Game-based Learning 2017 Global Market Expected to Grow at CAGR 6.47% and Forecast to 2019

“Game-based Learning Market”
The report provides in depth study of “Game-based Learning” using SWOT analysis i.e. Strength, Weakness, Opportunities and Threat to the organization

Game-based Learning Market Analysis And Forecast

About Game-based Learning 
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. 

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. 

Key Regions 
• Europe 
• North Americas 
• ROW 
Key Vendors 
• BreakAway 
• LearningWare 
• Lumos Labs 
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?


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Table of Contents:

  1. Executive Summary 
    02. Scope of the Report 
    02.1 Market Overview 
        02.2 Product Offerings 
    03. Market Research Methodology 
    03.1 Market Research Process 
        03.2 Research Methodology 
    04. Introduction 
    05. Market Landscape 
        05.1 Market Overview 
        05.2 Market Size and Forecast 
        05.3 Five Forces Analysis 
    06. Market Segmentation by Product 
        06.1 Global Game-Based Learning Market by Product 
        06.2 Global Self-Paced Learning Market 
          06.2.1 Market Size and Forecast 
        06.3 Global Institutional Learning Market 
          06.3.1 Market Size and Forecast 
        06.4 Global Corporate Training Market 
          06.4.1 Market Size and Forecast 
    07. Geographical Segmentation 
        07.1 Global Game-Based Learning Market Segmentation by Region 2014-2019 
        07.2 Game-Based Learning Market in APAC 
          07.2.1 Market Size and Forecast 
        07.3 Game-Based Learning Market in North America 
          07.3.1 Market Size and Forecast 
        07.4 Game-Based Learning Market in Europe 
          07.4.1 Market Size and Forecast 
        07.5 Game-Based Learning Market in ROW 
          07.5.1 Market Size and Forecast 
    08. Buying Criteria 
    09. Market Growth Drivers 
    10. Drivers and Their Impact 
    11. Market Challenges 
    12. Impact of Drivers and Challenges 
    13. Market Trends 
    14. Trends and Their Impact 
    15. Vendor Landscape 
        15.1 Competitive Scenario 
        15.2 Market Share Analysis 2014 
        15.3 Other Prominent Vendors 
    16. Key Vendor Analysis 
        16.1 BreakAway Games 
          16.1.1 Key Facts 
          16.1.2 Business Overview 
          16.1.3 SWOT Analysis 
        16.2 LearningWare 
          16.2.1 Key Facts 
          16.2.2 Business Overview 
          16.2.3 Product Segmentation 
          16.2.4 SWOT Analysis 
        16.3 Lumos Labs 
          16.3.1 Key Facts 
          16.3.2 Business Overview 
          16.3.3 Business Strategy 
          16.3.4 Recent Developments 
          16.3.5 SWOT Analysis 
        16.4 PlayGen 
          16.4.1 Key Facts 
          16.4.2 Business Overview 
          16.4.3 Services 
          16.4.4 Business Strategy 
          16.4.5 SWOT Analysis 
    17. Other Prominent Vendors 
        17.1 Corporate Gameware 
        17.2 Rallyon 
        17.3 Sava Transmedia 
        17.4 Visual Purple 
        17.5 VT MÄK 
    18. Other Reports in This Series 



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