Global Game Learning Market Growth 2019-2024
This report presents a comprehensive overview, market shares and growth opportunities of Game Learning market by product type, application, key companies and key regions.
Game-based learning includes digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. It is mainly used in educational institutions, healthcare organizations, and defense organizations. It is also used in employee training programs in corporate business houses.
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Companies Profiled in this report includes: PlayGen.com, SCVNGR, BreakAway, LearningWare, Corporate Internet Games, Lumos Labs, RallyOn, Inc, Games2Train, MAK Technologies, HealthTap, SimuLearn, Will Interactive
This study considers the Game Learning value generated from the sales of the following segments:
Segmentation by product type: breakdown data from 2014 to 2019 in Section 2.3; and forecast to 2024 in section 10.7.
E-Learning Courseware
Online Audio and Video Content
Social Games
Mobile Games
Other
Segmentation by application: breakdown data from 2014 to 2019, in Section 2.4; and forecast to 2024 in section 10.8.
Educational Institutions
Healthcare Organizations
Defense Organizations
Corporate Employee Training
Other
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Research objectives
To study and analyze the global Game Learning market size by key regions/countries, product type and application, history data from 2014 to 2018, and forecast to 2024.
To understand the structure of Game Learning market by identifying its various subsegments.
Focuses on the key global Game Learning players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the Game Learning with respect to individual growth trends, future prospects, and their contribution to the total market.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To project the size of Game Learning submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.
Table of Content:
Global Game Learning Market Growth (Status and Outlook) 2019-2024
1 Scope of the Report
2 Executive Summary
3 Global Game Learning by Players
4 Game Learning by Regions
5 Americas
6 APAC
7 Europe
8 Middle East & Africa
9 Market Drivers, Challenges and Trends
10 Global Game Learning Market Forecast
11 Key Players Analysis
11.1 PlayGen.com
11.1.1 Company Details
11.1.2 Game Learning Product Offered
11.1.3 PlayGen.com Game Learning Revenue, Gross Margin and Market Share (2017-2019)
11.1.4 Main Business Overview
11.1.5 PlayGen.com News
11.2 SCVNGR
11.2.1 Company Details
11.2.2 Game Learning Product Offered
11.2.3 SCVNGR Game Learning Revenue, Gross Margin and Market Share (2017-2019)
11.2.4 Main Business Overview
11.2.5 SCVNGR News
11.3 BreakAway
11.3.1 Company Details
11.3.2 Game Learning Product Offered
11.3.3 BreakAway Game Learning Revenue, Gross Margin and Market Share (2017-2019)
11.3.4 Main Business Overview
11.3.5 BreakAway News
11.4 LearningWare
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