About Game-based Learning Game-based learning or serious game refers to all digital applications that are developed to impart learning through games. This encourages learning in players by taking advantage of the psychological susceptibility of humans to engage in gaming. Game-based learning includes digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. It is mainly used in educational institutions, healthcare organizations, and defense organizations. It is also used in employee training programs in corporate business houses. TechNavio's analysts forecast the Global Game-based Learning market to grow at a CAGR of 8.49 percent over the period 2013-2018. Covered in this Report The report covers the present scenario and the growth prospects of the Global Game-based Learning market for the period 2014-2018. To calculate the market size, the report covers the revenue generated from the following: individual consumers, Prek-12, government organizations, healthcare facilities, corporates, non-government organizations (NGOs), and non-profit organizations. TechNavio's report, the Global Game-based Learning Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from... Research Beam Model: Research Beam Product ID: 150040 2500 USD New
Global Game-based Learning Market 2014-2018
 
 

Global Game-based Learning Market 2014-2018

  • Category : ICT & Media
  • Published On : November   2014
  • Pages : 66
  • Publisher : Technavio
 
 
 
About Game-based Learning
Game-based learning or serious game refers to all digital applications that are developed to impart learning through games. This encourages learning in players by taking advantage of the psychological susceptibility of humans to engage in gaming. Game-based learning includes digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. It is mainly used in educational institutions, healthcare organizations, and defense organizations. It is also used in employee training programs in corporate business houses.
TechNavio's analysts forecast the Global Game-based Learning market to grow at a CAGR of 8.49 percent over the period 2013-2018.
Covered in this Report
The report covers the present scenario and the growth prospects of the Global Game-based Learning market for the period 2014-2018. To calculate the market size, the report covers the revenue generated from the following: individual consumers, Prek-12, government organizations, healthcare facilities, corporates, non-government organizations (NGOs), and non-profit organizations.
TechNavio's report, the Global Game-based Learning Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. It covers the Global Game-based Learning market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.
Key Vendors
• BreakAway
• LearningWare
• Lumos Labs
• PlayGen.com
Other Prominent Vendors

• Corporate Internet Games
• Games2Train
• HealthTap
• MAK Technologies
• mbagames
• Management Possible/i2i Workforce LLC
• Monte Cristo
• Ninth House Networks/Personnel Decisions International
• RallyOn
• SCVNGR
• SimuLearn
• Transmedia
• Visual Purple
• Will Interactive
Market Driver
• Growing Usage of Mobile-based Edugames
• For a full, detailed list, view our report
Market Challenge
• Limitation in Commercial Development
• For a full, detailed list, view our report
Market Trend
• Increased Adoption of Gamification
• For a full, detailed list, view our report
Key Questions Answered in this Report
• What will the market size be in 2018 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?
01. Executive Summary
02. List of Abbreviations
03. Scope of the Report
03.1 Market Overview
Market Overview
03.2 Product Offerings
04. Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology
05. Introduction
06. Market Landscape
06.1 Market Overview
06.2 Market Size and Forecast
06.3 Five Forces Analysis
07. Market Segmentation by End-users
07.1 Global Game-based Learning Market by End-users 2013
07.2 Global Game-based Learning Market by Consumers
07.2.1 Market Size and Forecast
07.3 Global Game-based Learning Market by Prek-12
07.3.1 Market Size and Forecast
07.4 Global Game-based Learning Market by Government
07.4.1 Market Size and Forecast
07.5 Global Game-based Learning Market by Healthcare
07.5.1 Market Size and Forecast
07.6 Global Game-based Learning Market by Corporate
07.6.1 Market Size and Forecast
07.7 Global Game-based Learning Market by NGOs and Non-Profit Organizations
07.7.1 Market Size and Forecast
07.8 Global Game-based Learning Market by Higher Education
07.8.1 Market Size and Forecast
08. Geographical Segmentation
08.1 Global Game-based Learning Market by Geographical Segmentation 2013
08.2 Game-based Learning Market in the APAC Region
08.2.1 Market Size and Forecast
08.3 Game-based Learning Market in North America
08.3.1 Market Size and Forecast
08.4 Game-based Learning Market in Latin America
08.4.1 Market Size and Forecast
08.5 Game-based Learning Market in the EMEA Region
08.6 Game-based Learning Market in Western Europe
08.6.1 Market Size and Forecast
08.7 Game-based Learning Market in Eastern Europe
08.7.1 Market Size and Forecast
08.8 Game-based Learning Market in MEA
08.8.1 Market Size and Forecast
09. Key Leading Countries
09.1 US
09.2 Japan
09.3 South Korea
10. Buying Criteria
11. Market Growth Drivers
12. Drivers and their Impact
13. Market Challenges
14. Impact of Drivers and Challenges
15. Market Trends
16. Trends and their Impact
17. Vendor Landscape
17.1 Competitive Scenario
17.2 Market Share Analysis 2013
17.3 Other Prominent Vendors
18. Key Vendor Analysis
18.1 BreakAway
18.1.1 Key Facts
18.1.2 Business Overview
18.1.3 SWOT Analysis
18.2 LearningWare
18.2.1 Key Facts
18.2.2 Business Overview
18.2.3 Product Segmentation
18.2.4 SWOT Analysis
18.3 Lumos Labs
18.3.1 Key Facts
18.3.2 Business Overview
18.3.3 Business Strategy
18.3.4 Recent Developments
18.3.5 SWOT Analysis
18.4 PlayGen
18.4.1 Key Facts
18.4.2 Business Overview
18.4.3 Services
18.4.4 Business Strategy
18.4.5 SWOT Analysis



List of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Global Game-based Learning Market US$ million (2014-2018)
Exhibit 3: Global Game-based Learning Market by End-users 2013
Exhibit 4: Global Game-based Learning Market by Consumers US$ million (2013-2018)
Exhibit 5: Global Game-based Learning Market by Prek-12 US$ million (2013-2018)
Exhibit 6: Global Game-based Learning Market by Government US$ million (2013-2018)
Exhibit 7: Global Game-based Learning Market by Healthcare US$ million (2013-2018)
Exhibit 8: Global Game-based Learning Market by Corporate US$ millions (2013-2018)
Exhibit 9: Global Game-based Learning Market by NGOs and Non-Profit Organizations US$ million (2013-2018)
Exhibit 10: Global Game-based Learning Market by Higher Education US$ millions (2013-2018)
Exhibit 11: Global Game-based Learning Market by Geographical Segmentation 2013
Exhibit 12: Game-based Learning Market in the APAC Region US$ million (2013-2018)
Exhibit 13: Game-based Learning Market in North America US$ million (2013-2018)
Exhibit 14: Game-based Learning Market in Latin America US$ million (2013-2018)
Exhibit 15: Game-based Learning Market in Western Europe US$ million (2013-2018)
Exhibit 16: Game-based Learning Market in Eastern Europe US$ million (2013-2018)
Exhibit 17: Game-based Learning Market in MEA US$ million (2013-2018)
Exhibit 18: LearningWare: Product Segmentation 2013
Exhibit 19: PlayGen: Services



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