Global Corporate Game-Based Learning Market 2017-2021

Global Corporate Game-Based Learning Market 2017-2021

Apr 2017 Technavio Education70 Pages Price :
$ 3500
ABSTRACT
About Corporate Game Based Learning

Game -based learning or serious games refer to all digital applications that are developed to impart learning through games. This encourages learning in players by sharpening their psychological receptivity, when engaged in gaming. Game-based learning utilizes various digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. The game-based learning products and services are increasingly demanded by the organizations as they provide learning integrated with game elements. The penetration of mobile devices in workplaces is playing a critical role in the adoption of game-based learning, as learners can independently play games while acquiring knowledge.

Technavios analysts forecast the global corporate game based learning market to grow at a CAGR of 11.68% during the period 2017-2021.

Covered in this report
The report covers the present scenario and the growth prospects of the global corporate game based learning market for 2017-2021. To calculate the market size, the report provides actionable intelligence alongside the market size of various segments. To detail the major factors influencing the market (drivers, opportunities, industry-specific challenges, and other critical issues) and to track the competitive landscape of the market.

The market is divided into the following segments based on geography:
APAC
Europe
North America
ROW

Technavio's report, Global Corporate Game Based Learning Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
BreakAway Games
G-Cube
Growth Engineering
PlayGen

Other prominent vendors
Gamelearn
Indusgeeks Solutions
mLevel
StratBeans Consulting
Wrainb

Market driver
Increased employee engagement during training.
For a full, detailed list, view our report

Market challenge
Threat from open source tools.
For a full, detailed list, view our report

Market trend
Analytical applications in game-based learning.
For a full, detailed list, view our report

Key questions answered in this report
What will the market size be in 2021 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?

You can request one free hour of our analysts time when you purchase this market report. Details are provided within the report.




Table of Contents
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
Key market highlights
PART 05: Market landscape
Global corporate e-learning market: overview
Market size and forecast
Five forces analysis
PART 06: Market segmentation by product
Global corporate game-based learning market by product
Global corporate game-based learning market by generic product
Global corporate game-based learning market by packaged product
PART 07: Geographical segmentation
Global corporate game-based learning market by geography
Corporate game-based learning market in North America
Corporate game-based learning market in Europe
Corporate game-based learning market in APAC
Corporate game-based learning market in ROW
PART 08: Decision framework
PART 09: Drivers and challenges
Market drivers
Impact of drivers on key customer segments
Market challenges
Impact of challenges on key customer segments
PART 10: Market trends
Analytical applications in game-based learning
Emergence of wearable technology
Continuous learning opportunities
PART 11: Vendor landscape
Competitive scenario
Competitive benchmarking
PART 12: Key vendor analysis
BreakAway Games
G-Cube
Growth Engineering
PlayGen
PART 13: Other prominent vendors
Designing Digitally
Gamelearn
Indusgeeks Solutions
mLevel
StratBeans Consulting
Wrainbo
PART 14: Appendix
List of abbreviations
List of Exhibits
Exhibit 01: Benefits of game-based learning
Exhibit 02: Global corporate game-based learning market ($ millions)
Exhibit 03: Five forces analysis
Exhibit 04: Global corporate game-based learning market by product
Exhibit 05: Global corporate game-based learning market by generic product 2016-2021 ($ millions)
Exhibit 06: Global corporate game-based learning market by packaged product 2016-2021 ($ millions)
Exhibit 07: Global corporate game-based learning market by geography
Exhibit 08: Corporate game-based learning market in North America 2016-2021 ($ millions)
Exhibit 09: Corporate game-based learning market in Europe 2016-2021 ($ millions)
Exhibit 10: Corporate game-based learning market in APAC 2016-2021 ($ millions)
Exhibit 11: Corporate game-based learning market in the ROW 2016-2021 ($ millions)
Exhibit 12: Impact of drivers
Exhibit 13: Impact of challenges
Exhibit 14: Vendor analysis
Exhibit 15: Key vendors: Strategic initiatives overview
Exhibit 16: BreakAway Games: Product categories
Exhibit 17: G-Cube: Service Segmentation
Exhibit 18: Growth Engineering: Product segmentation
Exhibit 19: PlayGen: Service offerings

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