Game -based learning or serious games refer to all digital applications that are developed to impart learning through games. This encourages learning in players by sharpening their psychological receptivity, when engaged in gaming. Game-based learning utilizes various digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. The game-based learning products and services are increasingly demanded by the organizations as they provide learning integrated with game elements
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Game-based Learning market Projected to grow at a CAGR of +18% during forecast period
A complete analysis of the Game -based learning market is been done in this intelligence report. It includes the investigations done of the past progress, present ongoing market scenarios and future prospects.
In this particular market report an accurate data of the products, strategies and market shares of leading companies are mentioned clearly.
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Companies Profiled in this report includes, BreakAway Games, G-Cube, Growth Engineering, PlayGen, Gamelearn, Indusgeeks Solutions, mLevel, StratBeans Consulting, Wrainb
This report delves into the complete scenario of the global Game-based Learning market.
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During the research, it has found that the driving force behind this market is the consumer’s demand for the Aerospace products. The growing consumers demand is pushing companies to come up with efficient products which in turn is aiding the growth of the Game-based Learning.
As leading companies take efforts to maintain their dominance in the global Game-based Learning market, the right way to do so is by adopting new technologies and strategies. The report highlights major technological developments and changing trends adopted by key companies over a period of time.
Key companies operating in the global Game-based Learning market are profiled by considering factors such as capacity production, products/services, applications, cost, gross, and revenue.
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Reason to Access the Game-based Learning Market Research Report:
This research, highlighting the current situation of the Global Game-based Learning market, focuses on answering some of the important questions faced by stakeholders. By providing answers to all of these questions related to the key drivers and dominant companies, the report’s authors also focus on different factors, which would create new growth opportunities in the global market.
Prepared by an expert team, the report on the global Game-based Learning market highlights recent developments, key trends, and new project developments in the market. As leading companies take efforts to maintain their dominance in the global market, the right way to do so is by adopting new technologies and strategies.
Table of Contents
Global Game-based Learning Market Research Report 2017
Chapter 1 Game-based Learning Market Overview
Chapter 2 Global Economic Impact on Industry
Chapter 3 Global Market Competition by Manufacturers
Chapter 4 Global Production, Revenue (Value) by Region
Chapter 5 Global Supply (Production), Consumption, Export, Import by Regions
Chapter 6 Global Production, Revenue (Value), Price Trend by Type
Chapter 7 Global Market Analysis by Application
Chapter 8 Manufacturing Cost Analysis
Chapter 9 Industrial Chain, Sourcing Strategy and Downstream Buyers
Chapter 10 Marketing Strategy Analysis, Distributors/Traders
Chapter 11 Market Effect Factors Analysis
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