HTF MI recently broadcasted a new study in its database that highlights the in-depth market analysis with future prospects of K-12 Game-based Learning market. The study covers significant data which makes the research document a handy resource for managers, industry executives and other key people get ready-to-access and self analyzed study along with graphs and tables to help understand market trends, drivers and market challenges. Some of the key players mentioned in this research are GlassLab ,Microsoft ,Osmo ,PlayGen ,Banzai Labs ,BrainQuake ,Filament Games ,Gameloft ,iCivics ,Infinite Dreams ,Schell Games.
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With the slowdown in world economic growth, the K-12 Game-based Learning industry has
also suffered a certain impact, but still maintained a relatively optimistic growth, the past
four years, K-12 Game-based Learning market size to maintain the average annual growth
rate of 24.22% from 36 million $ in 2014 to 69 million $ in 2017, An analysts believe
that in the next few years, K-12 Game-based Learning market size will be further expanded,
we expect that by 2022, The market size of the K-12 Game-based Learning will reach 138
The research covers the current market size of the Global K-12 Game-based Learning market and its growth rates based on 5 year history data. It also covers various types of segmentation such as by geography [North America, Europe, Asia-Pacific etc], by product /end user type [Subject-specific games ,Language learning games], by applications [Middle school level ,High school level ,Elementary school level] in overall market. The in-depth information by segments of K-12 Game-based Learning market helps monitor performance & make critical decisions for growth and profitability. It provides information on trends and developments, focuses on markets and materials, capacities, technologies, CAPEX cycle and the changing structure of the Global K-12 Game-based Learning Market. Merger and acquisition activity forecast to change market landscape of this industry.
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This study also contains company profiling, product picture and specifications, sales, market share and contact information of various international, regional, and local vendors of Global K-12 Game-based Learning Market, some of them are GlassLab ,Microsoft ,Osmo ,PlayGen ,Banzai Labs ,BrainQuake ,Filament Games ,Gameloft ,iCivics ,Infinite Dreams ,Schell Games. The market competition is constantly growing higher with the rise in technological innovation and M&A activities in the industry. Moreover, many local and regional vendors are offering specific application products for varied end-users. The new vendor entrants in the market are finding it hard to compete with the international vendors based on quality, reliability, and innovations in technology.
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Geographically, this report is segmented into several key Regions, with production, consumption, revenue (million USD), and market share and growth rate of K-12 Game-based Learning in these regions, from 2013 to 2023 (forecast), covering
• North America (United States, Canada and Mexico)
• Europe (Germany, UK, France, Italy, Russia, Spain and Benelux)
• Asia Pacific (China, Japan, India, Southeast Asia and Australia)
• Latin America (Brazil, Argentina and Colombia)
• Middle East and Africa
Additionally the export and import policies that can make an immediate impact on the Global K-12 Game-based Learning market. This study contains a EXIM* related chapter on the K-12 Game-based Learning market and all its associated companies with their profiles, which gives valuable data pertaining to their outlook in terms of finances, product portfolios, investment plans, and marketing and business strategies. The report on the Global K-12 Game-based Learning market is an important document for every market enthusiast, policymaker, investor, and player.
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Global K-12 Game-based Learning Market : Some insights from TOC
Chapter 1 K-12 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
Chapter 12 Global Market Forecast
……………and many more
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