ICT Media

Global Game-based Learning Market 2014-2018

  • TEC150040
  • 66 Pages
  • November 2014
  • ICT Media
About Game-based Learning
Game-based learning or serious game refers to all digital applications that are developed to impart learning through games. This encourages learning in players by taking advantage of the psychological susceptibility of humans to engage in gaming. Game-based learning includes digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. It is mainly used in educational institutions, healthcare organizations, and defense organizations. It is also used in employee training programs in corporate business houses.
TechNavio's analysts forecast the Global Game-based Learning market to grow at a CAGR of 8.49 percent over the period 2013-2018.
Covered in this Report
The report covers the present scenario and the growth prospects of the Global Game-based Learning market for the period 2014-2018. To calculate the market size, the report covers the revenue generated from the following: individual consumers, Prek-12, government organizations, healthcare facilities, corporates, non-government organizations (NGOs), and non-profit organizations.
TechNavio's report, the Global Game-based Learning Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. It covers the Global Game-based Learning market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.
Key Vendors
BreakAway
LearningWare
Lumos Labs
PlayGen.com
Other Prominent Vendors

Corporate Internet Games
Games2Train
HealthTap
MAK Technologies
mbagames
Management Possible/i2i Workforce LLC
Monte Cristo
Ninth House Networks/Personnel Decisions International
RallyOn
SCVNGR
SimuLearn
Transmedia
Visual Purple
Will Interactive
Market Driver
Growing Usage of Mobile-based Edugames
For a full, detailed list, view our report
Market Challenge
Limitation in Commercial Development
For a full, detailed list, view our report
Market Trend
Increased Adoption of Gamification
For a full, detailed list, view our report
Key Questions Answered in this Report
What will the market size be in 2018 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?
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