Title: Worldwide Game-based Learning Market 2014-2018
1Global Game-based Learning Market 2014-2018
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- Published November 2014
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2Global Game-based Learning Market 2014-2018
- Game-based learning or serious game refers to all
digital applications that are developed to impart
learning through games. This encourages learning
in players by taking advantage of the
psychological susceptibility of humans to engage
in gaming. 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. - Complete report is spread across 66 pages and
available _at_ http//www.reportsnreports.com/reports
/312570-global-game-based-learning-market-2014-201
8.html. - Analysts forecast the Global Game-based Learning
market to grow at a CAGR of 8.49 percent over the
period 2013-2018. - Global Game-based Learning Market Segmentation by
Consumers, Prek-12, Government, Healthcare,
Corporate, NGOs and Non-Profit Organizations and
Higher Education.
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3Global Game-based Learning Market 2014-2018
- Covered in this Report
- The report covers the present scenario and the
growth prospects of the Global Game-based
Learning market for the period 2014-2018. To
calculate the market size, the report covers the
revenue generated from the following individual
consumers, Prek-12, government organizations,
healthcare facilities, corporates, non-government
organizations (NGOs), and non-profit
organizations. - Global Game-based Learning Market 2014-2018, has
been prepared based on an in-depth market
analysis with inputs from industry experts. It
covers the Global Game-based Learning market
landscape and its growth prospects in the coming
years. The report includes a discussion of the
key vendors operating in this market. - Buy a copy of report _at_ http//www.reportsnreports.
com/Purchase.aspx?name312570. -
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4Global Game-based Learning Market 2014-2018
- Key Vendors
- BreakAway, LearningWare, Lumos Labs, PlayGen.com
- Other Prominent Vendors
- Corporate Internet Games, Games2Train, HealthTap,
MAK Technologies, mbagames - Management Possible/i2i Workforce LLC, Monte
Cristo, Ninth House Networks/Personnel Decisions
International, RallyOn, SCVNGR, SimuLearn,
Transmedia, Visual Purple, Will Interactive - Market Driver
- Growing Usage of Mobile-based Edugames
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5Global Game-based Learning Market 2014-2018
- Market Challenge
- Limitation in Commercial Development
- Market Trend
- Increased Adoption of Gamification
-
- Key Questions Answered in this Report
- What will the market size be in 2018 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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6Global Game-based Learning Market 2014-2018
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