Worldwide Game-based Learning Market 2014-2018 - PowerPoint PPT Presentation

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Worldwide Game-based Learning Market 2014-2018

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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. – PowerPoint PPT presentation

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Title: Worldwide Game-based Learning Market 2014-2018


1
Global Game-based Learning Market 2014-2018
Order this report by calling 1 888 391 5441 or
Send an email to sales_at_reportsandreports.com with
your contact details and questions if any.
  • Published November 2014
  • Single User PDF US 2500
  • Corporate User PDF US 3500

2
Global 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.

Order this report by calling 1 888 391 5441 or
Send an email to sales_at_reportsandreports.com with
your contact details and questions if any.
3
Global 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.
  •  

Order this report by calling 1 888 391 5441 or
Send an email to sales_at_reportsandreports.com with
your contact details and questions if any.
4
Global 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
  • Single User License US 2500 Inquire for
    Discount _at_ http//www.reportsnreports.com/contacts
    /Discount.aspx?name312570.

Order this report by calling 1 888 391 5441 or
Send an email to sales_at_reportsandreports.com with
your contact details and questions if any.
5
Global 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?

Order this report by calling 1 888 391 5441 or
Send an email to sales_at_reportsandreports.com with
your contact details and questions if any.
6
Global Game-based Learning Market 2014-2018
  • Explore Report on IT Telecommunication Market.
  • Contact sales_at_reportsandreports.com / Call 1 888
    391 5441 for further information on Global
    Game-based Learning Market 2014-2018 report OR
    for any other market research and intelligence
    needs you may have for your business.

Order this report by calling 1 888 391 5441 or
Send an email to sales_at_reportsandreports.com with
your contact details and questions if any.
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