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Global higher education game-based learning market report for 2017 detailed in new research

IT Market Research

The report, titled global Higher Education Game-based Learning presents an in-depth study of the global Higher Education Game-based Learning market. Providing a brief history about the market, the report analyses the entire value chain of the market and points out the key drivers and restraints affecting the growth of the market during the forecast period.

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The report also analyses the market attractiveness and the effect of Porter’s Five Forces on the various factors governing the overall global Higher Education Game-based Learning market.

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Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities.

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They also improve skills, which are needed for success in professional life, such as decision-making and multitasking.

They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.

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Higher Education Game-based Learning Market report focuses on the major drivers and restraints for the key players. Higher Education Game-based Learning research report also provides granular analysis of the market share, segmentation, revenue forecasts and geographic regions of the market. 

The Higher Education Game-based Learning market research report is a professional and in-depth study on the current state of Higher Education Game-based Learning Industry. Analysts forecast the global Higher Education Game-based Learning market to grow at a CAGR of 13.55% during the period 2017-2022.

The report covers the present scenario and the growth prospects of the global higher education game-based learning market for 2017-2022. To calculate the market size, the report considers the revenue generated from the sales of digital serious and simulation games, catering to the higher education segment.

The market is divided into the following segments based on geography:



North America


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