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Global k-12 game-based learning market to grow at a CAGR of 27.55% during the period 2017-2021

09-01-2017 11:59 AM CET | IT, New Media & Software

Press release from: MarketResearchReports.biz

Global k-12 game-based learning market to grow at a CAGR of 27.55%

MarketResearchReports.Biz presents this most up-to-date research on "global k-12 game-based learning market to grow at a CAGR of 27.55% during the period 2017-2021"

View Full Report at:https://www.marketresearchreports.biz/reports/1307175/global-k-game-based-learning-market-research-reports

Description

Game-based learning connects educational content with a computer or video games and is used by students interested in subjects, including STEM, language learning, and social sciences. It has been designed to balance subject matter with gameplay, having certain defined learning outcomes. Game-based learning helps the students learn in an immersive and engaging environment. Moreover, it aids the educators in motivating the learners to perform and understand complex topics with ease in limited time.

Technavios analysts forecast the global k-12 game-based learning market to grow at a CAGR of 27.55% during the period 2017-2021.

Covered in this report
The report covers the present scenario and the growth prospects of the global k-12 game-based learning market for 2017-2021. To calculate the market size, the report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

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

Technavio's report, Global K-12 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
GlassLab
Microsoft
Osmo
PlayGen

Other prominent vendors
Banzai Labs
BrainQuake
Filament Games
Gameloft
iCivics
Infinite Dreams
Schell Games

Request Sample Copy of This Report at: https://www.marketresearchreports.biz/sample/sample/1307175

Market driver
Surging investments from venture capitalists
For a full, detailed list, view our report

Market challenge
Less content-curriculum integration
For a full, detailed list, view our report

Market trend
Emergence of visual technologies like AR and VR
For a full, detailed list, view our report

Key questions answered in this report
What will the market size be in 2020 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?

Table of Contents

PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research methodology
PART 04: Introduction
Global education technology market
PART 05: Market landscape
Global K-12 game-based learning market
Five forces analysis
PART 06: Geographical segmentation
Global K-12 game-based learning market by geography
K-12 game-based learning market in North America
K-12 game-based learning market in Europe
K-12 game-based learning market in APAC
K-12 game-based learning market in ROW
PART 07: Market segmentation by school level
Global K-12 game-based learning by school level
Global K-12 game-based learning market for middle school level
Global K-12 game-based learning market for high school level
Global K-12 game-based learning market for elementary school level
PART 08: Market segmentation by product
Global K-12 game-based learning market by product
Global K-12 game-based learning market by subject-specific games
Global K-12 game-based learning market by language learning games
Global K-12 game-based learning market by others
PART 09: Decision framework
PART 10: Drivers and challenges
Market drivers
Market challenges
PART 11: Market trends
Emergence of visual technologies like AR and VR
Surging demand for IoT and wearable devices
Growing importance of personalized and adaptive learning

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PART 12: Vendor landscape
Competitive scenario
Competitive benchmarking
PART 13: Key vendor analysis
GlassLab
Microsoft
Osmo
PlayGen
PART 14: Other prominent vendors
PART 15: Appendix
List of abbreviations

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