Global Game-based Learning Market 2015-2019

Published: Jul 2015 Pages: 67 SKU: IRTNTR6208

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?

 

 

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

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

PURCHASE FULL REPORT OF

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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