|03-14-2019 05:47 PM CET - Science & Education||
Game-based Learning Market is expected to grow at a CAGR of +18% to reach a market size of US$8.532 billion by the year 2021, Latest Market Outlook, Research Methodology|Key Players like, LearningWare, BreakAway, Lumos Labs, PlayGencom, HealthTap
Press release from: qyreports
Game-based Learning Market is expected to grow at a CAGR of +18% to reach a market size of US$8.532 billion by the year 2022. Game-based learning is an activity to keep the trainee, and student engaged or motivated throughout the training or learning sessions in traditional classroom-based training. Inside the environment of game-based learning, a goal is selected and it is achieved by choosing actions and experiencing the consequences of those actions along the way. The game-based Learning process, the students or trainees get engaged and practice behaviors along with thought processes that can be easily transferred from a simulated environment to real life.
The Major Players Operating in the Game-based Learning market are :
Corporate Internet Games
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The Vital factor driving the global game-based learning market is ongoing technological advancement coupled with rising adoption of technology in the education sector. Such as an increase in the use of mobile educational games and continuous launch of game-based learning software do enhance the market growth significantly. Rise in spending by institutes for better leaning and modernization of educational institute’s further augment the market growth. Game-based Learning Market Increases in the adoption of gamification provides opportunities for future growth. However, some factors like a limitation in commercial development and high initial cost do hamper the market growth.
Geographically, North America is expected to drive the market on account of high-speed innovation and expansion of sectors like banking, IT and healthcare. Moreover, North America is home to many leading players which further augment the market growth.
The Global Game-based Learning Market report provides a brief introduction of the market and deals with detailed research methodology for calculating market size and forecasts, secondary data sources used and the primary inputs which were taken for data validation. This Major section also outlines various segmentations which have been covered as part of the report.
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Segmentation By Types:
Online Audio and Video Content
Segmentation By Applications/End-Users:
Corporate Employee Training
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Segment by Major Regions:
The Middle East
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