Global game based learning market segmentation 2014 2018

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Global Game-based Learning Market Size, Share, Global Trends, Demand, Analysis, Research, Report, Opportunities, Segmentation and Forecast, 2015-2019

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. Get More Details At: http://www.bigmarketresearch.com/global-game-basedlearning-2014-2018-market Covered in this Report The report covers the present scenario and the growth prospects of the Global Gamebased 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

Enquiry about Report @ http://www.bigmarketresearch.com/report-enquiry/150040 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? To Get Table Of Content: http://www.bigmarketresearch.com/global-game-basedlearning-2014-2018-market About Us: With the arsenal of different search reports, we help you here to look and buy research reports that will be helpful to you and your organization. Our research reports have the capability and authenticity to support your organization for growth and consistency. With the window of opportunity getting open and shut at a speed of light, it has become very important to survive in the market and only the fittest and competent enough can do so. So, we try and provide with latest changes in the market that can suit your needs and help you take decision accordingly.

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