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Global Corporate Game-Based Learning Market 2017-2021- report by MRH

04-12-2017 01:14 PM CET | Business, Economy, Finances, Banking & Insurance

Press release from: Industry Research Reports

Market Research Hub

Market Research Hub

Game -based learning or serious games refer to all digital applications that are developed to impart learning through games. This encourages learning in players by sharpening their psychological receptivity when engaged in gaming. Game-based learning utilizes various digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. The game-based learning products and services are increasingly demanded by the organizations as they provide learning integrated with game elements. The penetration of mobile devices in workplaces is playing a critical role in the adoption of game-based learning, as learners can independently play games while acquiring knowledge.

Ask For a Sample Report: http://www.marketresearchhub.com/enquiry.php?type=S&repid=1059733

Technavios analysts forecast the global corporate game-based learning market to grow at a CAGR of 11.68% during the period 2017-2021.

Covered in this report
The report covers the present scenario and the growth prospects of the global corporate game-based learning market for 2017-2021. To calculate the market size, the report provides actionable intelligence alongside the market size of various segments. To detail the major factors influencing the market (drivers, opportunities, industry-specific challenges, and other critical issues) and to track the competitive landscape of the market.

The market is divided into the following segments based on geography:
APAC
Europe
North America
ROW

Technavio's report, Global Corporate Game Based Learning Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
BreakAway Games
G-Cube
Growth Engineering
PlayGen

Other prominent vendors
Gamelearn
Indusgeeks Solutions
mLevel
StratBeans Consulting
Wrainb

Market driver
Increased employee engagement during training.
For a full, detailed list, view our report

Market challenge
Threat from open source tools.
For a full, detailed list, view our report

Market trend
Analytical applications in game-based learning.
For a full, detailed list, view our report

Key questions answered in this report
What will the market size be in 2021 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors?

Browse Full Report with TOC: http://www.marketresearchhub.com/report/global-corporate-game-based-learning-market-2017-2021-report.html

You can request one free hour of our analysts time when you purchase this market report. Details are provided within the report.

About Market Research Hub:
Market Research Hub (MRH) is a next-generation reseller of research reports and analysis. MRH’s expansive collection of market research reports has been carefully curated to help key personnel and decision makers across industry verticals to clearly visualize their operating environment and take strategic steps.

MRH functions as an integrated platform for the following products and services: Objective and sound market forecasts, qualitative and quantitative analysis, incisive insight into defining industry trends, and market share estimates. Our reputation lies in delivering value and world-class capabilities to our clients.

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