Game-based learning is a task to keep the trainees and students engaged or motivated throughout the training or learning sessions in traditional classroom based training. Within the environment of game based learning, a goal is selected and it is achieved by choosing actions and experiencing the consequences of those actions along the way. In this process, the students or trainees get engaged and practice behaviours along with thought processes that can be easily transferred from simulated environment to real life.
2. Global Game-Based Learning Market – Forecasts from 2017 to 2022
DESCRIPTION
Game-based learning is a task to keep the trainees and students engaged or motivated
throughout the training or learning sessions in traditional classroom based training.
Within the environment of game based learning, a goal is selected and it is achieved by
choosing actions and experiencing the consequences of those actions along the way. In
this process, the students or trainees get engaged and practice behaviours along with
thought processes that can be easily transferred from simulated environment to real
life.
Market Outlook
The major factor driving the global game based learning market is ongoing
technological advancement coupled with rising adoption of technology in education
sector. Moreover, increase in use of mobile educational games and continuous launch of
game based learning software do enhance the market growth significantly. Rise in
spending by institutes for better leaning and modernization of educational institute’s
further augment the market growth. Increase in adoption of gamification provides
opportunities for future growth. However, factors like limitation in commercial
development and high initial cost do hamper the market growth.
Geographic Outlook
Geographically, North America is expected to drive the market on account of high speed
innovation and expansion of sectors like banking, IT and healthcare. Moreover, North
America is home to many leading players which further augment the market growth.
Research Methodology
Firstly, the report provides a brief introduction of the market and deals with detailed
research methodology for calculating market size and forecasts, secondary data sources
used and the primary inputs which were taken for data validation. This section also
outlines various segmentations which have been covered as part of the report.
3. Global Game-Based Learning Market – Forecasts from 2017 to 2022
Market Dynamics
Next, the section provides comprehensive market dynamics through an overview
section along with growth drivers, challenges, and opportunities which exist in the
current market. This section of the report also provides supplier and industry outlook
as a whole; key industry, global and regional regulations which are determining the
market growth and a brief technological aspect of Game Based Learning. Complete
industry analysis has also been covered by Porter’s five forces model as a part of this
report section.
Segmentation
Thirdly, Game Based Learning Market has been segmented on the basis of product and
geography as follows:
By Product
oSelf-Paced Learning
oInstitutional Learning
oCorporate Training
By Geography
oAmericas
North America
South America
oEurope Middle East and Africa
Europe
Middle East and Africa
oAsia Pacific
Market Players
Finally, competitive intelligence section deals with major players in the market, their
market shares, growth strategies, products, financials, and recent investments among
others. Key industry players profiled as part of this section are Playgen.com, Lumos
Labs, BreakAway Games, Max Technology, and LearningWare, Inc.
4. Global Game-Based Learning Market – Forecasts from 2017 to 2022
TABLE OF CONTENTS
1. Introduction
2. Research Methodology
3. Executive Summary
4. Market Dynamics
4.1. Market Overview and Segmentations
4.2. Drivers
4.3. Restraints
4.4. Opportunities
4.5. Supplier Outlook
4.6. Industry Outlook
4.7. Porter’s 5 Forces Analysis
4.8. Industry Value Chain Analysis
4.9. Industry Regulations
4.10. Scenario Analysis
5. Global Game-based Learning Market Forecast by Product (US$ billion)
5.1. Self-Paced Learning
5.2. Institutional Learning
5.3. Corporate Training
6. Global Game-based Learning Market Forecast by Geography (US$ billion)
6.1. Americas
6.1.1. North America
6.1.2. South America
6.2. Europe Middle East and Africa
6.2.1. Europe
6.2.2. Middle East and Africa
6.3. Asia Pacific
7. Competitive Intelligence
7.1. Market Share of Key Players
7.2. Investment Analysis
7.3. Recent Deals
7.4. Strategies of Key Players
5. Global Game-Based Learning Market – Forecasts from 2017 to 2022
8. Company Profiles
8.1. Playgen.com
8.2. Lumos Labs
8.3. BreakAway Games
8.4. Max Technology
8.5. LearningWare, Inc.
6. Global Game-Based Learning Market – Forecasts from 2017 to 2022
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