TechNavio's analysts forecast the Mobile Edugame market in North America to grow at a CAGR of 17.22 percent over the period 2012-2016. One of the key factors contributing to this market growth is the increasing development initiatives of enterprises. The Mobile Edugame market in North America has also been witnessing an increasing focus on health. However, maintaining high growth levels could pose a challenge to the growth of this market.
TechNavio's report, Mobile Edugame Market in North America 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report focuses on the North America region; it covers the Mobile Edugame market in North America landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.
The key vendors dominating this space are Glu Mobile Inc., InViVo Communications Inc., Lumos Labs Inc., and Nintendo Co. Ltd.
The other vendors mentioned in the report are Pfizer Inc., Sanofi S.A., HealthTap Inc., Posit Science Corp., Dakim Inc., CogniFit Ltd., Scientific Learning Corp., and Vivity Labs Inc.
Key questions answered in this report:
What will the market size be in 2016 and what will be the growth rate?
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 each of these key vendors?
01. Executive Summary
02. List of Abbreviations
03. Introduction
04. Research Methodology
05. Scope of the Report
Market Overview
Product Offerings
06. Market Landscape
06.1 Market Size and Forecast
06.2 Market Structure
06.3 Market Segmentation
06.4 Mobile Edugames Market in North America Size and Forecast
06.5 End-user Segmentation
06.6 Five Forces Analysis
07. Country-wise Segmentation
07.1 Mobile Edugames Market in the US Size and Forecast
07.2 Mobile Edugames Market in Canada Size and Forecast
10. Vendor Landscape
11. Buying Criteria
12. Market Growth Drivers
13. Drivers and their Impact
14. Market Challenges
15. Impact of Drivers and Challenges
16. Market Trends
17. Key Vendor Analysis
17.1 Glu Mobile Inc.
Business Overview
SWOT Analysis
17.2 InViVo Communications Inc.
Business Overview
SWOT Analysis
17.3 Lumos Labs Inc..
Business Overview
SWOT Analysis
17.4 Nintendo Co. Ltd.
Business Overview
SWOT Analysis
18. Other Reports in this Series
List of Exhibits
Exhibit 1: Edugame-based Learning Market in North America 2012-2016 (US$ million)
Exhibit 2: Game-based Learning Market in North America by Macro Area-wise Segmentation 2012
Exhibit 3: Game-based Learning Market in North America by Macro Area Segmentation (percent)
Exhibit 4: Game-based Learning Market in North America by Macro Area Segmentation (US$ million)
Exhibit 5: Mobile Edugames Market in North America 2012-2016 (US$ million)
Exhibit 6: Mobile Edugames market in North America by End-user Segmentation 2012
Exhibit 7: Mobile Edugames Market in North America by Country-wise Segmentation 2012
Exhibit 8: Mobile Edugames Market in North America by Country-wise Segmentation (percent)
Exhibit 9: Mobile Edugames Market in North America by Country-wise Segmentation (US$ million)
Exhibit 10: Mobile Edugames Market in the US 2012-2016 (US$ million)
Exhibit 11: Mobile Edugames Market in Canada 2012-2016 (US$ million)
Exhibit 12: Broadband Subscribers in the US per 100 Residents 2012–2016
Exhibit 13: Broadband Subscribers in Canada per 100 Residents 2012–2016
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