Press release
K-12 Game-based Learning Market to Witness Huge Growth by 2029 | Kahoot, Quizlet, Prodigy
The Latest Released K-12 Game-based Learning market study has evaluated the future growth potential of K-12 Game-based Learning market and provides information and useful stats on market structure and size. The report is intended to provide market intelligence and strategic insights to help decision-makers take sound investment decisions and identify potential gaps and growth opportunities. Additionally, the report also identifies and analyses changing dynamics, and emerging trends along with essential drivers, challenges, opportunities, and restraints in the K-12 Game-based Learning market. The study includes market share analysis and profiles of players such as Kahoot (Norway), Quizlet (United States), Classcraft (Canada), Nearpod (United States), BrainPOP (United States), Legends of Learning (United States), Minecraft: Education Edition (United States), Prodigy (Canada), Breakout EDU (United States), Classcraft (Canada).If you are a K-12 Game-based Learning manufacturer and would like to check or understand the policy and regulatory proposals, designing clear explanations of the stakes, potential winners and losers, and options for improvement then this article will help you understand the pattern with Impacting Trends. Click To get SAMPLE PDF (Including Full TOC, Table & Figures) https://www.htfmarketintelligence.com/sample-report/global-k-12-game-based-learning-market
According to HTF Market Intelligence, the Global K-12 Game-based Learning market to witness a CAGR of 21.1% during forecast period of 2023-2029. The market is segmented by Application (Pre-Primary, Primary, High School) by Type (Flashcard games, Simulation games, Quiz games, Puzzles, Others) and by Geography (North America, South America, Europe, Asia Pacific, MEA).
Definition:
Game-based learning in K-12 education refers to the use of digital or non-digital games to facilitate learning among students. Game-based learning can be used to teach a variety of subjects, from math and science to social studies and language arts.In game-based learning, the game itself is used as a teaching tool. Students play the game while learning, and the game's mechanics, story, and challenges are designed to help them master specific learning objectives. This approach to education can be engaging, interactive, and fun for students, making it an effective way to keep them motivated and interested in their studies.
Revenue and Sales Estimation - Historical Revenue and sales volume are presented and further data is triangulated with top-down and bottom-up approaches to forecast complete market size and to estimate forecast numbers for key regions covered in the report along with classified and well-recognized Types and end-use industry.
SWOT Analysis on K-12 Game-based Learning Players
In addition to Market Share analysis of players, in-depth profiling, product/service, and business overview, the study also concentrates on BCG matrix, heat map analysis, FPNV positioning along with SWOT analysis to better correlate market competitiveness.
Demand from top-notch companies and government agencies is expected to rise as they seek more information on the latest scenario. Check the Demand Determinants section for more information.
Regulation Analysis
• Local System and Other Regulation: Regional variations in Laws for the use of K-12 Game-based Learning
• Regulation and its Implications
• Other Compliances
Have Any Query? Ask Our Expert @: https://www.htfmarketintelligence.com/enquiry-before-buy/global-k-12-game-based-learning-market
FIVE FORCES & PESTLE ANALYSIS:
In order to better understand market conditions five forces analysis is conducted that includes the Bargaining power of buyers, Bargaining power of suppliers, Threat of new entrants, Threat of substitutes, and Threat of rivalry.
• Political (Political policy and stability as well as trade, fiscal, and taxation policies)
• Economical (Interest rates, employment or unemployment rates, raw material costs, and foreign exchange rates)
• Social (Changing family demographics, education levels, cultural trends, attitude changes, and changes in lifestyles)
• Technological (Changes in digital or mobile technology, automation, research, and development)
• Legal (Employment legislation, consumer law, health, and safety, international as well as trade regulation and restrictions)
• Environmental (Climate, recycling procedures, carbon footprint, waste disposal, and sustainability)
Book Latest Edition of K-12 Game-based Learning Market Study @ https://www.htfmarketintelligence.com/buy-now?format=3&report=2329
Heat map Analysis, 3-Year Financial and Detailed Company Profiles of Key & Emerging Players: Kahoot (Norway), Quizlet (United States), Classcraft (Canada), Nearpod (United States), BrainPOP (United States), Legends of Learning (United States), Minecraft: Education Edition (United States), Prodigy (Canada), Breakout EDU (United States), Classcraft (Canada).
Geographically, the following regions together with the listed national/local markets are fully investigated:
• APAC (Japan, China, South Korea, Australia, India, and the Rest of APAC; the Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
• Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
• North America (U.S., Canada, and Mexico)
• South America (Brazil, Chile, Argentina, Rest of South America)
• MEA (Saudi Arabia, UAE, South Africa)
Some Extracts from K-12 Game-based Learning Market Study Table of Content
K-12 Game-based Learning Market Size (Sales) Market Share by Type (Product Category) [Flashcard games, Simulation games, Quiz games, Puzzles, Others] in 2023
K-12 Game-based Learning Market by Application/End Users [Pre-Primary, Primary, High School]
Global K-12 Game-based Learning Sales and Growth Rate (2019-2029)
K-12 Game-based Learning Competition by Players/Suppliers, Region, Type, and Application
K-12 Game-based Learning (Volume, Value, and Sales Price) table defined for each geographic region defined.
Supply Chain, Sourcing Strategy and Downstream Buyers, Industrial Chain Analysis
........and view more in complete table of Contents
Check it Out Complete Details os Report @ https://www.htfmarketintelligence.com/report/global-k-12-game-based-learning-market
Thanks for reading this article; you can also get individual chapter-wise sections or region-wise reports like Balkan, China-based, North America, Europe, or Southeast Asia.
Contact Us :
Craig Francis (PR & Marketing Manager)
HTF Market Intelligence Consulting Private Limited
Phone: +1 434 322 0091
sales@htfmarketintelligence.com
About Us:
HTF Market Intelligence is a leading market research company providing end-to-end syndicated and custom market reports, consulting services, and insightful information across the globe. HTF MI integrates History, Trends, and Forecasts to identify the highest value opportunities, cope with the most critical business challenges and transform the businesses. Analysts at HTF MI focuses on comprehending the unique needs of each client to deliver insights that are most suited to his particular requirements.
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