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Global game-based learning market growth rate with 6.47 CAGR to 2019 detailed in new research report

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.

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Game-based Learning SWOT Analysis And Forecast 2022

About Game-based Learning 

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.

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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. 


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.

The report also includes a discussion of the key vendors operating in this market. 

 Request For Sample Report @ www.wiseguyreports.com/sample-request/69817-global-game-based-learning-market-2015-2019                                                                                          

Key Regions 
• APAC 
• Europe 
• North Americas 
• ROW 
Key Vendors 
• BreakAway 
• LearningWare 
• Lumos Labs 
• PlayGen.com 
Other Prominent Vendors 
• Corporate Gameware 
• MAK Technologies 
• RallyOn 
• Sava Transmedia 
• Visual Purple 
Market Driver 
• Increased Use of Mobile Educational Games 
• For a full, detailed list, view our report 
Market Challenge 
• Limitations in Commercial Development 
• For a full, detailed list, view our report 
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 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?

 Complete Report Details @ https://www.wiseguyreports.com/reports/69817-global-game-based-learning-market-2015-2019                  

 

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