Press release
K-12 Game-based Learning Global Market Top Key Players – GlassLab, Microsoft, Osmo, PlayGen, BrainQuake - Analysis and Forecast to 2021
K-12 Game-based Learning Market 2017Game-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.
The 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
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The 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
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?
Complete Report Details @ https://www.wiseguyreports.com/reports/1930729-global-k-12-game-based-learning-market-2017-2021
Table of Contents – Key Points Analysis
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
..…..Continued
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