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Corporate Game-Based Learning Market Growth, Size, Trends, Analysis Report by Type, Application, Region and Segment Forecast 2020-2024

  • Published: Dec 2020
  • Pages: 120
  • SKU: IRTNTR46399
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The corporate game-based learning market size has the potential to grow by USD 73.90 million during 2020-2024, and the market's growth momentum will accelerate at a CAGR of 6.46%. 

This report provides a detailed analysis of the market by product (generic and packaged), geography (North America, Europe, APAC, South America, and MEA), and key vendors. 

Market Overview

Corporate Game-Based Learning Market Size

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Market Competitive Analysis

The report analyzes the market's competitive landscape and offers information on several market vendors, including: 

 

  • BreakAway Ltd. Inc.
  • Designing Digitally Inc.
  • EI Design Pvt Ltd.
  • GAMELEARN SL
  • G-Cube Webwide Software Pvt. Ltd.
  • Growth Engineering
  • Indusgeeks USA Inc.
  • MLevel Inc.
  • Stratbeans Consulting Pvt. Ltd.
  • Wrainbo Inc.

 

The corporate game-based learning market is fragmented and the vendors are deploying organic and inorganic growth strategies to compete in the market. Click here to uncover other successful business strategies deployed by the vendors. 

The market players also significantly leverage external market drivers such as improved learning delivery system to achieve growth opportunities. However, factors such as high cost of development will challenge the growth of the market participants. To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

Download a free sample of the corporate game-based learning market forecast report for insights on complete key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies, 

This corporate game-based learning market analysis report also provides detailed information on the upcoming trends and challenges that will influence market growth. This will help companies create strategies to make the most of future growth opportunities. 

Corporate Game-Based Learning Market: Key Drivers and Trends

  • The rise in technological advances in the learning delivery system across the globe is one of the key corporate game-based learning market growth drivers. 
  • Learning management system (LMS) is one such solution that offers superior content management functions, including content creation and delivery, to learners.
  • It is of critical importance for companies to create or procure relevant course content for their employees. Also, the users have unlimited access to materials irrespective of time and place. 
  • The game-based learning providers are also focusing on making games available through mobile devices, as these devices promote portability and enable players to play games in their leisure time.
  • The advantages of the LMS are expected to propel the global corporate game-based learning market during the forecast period.
  • The emergence of wearable technology is one of the key corporate game-based learning market trends.
  • Enterprises are considering the use of wearable technology to enhance the quality and outcome of the training programs.
  • Wearable technology can be used for training simulations. In this type of simulation program, augmented reality (AR) devices such as Google Glass manufactured by Google are used. Such devices allow employees to perform tasks in a virtual environment and practice in real-life settings.
  • This method has been extremely useful for technical training related to safety, and manual practices are increasingly carried out in industries such as manufacturing, oil and gas, and healthcare via online medium.

 

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Corporate Game-Based Learning Market: Segmentation by Geography

Corporate Game-Based Learning Market Market segmentation by region

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50% of the market's growth will originate from North America during the forecast period. The US and Canada are the key markets for corporate game-based learning in North America. Market growth in this region will be slower than the growth of the market in APAC.

The high generation of jobs in the IT, banking, and healthcare industry is one of the prime factors that will facilitate the corporate game-based learning market growth in North America over the forecast period. To garner further competitive intelligence and regional opportunities in store for vendors, view our sample report. 

Corporate Game-Based Learning Market: Segmentation by Product

Corporate Game-Based Learning Market Segmentation

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The generic games are standard theme games that are readily available with the vendor and are suitable for any kind of organizational setup. The high demand for these game-based learning products is the key factor responsible for the dominance of this segment in the global market. Therefore, the growth of the market segment is expected to be significant throughout the forecast period.

This report provides an accurate prediction of the contribution of all the segments to the growth of the corporate game-based learning market size. Fetch actionable market insights on post COVID-19 impact on each segment.   

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Corporate Game-Based Learning Market: Key Highlights of the Report for 2020-2024

  • CAGR of the market during the forecast period 2020-2024
  • Detailed information on factors that will drive corporate game-based learning market growth during the next five years
  • Precise estimation of the corporate game-based learning market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the corporate game-based learning industry across North America, Europe, APAC, South America, and MEA
  • A thorough analysis of the market's competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of corporate game-based learning market vendors

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Executive Summary

    Market Landscape

    • Market ecosystem
    • Value chain analysis

    Market Sizing

    • Market definition
    • Market segment analysis
    • Market size 2019
    • Market outlook: Forecast for 2019 - 2024

    Five Forces Analysis

    • Five forces summary
    • Bargaining power of buyers
    • Bargaining power of suppliers
    • Threat of new entrants
    • Threat of substitutes
    • Threat of rivalry
    • Market condition

    Market Segmentation by Product

    • Market segments
    • Comparison by Product
    • Generic - Market size and forecast 2019-2024
    • Packaged - Market size and forecast 2019-2024
    • Market opportunity by Product

    Customer landscape

      Geographic Landscape

      • Geographic segmentation
      • Geographic comparison
      • North America - Market size and forecast 2019-2024
      • Europe - Market size and forecast 2019-2024
      • APAC - Market size and forecast 2019-2024
      • South America - Market size and forecast 2019-2024
      • MEA - Market size and forecast 2019-2024
      • Key leading countries
      • Market opportunity by geography
      • Market drivers
      • Market challenges
      • Market trends

      Vendor Landscape

      • Vendor landscape
      • Landscape disruption
      • Competitive landscape

      Vendor Analysis

      • Vendors covered
      • Market positioning of vendors
      • BreakAway Ltd. Inc.
      • Designing Digitally Inc.
      • EI Design Pvt Ltd.
      • GAMELEARN SL
      • G-Cube Webwide Software Pvt. Ltd.
      • Growth Engineering
      • Indusgeeks USA Inc.
      • MLevel Inc.
      • Stratbeans Consulting Pvt. Ltd.
      • Wrainbo Inc.

      Appendix

      • Scope of the report
      • Currency conversion rates for US$
      • Research methodology
      • List of abbreviations

      Research Framework

      Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

      TechnavioINFORMATION SOURCES

      Primary sources

      • Manufacturers and suppliers
      • Channel partners
      • Industry experts
      • Strategic decision makers

      Secondary sources

      • Industry journals and periodicals
      • Government data
      • Financial reports of key industry players
      • Historical data
      • Press releases
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      TechnavioDATA ANALYSIS

      Data Synthesis

      • Collation of data
      • Estimation of key figures
      • Analysis of derived insights

      Data Validation

      • Triangulation with data models
      • Reference against proprietary databases
      • Corroboration with industry experts
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      TechnavioREPORT WRITING

      Qualitative

      • Market drivers
      • Market challenges
      • Market trends
      • Five forces analysis

      Quantitative

      • Market size and forecast
      • Market segmentation
      • Geographical insights
      • Competitive landscape
      Interested in this report?
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      Corporate Game-Based Learning market growth will increase by $73.90 million during 2019-2024.
      The corporate game-based learning market is expected to grow at a CAGR of 6.46% during 2019-2024.
      Technavio has segmented the corporate game-based learning market by product (Generic and Packaged) and geographic (North America, Europe, APAC, South America, and MEA).
      BreakAway Ltd. Inc., Designing Digitally Inc., EI Design Pvt Ltd., GAMELEARN SL, G-Cube Webwide Software Pvt. Ltd., Growth Engineering, Indusgeeks USA Inc., MLevel Inc., Stratbeans Consulting Pvt. Ltd., Wrainbo Inc. are a few of the key vendors in the corporate game-based learning market.
      North America will register the highest growth rate of 50.18% among the other regions. Therefore, the corporate game-based learning market in North America is expected to garner significant business opportunities for the vendors during the forecast period.
      The key factors driving the corporate game-based learning market growth are:
      • Increased employee engagement during training
      The corporate game-based learning market vendors should focus on grabbing business opportunities from the generic segment as it accounted for the largest market share in the base year.
      • What are the key global market and the regional market share?
      • What are the revenue-generating key market segments?
      • What are the key factors driving and challenging this market’s growth?
      • Who are the key market vendors and their growth strategies?
      • What are the latest trends influencing the growth of this market?
      • What are the variables influencing the market growth in the primary regions?
      • What are the factors influencing the growth of the parent market?
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      • Data on revenue-generating market segments
      • Details on the market shares of various regions
      • Five-force market analysis

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