diligence, product expansion, plant setup, acquisition intelligence to all the other gamut of objectives through our research focus.

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