( http://www.researchandmarkets.com/research/cc6dnc/global_gamebased) has announced the addition of the "Global Game-based Learning Market 2014-2018" report to their offering.
The Global Game-based Learning market to grow at a CAGR of 8.49% over the period 2013-2018
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.
One major trend emerging in this market is the growth of the gamification market. Several gaming enterprises in the Education sector are realizing the importance of rewards and incentives, and are incorporating engagement programs into their games.
According to the report, one of the major drivers is the growth of mobile-based edugames. Greater ease in developing gaming applications for mobiles, tablets, and other devices through the use of advanced application development technology is helping organizations develop mobile-based edugames in less time. Additionally, there is increased penetration of mobile devices, which is further accelerating the growth of the market.
Further, the report states that the limitation in the commercial development of potential gaming ideas is one of the major challenges in this market. Individual educationalists are not experienced in graphics, animation, and accessing the software gaming platform, which is why they are often unable to implement their ideas to increase the learning of their students.
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.
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
Key Topics Covered:
- Executive Summary
- List of Abbreviations
- Scope of the Report
- Market Research Methodology
- Introduction
- Market Landscape
- Market Segmentation by End-users
- Geographical Segmentation
- Key Leading Countries
- Buying Criteria
- Market Growth Drivers
- Drivers and their Impact
- Market Challenges
- Impact of Drivers and Challenges
- Market Trends
- Trends and their Impact
- Vendor Landscape
- Key Vendor Analysis
For more information visit http://www.researchandmarkets.com/research/cc6dnc/global_gamebased
Media Contact: Laura Wood , +353-1-481-1716, Email Contact
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SOURCE Research and Markets
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