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Game-Based Learning Market is expected to Experience Tremendous Growth by 2028: Badgeville, Bunchball, Classcraft Studios, 6waves

10-12-2021 08:05 PM CET | IT, New Media & Software

Press release from: The Insight Partners

/ PR Agency: The Insight Partners
This is a professional and in-depth study on the current state of the Game-Based Learning Market with a basic overview of the industry including definitions, classifications, applications and industry chain structure. The Strategic Insights and Development plans are also discussed and manufacturing processes and cost structures analyzed. Game-Based Learning Market import/export consumption, supply and demand figures and cost price and production value gross margins are also provided.

Download Sample Pages of this research study at – https://www.theinsightpartners.com/sample/TIPRE00020446/?utm_source=OpenPR&utm_medium=10365

Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning. Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.

MARKET DYNAMICS
The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market. Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience.

MARKET SEGMENTATION
The global game-based learning market is segmented on the basis of platform, revenue type, end user. On the basis of platform, market is segmented as online, offline. On the basis of revenue type, market is segmented as game purchase, advertising, others. On the basis of end user, market is segmented as K-12 game-based learning, higher game-based learning

The key players profiled in this study include:
• Badgeville
• Bunchball
• Classcraft Studios
• GoGo Labs
• 6waves
• Recurrence
• Fundamentor
• Gametize
• GradeCraft and Kuato Studios
• BreakAway Games

The state-of-the-art research on Game-Based Learning Market, which is a detailed analysis of business space inclusive of the current market trends, competitive background, and size of the market. Encircling one or more parameters among analysis of the product, application potential, and global and regional growth strategies.

Speaking about this research report in particular, it includes:
• Five Types of Segmentations (by Product Type, Power, Application, Distribution Channel, Region)
• Five Major Regions (North America, Europe, Asia Pacific, Middle East & Africa, South & Central America)
• Market Information For 10 Years (2017 & 2018 – Historic Years, 2019 – Base Year and 2021-2028 Forecast Period)
• Key Industry Dynamics including factors that are Driving the Market, Prevailing Deterrent, Potential Opportunities as Well as Future Trends.
• Ten Company Profiles (these are not just Major Players but a Mix of Leading, Emerging Players, Market Disruptors, Niche Market Players, etc.)
• Industry Landscape Analysis
• Analysis of COVID-19 Impact on this market at Global and Regional Level.

Directly Purchase a copy of this research study at – https://www.theinsightpartners.com/buy/TIPRE00020446/?utm_source=OpenPR&utm_medium=10365

A thoroughgoing evaluation of the market different aspects that enhance the market growth scenario. It constitutes key market drivers, restraints and trends that transform the market in either a positive or negative manner.

We are keen to understand what additional information if included will help you in your business endeavor. We also hold the expertise to customize the reports based on any specific countries/regions, segmentations, companies, etc. of your choice. Hence you can share your specific requirements, if any.

The Table of Content for Game-Based Learning Market research study includes:
1. Introduction
2. Key Takeaways
3. Research Methodology
4. Game-Based Learning Market Landscape
5. Game-Based Learning Market - Key Market Dynamics
6. Game-Based Learning Market - Global Market Analysis
7. Game-Based Learning Market - Revenue And Forecasts to 2028 – Type
8. Game-Based Learning Market - Revenue And Forecasts to 2028 – Type of Product
9. Game-Based Learning Market - Revenue And Forecasts to 2028 – Service
10. Game-Based Learning Market Revenue And Forecasts to 2028 – Geographical Analysis
11. Impact of Covid-19 Pandemic on Global Game-Based Learning Market
12. Industry Landscape
13. Game-Based Learning Market, Key Company Profiles
14. Appendix
15. List of Tables
16. List of Figures

Additionally, in case you are interested in other topic at the moment, please share your exact requirements with us as apart from our off-the-shelf reports, we also provide customized reports that are prepared keeping in view the clients precise requirements. To let you know, on an annual basis, we publish over 450+ reports across 18 distinct industry verticals.

Contact US:
If you have any queries about this report or would like further information, please contact us:
North America: +1 646 491 9876
Asia-Pacific: +91 20 6727 8686
Email: sales@theinsightpartners.com

ABOUT US:
The Insight Partners is a one stop industry research provider of actionable solutions. We help our clients in getting solutions to their research requirements through our syndicated and consulting research services. We are specialist in industries such as Semiconductor and Electronics, Aerospace and Defense, Automotive and Transportation, Biotechnology, Healthcare IT, Manufacturing and Construction, Medical Device, Technology, Media and Telecommunications, Chemicals and Materials.

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