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Global Game-based Learning Market 2015-2019

  • July 2015
  • -
  • Infiniti Research Limited
  • -
  • 67 pages

About Game-based Learning
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.
Technavio’s analysts forecast global game-based learning market to grow at a CAGR of 6.47% over the period 2014-2019.

Covered in this Report
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.
Technavio's 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
• For a full, detailed list, view our report

Market Challenge
• Limitations in Commercial Development
• For a full, detailed list, view our report

Market Trend
• Increasing Adoption of Gamification
• For a full, detailed list, view our report

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?

Table Of Contents

Global Game-based Learning Market 2015-2019
01. Executive Summary
02. Scope of the Report
02.1 Market Overview
02.2 Product Offerings
03. Market Research Methodology
03.1 Market Research Process
03.2 Research Methodology
04. Introduction
05. Market Landscape
05.1 Market Overview
05.2 Market Size and Forecast
05.3 Five Forces Analysis
06. Market Segmentation by Product
06.1 Global Game-Based Learning Market by Product
06.2 Global Self-Paced Learning Market
06.2.1 Market Size and Forecast
06.3 Global Institutional Learning Market
06.3.1 Market Size and Forecast
06.4 Global Corporate Training Market
06.4.1 Market Size and Forecast
07. Geographical Segmentation
07.1 Global Game-Based Learning Market Segmentation by Region 2014-2019
07.2 Game-Based Learning Market in APAC
07.2.1 Market Size and Forecast
07.3 Game-Based Learning Market in North America
07.3.1 Market Size and Forecast
07.4 Game-Based Learning Market in Europe
07.4.1 Market Size and Forecast
07.5 Game-Based Learning Market in ROW
07.5.1 Market Size and Forecast
08. Buying Criteria
09. Market Growth Drivers
10. Drivers and Their Impact
11. Market Challenges
12. Impact of Drivers and Challenges
13. Market Trends
14. Trends and Their Impact
15. Vendor Landscape
15.1 Competitive Scenario
15.2 Market Share Analysis 2014
15.3 Other Prominent Vendors
16. Key Vendor Analysis
16.1 BreakAway Games
16.1.1 Key Facts
16.1.2 Business Overview
16.1.3 SWOT Analysis
16.2 LearningWare
16.2.1 Key Facts
16.2.2 Business Overview
16.2.3 Product Segmentation
16.2.4 SWOT Analysis
16.3 Lumos Labs
16.3.1 Key Facts
16.3.2 Business Overview
16.3.3 Business Strategy
16.3.4 Recent Developments
16.3.5 SWOT Analysis
16.4 PlayGen
16.4.1 Key Facts
16.4.2 Business Overview
16.4.3 Services
16.4.4 Business Strategy
16.4.5 SWOT Analysis
17. Other Prominent Vendors
17.1 Corporate Gameware
17.2 Rallyon
17.3 Sava Transmedia
17.4 Visual Purple
17.5 VT MÄK
18. Other Reports in This Series


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)
Exhibit 21: Global Game-Based Learning Market Segmentation by Region 2014-2019
Exhibit 22: Mobile Educational Games Market in North America 2014-2019 ($ millions)
Exhibit 23: Global E-learning Market 2014-2019 ($ billions)
Exhibit 24: LearningWare: Product Segmentation 2013
Exhibit 25: PlayGen: Services

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