Global Game-Based Learning Market By Type (E-Learning Courseware, Online Audio And Video Content, Social Games, Mobile Games, And Other), By Application (Educational Institutions, Healthcare Organizations, Defense Organizations, Corporate Employee Training, Other, And ), By Region And Key Companies - Industry Segment Outlook, Market Assessment, Competition Scenario, Trends And Forecast 2019-2028
- Published date: May 2022
- Report ID: 12309
- Number of Pages: 390
- Format:
- keyboard_arrow_up
- 1. Game-based Learning Market Introduction
- 1.1. Definition
- 1.2. Taxonomy
- 1.3. Research Scope
- 2. Executive Summary
- 2.1. Key Findings by Major Segments
- 2.2. Top strategies by Major Players
- 3. Global Game-based Learning Market Overview
- 3.1. Game-based Learning Market Dynamics
- 3.1.1. Drivers
- 3.1.2. Opportunities
- 3.1.3. Restraints
- 3.1.4. Challenges
- 3.2. PESTLE Analysis
- 3.3. Opportunity Map Analysis
- 3.4. PORTER'S Five Forces Analysis
- 3.5. Market Competition Scenario Analysis
- 3.6. Product Life Cycle Analysis
- 3.7. Opportunity Orbits
- 3.8. Manufacturer Intensity Map
- 3.1. Game-based Learning Market Dynamics
- 4. Global Game-based Learning Market Value ((US$ Mn)), Share (%), and Growth Rate (%) Comparison by Type, 2012-2028
- 4.1. Global Game-based Learning Market Analysis by Type: Introduction
- 4.2. Market Size and Forecast by Region
- 4.3. E-Learning Courseware
- 4.4. Online Audio and Video Content
- 4.5. Social Games
- 4.6. Mobile Games
- 4.7. Other
- 5. Global Game-based Learning Market Value ((US$ Mn)), Share (%), and Growth Rate (%) Comparison by Application, 2012-2028
- 5.1. Global Game-based Learning Market Analysis by Application: Introduction
- 5.2. Market Size and Forecast by Region
- 5.3. Educational Institutions
- 5.4. Healthcare Organizations
- 5.5. Defense Organizations
- 5.6. Corporate Employee Training
- 5.7. Other
- 5.8.
- 6. Global Game-based Learning Market Value ((US$ Mn)), Share (%), and Growth Rate (%) Comparison by Region, 2012-2028
- 6.1. North America
- 6.1.1. North America Game-based Learning Market: Regional Trend Analysis
- 6.1.1.1. US
- 6.1.1.2. Canada
- 6.1.1.3. Mexico
- 6.1.1. North America Game-based Learning Market: Regional Trend Analysis
- 6.2.1. Europe
- 6.2.1. Europe Game-based Learning Market: Regional Trend Analysis
- 6.2.1.1. Germany
- 6.2.1.2. France
- 6.2.1.3. UK
- 6.2.1.4. Russia
- 6.2.1.5. Italy
- 6.2.1.6. Spain
- 6.2.1.7. Rest of Europe
- 6.2.1. Europe Game-based Learning Market: Regional Trend Analysis
- 6.3. Asia-Pacific
- 6.3.1. Asia-Pacific Game-based Learning Market: Regional Trend Analysis
- 6.3.1.1. China
- 6.3.1.2. Japan
- 6.3.1.3. Korea
- 6.3.1.4. India
- 6.3.1.5. Rest of Asia
- 6.3.1. Asia-Pacific Game-based Learning Market: Regional Trend Analysis
- 6.4. Latin America
- 6.4.1. Latin America Game-based Learning Market: Regional Trend Analysis
- 6.4.1.1. Brazil
- 6.4.1.2. Argentina
- 6.4.1.3. Rest of Latin America
- 6.4.1. Latin America Game-based Learning Market: Regional Trend Analysis
- 6.5. Middle East and Africa
- 6.5.1. Middle East and Africa Game-based Learning Market: Regional Trend Analysis
- 6.5.1.1. GCC
- 6.5.1.2. South Africa
- 6.5.1.3. Israel
- 6.5.1.4. Rest of MEA
- 6.5.1. Middle East and Africa Game-based Learning Market: Regional Trend Analysis
- 6.1. North America
- 7. Global Game-based Learning Market Competitive Landscape, Market Share Analysis, and Company Profiles
- 7.1. Market Share Analysis
- 7.2. Company Profiles
- 7.3. LearningWare
- 7.3.1. Company Overview
- 7.3.2. Financial Highlights
- 7.3.3. Product Portfolio
- 7.3.4. SWOT Analysis
- 7.3.5. Key Strategies and Developments
- 7.4. BreakAway
- 7.4.1. Company Overview
- 7.4.2. Financial Highlights
- 7.4.3. Product Portfolio
- 7.4.4. SWOT Analysis
- 7.4.5. Key Strategies and Developments
- 7.5. Lumos Labs
- 7.5.1. Company Overview
- 7.5.2. Financial Highlights
- 7.5.3. Product Portfolio
- 7.5.4. SWOT Analysis
- 7.5.5. Key Strategies and Developments
- 7.6. PlayGen.com
- 7.6.1. Company Overview
- 7.6.2. Financial Highlights
- 7.6.3. Product Portfolio
- 7.6.4. SWOT Analysis
- 7.6.5. Key Strategies and Developments
- 7.7. Corporate Internet Games
- 7.7.1. Company Overview
- 7.7.2. Financial Highlights
- 7.7.3. Product Portfolio
- 7.7.4. SWOT Analysis
- 7.7.5. Key Strategies and Developments
- 7.8. Games2Train
- 7.8.1. Company Overview
- 7.8.2. Financial Highlights
- 7.8.3. Product Portfolio
- 7.8.4. SWOT Analysis
- 7.8.5. Key Strategies and Developments
- 7.9. HealthTap
- 7.9.1. Company Overview
- 7.9.2. Financial Highlights
- 7.9.3. Product Portfolio
- 7.9.4. SWOT Analysis
- 7.9.5. Key Strategies and Developments
- 7.10. RallyOn, Inc
- 7.10.1. Company Overview
- 7.10.2. Financial Highlights
- 7.10.3. Product Portfolio
- 7.10.4. SWOT Analysis
- 7.10.5. Key Strategies and Developments
- 7.11. MAK Technologies
- 7.11.1. Company Overview
- 7.11.2. Financial Highlights
- 7.11.3. Product Portfolio
- 7.11.4. SWOT Analysis
- 7.11.5. Key Strategies and Developments
- 7.12. SCVNGR
- 7.12.1. Company Overview
- 7.12.2. Financial Highlights
- 7.12.3. Product Portfolio
- 7.12.4. SWOT Analysis
- 7.12.5. Key Strategies and Developments
- 7.13. SimuLearn
- 7.13.1. Company Overview
- 7.13.2. Financial Highlights
- 7.13.3. Product Portfolio
- 7.13.4. SWOT Analysis
- 7.13.5. Key Strategies and Developments
- 7.14. Will Interactive
- 7.14.1. Company Overview
- 7.14.2. Financial Highlights
- 7.14.3. Product Portfolio
- 7.14.4. SWOT Analysis
- 7.14.5. Key Strategies and Developments
- 8. Assumptions and Acronyms
- 9. Research Methodology
- 10. Contact
- 1. Game-based Learning Market Introduction
- LearningWare
- BreakAway
- Lumos Labs
- PlayGen.com
- Corporate Internet Games
- Games2Train
- HealthTap
- RallyOn, Inc
- MAK Technologies
- SCVNGR
- SimuLearn
- Will Interactive
- settingsSettings
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