Corporate Game-Based Learning Market 2018–2021 : Global Drivers, Opportunities, Trends, and Forecasts

“Corporate Game-Based Learning Market”
WiseGuyReports.Com Publish a New Market Research Report On –“ Corporate Game-Based Learning Market 2018–2021 : Global Drivers, Opportunities, Trends, and Forecasts”.

Description:                                                                                                 

The analysts forecast the global corporate game based learning market to grow at a CAGR of 11.68% during the period 2017-2021.

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. The penetration of mobile devices in workplaces is playing a critical role in the adoption of game-based learning, as learners can independently play games while acquiring knowledge.

 

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Covered in this report 
The report covers the present scenario and the growth prospects of the global corporate game based learning market for 2017-2021. To calculate the market size, the report provides actionable intelligence alongside the market size of various segments. To detail the major factors influencing the market (drivers, opportunities, industry-specific challenges, and other critical issues) and to track the competitive landscape of the market.

The market is divided into the following segments based on geography: 
• APAC 
• Europe 
• North America 
• ROW

The report, Global Corporate Game Based Learning Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors 
• BreakAway Games 
• G-Cube 
• Growth Engineering 
• PlayGen

Other prominent vendors 
• Gamelearn 
• Indusgeeks Solutions 
• mLevel 
• StratBeans Consulting 
• Wrainb

Market driver 
• Increased employee engagement during training. 
• For a full, detailed list, view our report

Market challenge 
• Threat from open source tools. 
• For a full, detailed list, view our report

Market trend 
• Analytical applications in game-based learning. 
• For a full, detailed list, view our report

Key questions answered in this report 
• What will the market size be in 2021 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 – Major Key Points

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

• Key market highlights

PART 05: Market landscape

• Global corporate e-learning market: overview

• Market size and forecast

• Five forces analysis

PART 06: Market segmentation by product

• Global corporate game-based learning market by product

• Global corporate game-based learning market by generic product

• Global corporate game-based learning market by packaged product

PART 07: Geographical segmentation

• Global corporate game-based learning market by geography

• Corporate game-based learning market in North America

• Corporate game-based learning market in Europe

• Corporate game-based learning market in APAC

• Corporate game-based learning market in ROW

PART 08: Decision framework

PART 09: Drivers and challenges

• Market drivers

• Impact of drivers on key customer segments

• Market challenges

• Impact of challenges on key customer segments

PART 10: Market trends

• Analytical applications in game-based learning

• Emergence of wearable technology

• Continuous learning opportunities

PART 11: Vendor landscape

• Competitive scenario

• Competitive benchmarking

PART 12: Key vendor analysis

• BreakAway Games

• G-Cube

• Growth Engineering

• PlayGen

Continue……

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