Global game-based learning market forecast
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.
Game-based learning market analysis
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. According to the game-based learning market report,
Game-based learning market growth based on geography
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
Game-based learning market Vendors
• BreakAway
• LearningWare
• Lumos Labs
• PlayGen.com
Game-based learning market driver
• Increased Use of Mobile Educational Games
• For a full, detailed list, view our report
Game-based learning market challenge
• Limitations in Commercial Development
• For a full, detailed list, view our report
Game-based learning 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, market revenues be off the global game-based learning market in 2019 and what will the growth rate be?
• What are the key market trends and market shares of the global game-based learning market?
• What is driving this market?
• What are the challenges to the market growth of the global game-based learning market?
• 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?