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Game-Based Learning Market Growth Opportunities During 2022-2028 | BreakAway Games, Filament Games, LearningWare

08-23-2022 11:22 AM CET | Science & Education

Press release from: A2Z Market Research

Game-Based Learning Market Growth Opportunities During

Game-based learning refers to borrowing certain game principles and applying them to real-world environments to engage users. The motivational psychology of play-based learning enables students to engage with educational materials in a playful and dynamic way.

Technological advancements in gaming sectors such as the incorporation of artificial intelligence (AI), augmented reality (AR) and the release of 5G along with the advent of unlimited data plans are some factors driving the growth of the game-based learning market. In addition, the increase in smartphones and internet penetration are driving the market growth worldwide.

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Game-Based Learning Market research is an intelligence report with meticulous efforts undertaken to study the right and valuable information. The data which has been looked upon is done considering both, the existing top players and the upcoming competitors. The Game-Based Learning Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others.

Top Companies Profiled in this report are:
BreakAway Games, Filament Games, LearningWare, Playgen, Tangible Play, Toolwire,

Business strategies of the key players and the new entering market industries are studied in detail. Well explained SWOT analysis, revenue share and contact information are shared in this report analysis.

Various factors are responsible for the market's growth trajectory, which are studied at length in the report. In addition, the report lists down the restraints that are posing threat to the global Game-Based Learning market. The influence of the latest government guidelines is also analyzed in detail in the report. It studies the Game-Based Learning market's trajectory between forecast periods.

Global Game-Based Learning Market Segmentation:
Market Segmentation: By Type
Knowledge and skill-based games
Cognitive ability-based games

Market Segmentation: By Application
Academic
Non-academic

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Regions Covered in the Global Game-Based Learning Market Report 2022:
• The Middle East and Africa (GCC Countries and Egypt)
• North America (the United States, Mexico, and Canada)
• South America (Brazil etc.)
• Europe (Turkey, Germany, Russia UK, Italy, France, etc.)
• Asia-Pacific (Vietnam, China, Malaysia, Japan, Philippines, Korea, Thailand, India, Indonesia, and Australia)

The report answers questions such as:

What is the market size and forecast of the Global Game-Based Learning Market?
What are the inhibiting factors and impact of COVID-19 shaping the Global Game-Based Learning Market during the forecast period?
Which are the products/segments/applications/areas to invest in over the forecast period in the Global Game-Based Learning Market?
What is the competitive strategic window for opportunities in the Global Game-Based Learning Market?
What are the technology trends and regulatory frameworks in the Global Game-Based Learning Market?
What is the market share of the leading vendors in the Global Game-Based Learning Market?
What modes and strategic moves are considered suitable for entering the Global Game-Based Learning Market?

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