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Global Game-based Learning Industry 2015-2019: Market Analysis and Overview

Global Game-based Learning Market report covers the global game-based learning market landscape and its growth prospects in the coming years.
ReportsnReports | 02.07.2015
Global Game-based Learning Market 2015-2019 is the latest addition to ReportsnReports.com industry research reports collection. The report is about 67 pages and provides 25 Exhibits; the report is published in July-2015.

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

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.

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.

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The 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
Market Challenge: Limitations in Commercial Development
Market Trend: Increasing Adoption of Gamification

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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List of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Global Game-Based Learning Market 2015-2019 ($ millions)
Exhibit 3: Global Game-Based Learning Market Segmentation by Product 2014
Exhibit 4: Global Game-Based Learning Market Segmentation by Product 2019
Exhibit 5: Global Game-Based Learning Market Segmentation by Product 2014-2019 ($ millions)
Exhibit 6: Global Game-Based Learning Market Segmentation by Product 2014-2019
Exhibit 7: Global Self-Paced Learning Market 2014-2019 ($ millions)
Exhibit 8: Global Institutional Learning Market 2014-2019 ($ millions)
Exhibit 9: Global Corporate Training Market 2014-2019 ($ millions)
Exhibit 10: Global Game-Based Learning Market Segmentation by Product 2014-2019 ($ millions)
Exhibit 11: Global Game-Based Learning Market Segmentation by End-User 2014-2019
Exhibit 12: Global Game-Based Learning Market Segmentation by Region 2014-2019 ($ millions)
Exhibit 13: Global Game-Based Learning Market Segmentation by Region 2014-2019 ($ millions)
Exhibit 14: Global Game-Based Learning Market Segmentation by Region 2014-2019 ($ millions)
Exhibit 15: Global Game-Based Learning Market Segmentation by Region 2014-2019
Exhibit 16: Game-Based Learning Market Segmentation in APAC 2014-2019 ($ millions)
Exhibit 17: Game-Based Learning Market Segmentation in North America 2014-2019 ($ millions)
Exhibit 18: Game-Based Learning Market Segmentation in Europe 2014-2019 ($ millions)
Exhibit 19: Game-Based Learning Market Segmentation in ROW 2014-2019 ($ millions)
Exhibit 20: Global Game-Based Learning Market Segmentation by Region 2014-2019 ($ millions)
And more.

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