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2017-2022 K-12 Game-based Learning Report on Global and United States Market, Status and Forecast, by Players, Types and Applications

08-29-2017 01:30 PM CET | IT, New Media & Software

Press release from: GlobalQyResearch.com

2017-2022 K-12 Game-based Learning Report on Global and United

This report studies the K-12 Game-based Learning market status and outlook of global and major regions, from angles of players, regions, product and end Application/industries; this report analyzes the top players in global and major regions, and splits the K-12 Game-based Learning market by product and Application/end industries.

The global K-12 Game-based Learning market is valued at XX million USD in 2016 and is expected to reach XX million USD by the end of 2022, growing at a CAGR of XX% between 2016 and 2022.

The Asia-Pacific will occupy for more market share in following years, especially in China, also fast-growing India and Southeast Asia regions.

United States will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of K-12 Game-based Learning.

EU also play important roles in global market, with market size of xx million USD in 2016 and will be xx million USD in 2022, with a CAGR of XX.

Download Sample Report Copy From Here: http://globalqyresearch.com/download-sample/262595

The major players in global market include
GlassLab
Microsoft
Osmo
PlayGen
Banzai Labs
BrainQuake
Filament Games
Gameloft
ICivics
Infinite Dreams
Schell Games

Geographically, this report split global into several key Regions, with, revenue (million USD), market share and growth rate of K-12 Game-based Learning for these regions, from 2012 to 2022 (forecast)
United States
EU
Japan
China
India
Southeast Asia

On the basis of product, the K-12 Game-based Learning market is primarily split into
Subject-specific games
Language learning games

On the basis on the end users/Application, this report covers
Middle school level
High school level
Elementary school level

Table of Contents

1 Industry Overview
1.1 K-12 Game-based Learning Market Overview
1.1.1 K-12 Game-based Learning Product Scope
1.1.2 Market Status and Outlook
1.2 Global K-12 Game-based Learning Market Size and Analysis by Regions (2012-2017)
1.2.1 United States K-12 Game-based Learning Market Status and Outlook
1.2.2 EU K-12 Game-based Learning Market Status and Outlook
1.2.3 Japan K-12 Game-based Learning Market Status and Outlook
1.2.4 China K-12 Game-based Learning Market Status and Outlook
1.2.5 India K-12 Game-based Learning Market Status and Outlook
1.2.6 Southeast Asia K-12 Game-based Learning Market Status and Outlook
1.3 Classification of K-12 Game-based Learning by Product
1.3.1 Global K-12 Game-based Learning Revenue (Million USD) and Growth (%) Comparison by Product (2012-2022)
1.3.2 Global K-12 Game-based Learning Revenue (Million USD) Market Share (%) by Product in 2016
1.3.3 Subject-specific games
1.3.4 Language learning games
1.4 K-12 Game-based Learning Market by End Users/Application
1.4.1 Middle school level
1.4.2 High school level
1.4.3 Elementary school level
2 Global K-12 Game-based Learning Competition Analysis by Players
2.1 Global K-12 Game-based Learning Market Size (Million USD) by Players (2012-2017)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future
3 Company (Top Players) Profiles and Key Data
3.1 GlassLab
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 GlassLab K-12 Game-based Learning Revenue (Million USD) (2012-2017)
3.1.5 Recent Developments
3.2 Microsoft
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Microsoft K-12 Game-based Learning Revenue (Million USD) (2012-2017)
3.2.5 Recent Developments
3.3 Osmo
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 Osmo K-12 Game-based Learning Revenue (Million USD) (2012-2017)
3.3.5 Recent Developments
3.4 PlayGen
3.4.1 Company Profile
3.4.2 Main Business/Business Overview
3.4.3 Products, Services and Solutions
3.4.4 PlayGen K-12 Game-based Learning Revenue (Million USD) (2012-2017)
3.4.5 Recent Developments
3.5 Banzai Labs
3.5.1 Company Profile
3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 Banzai Labs K-12 Game-based Learning Revenue (Million USD) (2012-2017)
3.5.5 Recent Developments
3.6 BrainQuake
3.6.1 Company Profile
3.6.2 Main Business/Business Overview
3.6.3 Products, Services and Solutions
3.6.4 BrainQuake K-12 Game-based Learning Revenue (Million USD) (2012-2017)
3.6.5 Recent Developments
3.7 Filament Games
3.7.1 Company Profile
3.7.2 Main Business/Business Overview
3.7.3 Products, Services and Solutions
3.7.4 Filament Games K-12 Game-based Learning Revenue (Million USD) (2012-2017)
3.7.5 Recent Developments
3.8 Gameloft
3.8.1 Company Profile
3.8.2 Main Business/Business Overview
3.8.3 Products, Services and Solutions
3.8.4 Gameloft K-12 Game-based Learning Revenue (Million USD) (2012-2017)
3.8.5 Recent Developments
3.9 ICivics
3.9.1 Company Profile
3.9.2 Main Business/Business Overview
3.9.3 Products, Services and Solutions
3.9.4 ICivics K-12 Game-based Learning Revenue (Million USD) (2012-2017)
3.9.5 Recent Developments
3.10 Infinite Dreams
3.10.1 Company Profile
3.10.2 Main Business/Business Overview
3.10.3 Products, Services and Solutions
3.10.4 Infinite Dreams K-12 Game-based Learning Revenue (Million USD) (2012-2017)
3.10.5 Recent Developments
3.11 Schell Games
4 Global K-12 Game-based Learning Market Size by Product and Application (2012-2017)
4.1 Global K-12 Game-based Learning Market Size by Product (2012-2017)
4.2 Global K-12 Game-based Learning Market Size by Application (2012-2017)
4.3 Potential Application of K-12 Game-based Learning in Future
4.4 Top Consumer / End Users of K-12 Game-based Learning
5 United States K-12 Game-based Learning Development Status and Outlook
5.1 United States K-12 Game-based Learning Market Size (2012-2017)
5.2 United States K-12 Game-based Learning Market Size and Market Share by Players (2012-2017)
5.3 United States K-12 Game-based Learning Market Size by Application (2012-2017)
6 EU K-12 Game-based Learning Development Status and Outlook
6.1 EU K-12 Game-based Learning Market Size (2012-2017)
6.2 EU K-12 Game-based Learning Market Size and Market Share by Players (2012-2017)
6.3 EU K-12 Game-based Learning Market Size by Application (2012-2017)
7 Japan K-12 Game-based Learning Development Status and Outlook
7.1 Japan K-12 Game-based Learning Market Size (2012-2017)
7.2 Japan K-12 Game-based Learning Market Size and Market Share by Players (2012-2017)
7.3 Japan K-12 Game-based Learning Market Size by Application (2012-2017)
8 China K-12 Game-based Learning Development Status and Outlook
8.1 China K-12 Game-based Learning Market Size and Forecast (2012-2017)
8.2 China K-12 Game-based Learning Market Size and Market Share by Players (2012-2017)
8.3 China K-12 Game-based Learning Market Size by Application (2012-2017)
9 India K-12 Game-based Learning Development Status and Outlook
9.1 India K-12 Game-based Learning Market Size and Forecast (2012-2017)
9.2 India K-12 Game-based Learning Market Size and Market Share by Players (2012-2017)
9.3 India K-12 Game-based Learning Market Size by Application (2012-2017)
10 Southeast Asia K-12 Game-based Learning Development Status and Outlook
10.1 Southeast Asia K-12 Game-based Learning Market Size and Forecast (2012-2017)
10.2 Southeast Asia K-12 Game-based Learning Market Size and Market Share by Players (2012-2017)
10.3 Southeast Asia K-12 Game-based Learning Market Size by Application (2012-2017)
11 Market Forecast by Regions, Product and Application (2017-2022)
11.1 Global K-12 Game-based Learning Market Size (Million USD) by Regions (2017-2022)
11.1.1 United States K-12 Game-based Learning Revenue and Growth Rate (2017-2022)
11.1.2 EU K-12 Game-based Learning Revenue and Growth Rate (2017-2022)
11.1.3 China K-12 Game-based Learning Revenue and Growth Rate (2017-2022)
11.1.4 Japan K-12 Game-based Learning Revenue and Growth Rate (2017-2022)
11.1.5 Southeast Asia K-12 Game-based Learning Revenue and Growth Rate (2017-2022)
11.1.6 India K-12 Game-based Learning Revenue and Growth Rate (2017-2022)
11.2 Global K-12 Game-based Learning Market Size by Application (2017-2022)
11.3 Global K-12 Game-based Learning Market Size by Product (2017-2022)
12 K-12 Game-based Learning Market Dynamics
12.1 K-12 Game-based Learning Market Opportunities
12.2 K-12 Game-based Learning Challenge and Risk
12.2.1 Competition from Opponents
12.2.2 Downside Risks of Economy
12.3 K-12 Game-based Learning Market Constraints and Threat
12.3.1 Threat from Substitute
12.3.2 Government Policy
12.3.3 Technology Risks
12.4 K-12 Game-based Learning Market Driving Force
12.4.1 Growing Demand from Emerging Markets
12.4.2 Potential Application
13 Market Effect Factors Analysis
13.1 Technology Progress/Risk
13.1.1 Substitutes
13.1.2 Technology Progress in Related Industry
13.2 Consumer Needs Trend/Customer Preference
13.3 External Environmental Change
13.3.1 Economic Fluctuations
13.3.2 Other Risk Factors
14 Research Finding /Conclusion
15 Methodology and Data Source
15.1 Methodology/Research Approach
15.1.1 Research Programs/Design
15.1.2 Market Size Estimation
15.1.3 Market Breakdown and Data Triangulation
15.2 Data Source
15.2.1 Secondary Sources
15.2.2 Primary Sources
15.3 Disclaimer
15.4 Author List

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