Published on : May 31, 2017
Albany, New York, May 31, 2017: In recent years, language researchers and practitioners have shifted their focus from developing individual linguistic skills to the use of language to achieve the speaker's objectives. Game-based learning is an area of education that has been getting a lot of attention in recent times. Market Research Hub (MRH) has recently announced the addition of a study to its wide database which offers a comprehensive overview of this rapidly expanding market and allows readers to understand the market current situation along with its future growth prospects. The title of the study is “Global Language Learning Games Market Size, Status and Forecast 2022” which include broad analysis of the global market, presenting insights into the key trends and dynamics that are influencing the growth of the market.
Geographically, the market has been analyzed in some of the major regions, such as North America, Europe, China, Japan, Southeast Asia and India. Through this regional analysis, the research finds that the growing number of language learners and advancement in technology are the major factor behind the global demand for language learning games. In the first section, the authors of the report have provided a detailed overview of the global language learning games market by providing information about the applications, definition and classification.
According to the study findings, language learning during the past couple of years has gained momentum. The use of games can be a powerful language learning tool and these games are designed to help students with simple vocabulary, pronunciations, verb conjugations and spelling. Games offer students a fun-filled and relaxing learning atmosphere for the kids as well as adults. The language learning games are mainly used by kids and adults. In this study, the forecast analysis is based on the production and revenue of the language learning games market. The potential application of these games in future is also mentioned.
Moreover, the market segmentation is also represented in detail. The report segments the market on the basis of its types, applications and regions. For each segment, the report also carried out details of production, consumption, revenue, market share and expected growth rate for the forecast period of 2017 to 2022. By types, the market has been segmented into Multiple language choices and One language choice. By using a wide variety of language learning games in the EFL or ESL classroom the teacher is able to promote a number of qualities which positively contribute to a lowered affective filter and improved language acquisition.
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Additionally, the report also talks about key players with information such as company profiles, sales, product pictures & specifications, market share and contact information. Some of the major players in the global market are Rosetta Stone Ltd., Duolingo, shotgun.experiments, Innovative Language Learning USA, LLC, Duy Hong Studio, SignSchool Technologies LLC, IXL Learning, Knowledge Adventure, Smooth HQ, DOMOsoft, Sovereign Communication Solutions, LLC, GoKids!, Emilia Genadieva, boriol, SMARTSTUDY, Geek Apps, Jehovah's Witnesses, Alpha Edu and Mr. YDM.
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