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 |
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
Browse TOC and LoE with selected illustrations and example pages of Corporate Game-Based Learning Market
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
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Corporate Game-Based Learning Market: Segmentation by Geography
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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
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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.
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.
INFORMATION 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
DATA 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
REPORT WRITING
Qualitative
- Market drivers
- Market challenges
- Market trends
- Five forces analysis
Quantitative
- Market size and forecast
- Market segmentation
- Geographical insights
- Competitive landscape
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corporate game-based learning market
Key Questions Answered
- 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