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Page 1: Global Game Based Learning market 2015-2019

[email protected]

Global Game-based Learning Market 2015-2019

Page 2: Global Game Based Learning market 2015-2019

Covered in this Report

• 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.

• 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.

Global Game-based Learning Market

2015-2019

USA – CANADA – UK – CHINA – INDIA

Page 3: Global Game Based Learning market 2015-2019

Market Overview• 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.

• Technavio’s analysts forecast global game-based learning market to grow at a CAGR of 6.47% over the period 2014-2019.

To know more aboutGlobal Game-based

Learning Market 2015-2019,

please mail us [email protected]

USA – CANADA – UK – CHINA – INDIA

Page 4: Global Game Based Learning market 2015-2019

Key Vendors and Regions

• BreakAway

• LearningWare

• Lumos Labs

• PlayGen.com

• Corporate Gameware

• MAK Technologies

• RallyOn

• Sava Transmedia

• Visual Purple

View Our Report: Global Game-based Learning Market 2015-2019

• APAC

• Europe

• North Americas

• ROW

Vendors Regions

USA – CANADA – UK – CHINA – INDIA

Page 5: Global Game Based Learning market 2015-2019

Key Findings• Gamification is a significant trend that has emerged in recent years.

• It includes game mechanics and game design techniques in a non-gaming context.

• It is a powerful tool that engages individuals by helping them develop problem-solving and cooperation skills; logical skills; and strategic thinking, attention, cognition, teamwork, and creativity skills, thereby driving innovation.

• Along with increased Internet penetration in emerging economies, the market for game-based learning has also grown.

• E-learning has widened the reach of various educational institutions and has also paved the way for the development of various courses to enhance an individuals' skill sets.

• In recent years, the global game-based learning market has been witnessing an increase in the demand for tablets in the academic sector because of their inherent benefits.

• Tablets are overtaking notebooks and desktop PCs because of their comparatively low cost.

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Page 6: Global Game Based Learning market 2015-2019

Key Questions Answered in Our Report

• What will the market size be in 2019 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?

Have a question of your own about this report?

Ask our Analysts

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Page 7: Global Game Based Learning market 2015-2019

• Decision makers and influencers in sales & marketing, strategy, product and R&D teams rely on research from Technavio. We have a large and growing base of happy customers worldwide. Our customers include technology suppliers, end users, consulting companies, investment firms and research institutes.

• Technavio was founded in 2003 in London. We have about 300 analysts globally. We cover more than 500 technologies across 80 countries. Traditional media such as Forbes Asia and New York Times, along with other web media portals, like to quote us.

About Technavio

Some of our clients include:ACT Global, Flextronics, Huawei Technologies Co, Infosys, Harris Corporation, Infosys, Intercad, Hidaka Precision Tools & Dies Company, Huawei Technologies Co, American Capital, Analysis Group, Netscout, NTT DoCoMo

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Page 9: Global Game Based Learning market 2015-2019

Thank You!

Mail us at: [email protected] can visit us at:www.technavio.com

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