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Game-based Learning 2017 Global Market Expected to Grow at CAGR 6.47% and Forecast to 2019

11-20-2017 11:37 AM CET | Business, Economy, Finances, Banking & Insurance

Press release from: WiseGuyResearch Consultants Pvt Ltd

/ PR Agency: WiseGuyResearch Consultants Pvt Ltd
Game-based Learning Market

Game-based Learning Market

Game-based Learning Market Analysis And Forecast

About Game-based Learning 
Game-based learning or serious games refer to all digital applications that impart learning through games. Psychological susceptibility of humans to engage in gaming encourages learning while playing games. Game-based learning includes digital products such as e-learning courseware, online audio and video content, social games, and mobile games. It is primarily used in educational institutions, healthcare organizations, and the military. It is also used by corporates for their employee training programs. 

Technavio’s analysts forecast global game-based learning market to grow at a CAGR of 6.47% over the period 2014-2019. 

Covered in this Report 
This report covers the present scenario and the growth prospects of the global game-based learning market for the period 2015-2019. To calculate the market size, the report considers revenue generated from global game-based learning worldwide. 
Technavio's report, Global Game-based Learning Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers North America, APAC, Europe, and ROW; it also covers the global game-based learning market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market. 

Key Regions 
• APAC 
• Europe 
• North Americas 
• ROW 
Key Vendors 
• BreakAway 
• LearningWare 
• Lumos Labs 
• PlayGen.com 
Other Prominent Vendors 
• Corporate Gameware 
• MAK Technologies 
• RallyOn 
• Sava Transmedia 
• Visual Purple 
Market Driver 
• Increased Use of Mobile Educational Games 
• For a full, detailed list, view our report 
Market Challenge 
• Limitations in Commercial Development 
• For a full, detailed list, view our report 
Market Trend 
• Increasing Adoption of Gamification 
• For a full, detailed list, view our report 
Key Questions Answered in this Report 
• What will the market size be in 2019 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?

 

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Table of Contents:

Executive Summary 
02. Scope of the Report 
02.1 Market Overview 
    02.2 Product Offerings 
03. Market Research Methodology 
03.1 Market Research Process 
    03.2 Research Methodology 
04. Introduction 
05. Market Landscape 
    05.1 Market Overview 
    05.2 Market Size and Forecast 
    05.3 Five Forces Analysis 
06. Market Segmentation by Product 
    06.1 Global Game-Based Learning Market by Product 
    06.2 Global Self-Paced Learning Market 
      06.2.1 Market Size and Forecast 
    06.3 Global Institutional Learning Market 
      06.3.1 Market Size and Forecast 
    06.4 Global Corporate Training Market 
      06.4.1 Market Size and Forecast 
07. Geographical Segmentation 
    07.1 Global Game-Based Learning Market Segmentation by Region 2014-2019 
    07.2 Game-Based Learning Market in APAC 
      07.2.1 Market Size and Forecast 
    07.3 Game-Based Learning Market in North America 
      07.3.1 Market Size and Forecast 
    07.4 Game-Based Learning Market in Europe 
      07.4.1 Market Size and Forecast 
    07.5 Game-Based Learning Market in ROW 
      07.5.1 Market Size and Forecast 
08. Buying Criteria 
09. Market Growth Drivers 
10. Drivers and Their Impact 
11. Market Challenges 
12. Impact of Drivers and Challenges 
13. Market Trends 
14. Trends and Their Impact 
15. Vendor Landscape 
    15.1 Competitive Scenario 
    15.2 Market Share Analysis 2014 
    15.3 Other Prominent Vendors 
16. Key Vendor Analysis 
    16.1 BreakAway Games 
      16.1.1 Key Facts 
      16.1.2 Business Overview 
      16.1.3 SWOT Analysis 
    16.2 LearningWare 
      16.2.1 Key Facts 
      16.2.2 Business Overview 
      16.2.3 Product Segmentation 
      16.2.4 SWOT Analysis 
    16.3 Lumos Labs 
      16.3.1 Key Facts 
      16.3.2 Business Overview 
      16.3.3 Business Strategy 
      16.3.4 Recent Developments 
      16.3.5 SWOT Analysis 
    16.4 PlayGen 
      16.4.1 Key Facts 
      16.4.2 Business Overview 
      16.4.3 Services 
      16.4.4 Business Strategy 
      16.4.5 SWOT Analysis 
17. Other Prominent Vendors 
    17.1 Corporate Gameware 
    17.2 Rallyon 
    17.3 Sava Transmedia 
    17.4 Visual Purple 
    17.5 VT MÄK 
18. Other Reports in This Series 
 Continued…….

 

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CONTACT US:

NORAH TRENT

Partner Relations & Marketing Manager

sales@wiseguyreports.com

www.wiseguyreports.com

Ph: +1-646-845-9349 (US)

Ph: +44 208 133 9349 (UK)

ABOUT US:
Wise Guy Reports is part of the Wise Guy Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe. Wise Guy Reports features an exhaustive list of market research reports from hundreds of publishers worldwide. We boast a database spanning virtually every market category and an even more comprehensive collection of market research reports under these categories and sub-categories.

Address:
WISE GUY RESEARCH CONSULTANTS PVT LTD
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