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市場調查報告書

遊戲化學習市場動向

Game-Based Learning Trends

出版商 Global Industry Analysts, Inc. 商品編碼 297825
出版日期 內容資訊 英文 35 Pages
商品交期: 最快1-2個工作天內
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遊戲化學習市場動向 Game-Based Learning Trends
出版日期: 2014年01月01日 內容資訊: 英文 35 Pages
簡介

本報告針對全球遊戲化學習市場提供調查分析、市場概要、市場動向、市場促進因素、主要企業策略產業活動考察,目錄介紹如下。

第1章 遊戲化學習概要

  • 簡介
  • 遊戲化學習介紹
  • 遊戲化學習發展
  • GBL方法的遊戲種類
  • 教育娛樂遊戲
  • 訓練想像
  • 系列遊戲
  • 學習遊戲的主要構成
  • 提升學習方法的遊戲角色
  • 實行遊戲訓練方法
  • GBL一般化概念
  • 遊戲化學習優點
  • 遊戲化學習缺點
  • 主要實施課題
  • 主要應用分類
  • 人氣遊戲化學習□方案
  • 技術革新

第2章 市場動向

  • 市場動向
  • 成長預測
  • 北美市場情況
  • 美國市場情況
  • 市場課題

第3章 最近產業活動

  • E-Line Medi在鳳凰城與西雅圖設立新的遊戲開發工作室
  • Houghton Mifflin Harcourt收購Tribal Nova
  • Infinitas Learning與Excelsoft Technologies開始共同事業
  • Institute of Play設立GLASS Lab
  • Learning Game Network跟ERIA Interactive合併
  • WeWantToKnow與Center for Game Science簽約

第4章 產品/服務販售

第5章 市場參與者

第6章 附錄

目錄
Product Code: 146235

"Games have been popular means for generations to build knowledge, skills and concepts. People have been playing popular games such as Yahtzee, Scrabble, Mastermind, Monopoly and Clue for developing maths, spellings, strategy, money and problem-solving skills, respectively. Game-based learning is an advanced approach for learning things by using computer-based game technology in order to offer interactive as well as enriching experience to learners."

The report analyzes and presents an overview of Game-Based Learning market worldwide. Supported with 5 market data tables, the report provides a review of market trends, growth drivers, and strategic industry activities of major companies worldwide. The report further discusses about various types of Game-Based Learning including Edutainment Games, Training Simulators, and Serious Games. In addition, 105 companies operating in the Game-Based Learning arena worldwide including 7Seas Entertainment Ltd., Apple Inc., BlackBerry, BrainPOP, Game On! Learning, Gameloft, GNSE Group, Microsoft Corp., and others are profiled.

Table of Contents

1. GAME-BASED LEARNING - AN OVERVIEW

  • A Prelude
  • Game-Based Learning - An Introduction
  • Game-Based Learning - Evolution
  • Types of Games in GBL Approach
  • Edutainment Games
  • Training Simulators
  • Serious Game
  • Key Components of Learning Games
  • Role of Games in Improving Learning Methodologies
  • Implementation of Games in Training Methods
  • The Concept of Generalization in GBL
  • Game-Based Learning - Benefits
  • Game-Based Learning - Drawbacks
  • Key Implementation Concerns
  • Major Application Areas
  • Popular Game-Based Learning Solutions
  • Technological Innovations

2. MARKET TRENDS

  • Market Overview
    • Table 1: Game Based Educational Learning Market by Region Worldwide (2012-2017) in US$ Million for North America, Latin America, Europe, Asia, Middle East, and Africa
  • Growth Prospects
  • North American Market Scenario
    • Table 2: North American Game Based Educational Learning Market by Category (2012-2017) in US$ Million for Mobile Edu Games, and Non-Mobile Edugames
  • US Market Scenario
    • Table 3: US Game Based Educational Learning Market by Category (2012-2017) in US$ Million for Custom Content Development Services, and Mobile Packaged Edugames
    • Table 4: US Mobile Packaged Educational Games Market by Category (2012-2017) in US$ Million for Non-Mobile Educational Games, and Mobile Educational Games
    • Table 5: US Custom Content Development Services Educational Games Market by Category (2012-2017) in US$ Million for Non-Mobile Custom Development Services, and Mobile Custom Development Services
  • Market Challenges

3. RECENT INDUSTRY ACTIVITY

  • E-Line Media Establishes New Game Development Studios in Phoenix and Seattle
  • Houghton Mifflin Harcourt Takes Over Tribal Nova
  • Infinitas Learning and Excelsoft Technologies Enter into Joint Venture
  • Institute of Play Establishes GLASS Lab
  • Learning Game Network Merges with ERIA Interactive
  • WeWantToKnow and Center for Game Science Ink Agreement

4. PRODUCT/SERVICE LAUNCHES

  • Mojang Launches Minecraft App
  • PoraOra Rolls Out New Educational Apps Range
  • The SuperGroup Launches Trace Effects 3D Video Game
  • Zynga.org Launches Ed Tech Games Accelerator
  • Mango Learning Introduces Decimals Series Learning Apps
  • Mindblown Labs Develops Mindblown Life Game
  • Wall Street Institute Rolls Out AppGrade Game
  • MissionV Launches Free Game-Based Learning Webinar Series

5. MARKET PARTICIPANTS

  • 7Seas Entertainment Ltd. (India)
  • Activate Interactive Pte., Ltd. (Singapore)
  • Advanced E-Learning Solutions, Inc. (USA)
  • Apple, Inc. (USA)
  • Applied Research Associates, Inc. (USA)
  • Arista Games LLC (USA)
  • Big Fish Games, Inc. (USA)
  • BlackBerry (Canada)
  • Blizzard Entertainment, Inc. (USA)
  • BrainPOP (USA)
  • BreakAway Ltd. (USA)
  • Caspian Learning (UK)
  • Decisive-Point (USA)
  • Designing Digitally, Inc. (USA)
  • DESQ (UK)
  • Dhruva Interactive (India)
  • Digi Ronin Games LLC (USA)
  • Digital Chocolate, Inc. (USA)
  • Digitec Interactive (USA)
  • DimensionU, Inc. (USA)
  • Dolphy, Inc. (USA)
  • Eduweb (USA)
  • Electronic Arts, Inc. (USA)
  • E-Line Media (USA)
  • Excelsoft Technologies Pvt., Ltd. (India)
  • Filament Games (USA)
  • Focus Edumatics (India)
  • Funkitron, Inc. (USA)
  • Game Gurus (USA)
  • Game On! Learning (USA)
  • GameHouse, a division of RealNetworks (USA)
  • Gameloft (France)
  • Gameshastra Solutions Pvt., Ltd. (India)
  • G-Cube (USA)
  • Glu Mobile, Inc. (USA)
  • GNSE Group (Egypt)
  • Hezmedia Interactive Sdn. Bhd. (Malaysia)
  • Highline Games LLC (USA)
  • Houghton Mifflin Harcourt - The Learning Company (USA)
  • Ibibo Web Pvt., Ltd. (India)
  • Indiagames Ltd. (India)
  • Integra Software Services Pvt., Ltd. (India)
  • Janus Research Group, Inc. (USA)
  • JumpStart® (USA)
  • Kinect Education (USA)
  • Knowledge Adventure, Inc. (USA)
  • Kreeda Games India Pvt., Ltd. (India)
  • LearningWare, Inc. (USA)
  • Legacy Interactive (USA)
  • Lumos Labs, Inc. (USA)
  • Mango Learning, Inc. (USA)
  • Microsoft Corporation (USA)
  • Milestone Interactive Group (India)
  • MindSnacks, Inc. (USA)
  • Mingoville (Denmark)
  • Morphonix™ LLC (USA)
  • Muuzii Technologies (China)
  • Nazara Technologies Pvt., Ltd. (India)
  • Nextwave Multimedia Pvt., Ltd. (India)
  • Nintendo Co., Ltd. (Japan)
  • Nokia Corporation (Finland)
  • Numenko (UK)
  • Omega-R (Russia)
  • Piron Corporation (USA)
  • PIXELearning Ltd. (UK)
  • Play2Improve (UK)
  • PlayGen.com (UK)
  • PODD (Philippines)
  • Preloaded (UK)
  • QBInternational (USA)
  • Radical Entertainment (Canada)
  • Schell Games (USA)
  • Sealund & Associates Corporation (USA)
  • Serious Games Interactive (Denmark)
  • Serious Labs, Inc. (Canada)
  • Shrapnel Games, Inc. (USA)
  • SimAULA (Spain)
  • Simplified Learning (India)
  • Skidos (India)
  • Skills2Learn Ltd. (UK)
  • Spark Plug Games LLC (USA)
  • Spongelab Interactive (Canada)
  • Sterco Digitex Pvt., Ltd. (India)
  • Strange Loop Games (USA)
  • Tata Interactive Systems (India)
  • The Crucial Media Group - Crucial Interactive (USA)
  • ThinkFun, Inc. (USA)
  • Tiger Tail Studio (India)
  • Tridat Technologies Pvt., Ltd. (India)
  • Trine (India)
  • True Office (USA)
  • Ubisoft Entertainment (France)
  • URENCO Group (UK)
  • viaLearning (USA)
  • Vista Business Co., Ltd. (Thailand)
  • Wewanttoknow AS (Norway)
  • WisdomTools (USA)
  • Wise Cells Learning Solutions LLP (India)
  • Wooga GmbH (Germany)
  • Zachtronics (USA)
  • ZEN Technologies Ltd. (India)
  • ZMQ Software Systems (India)
  • Zobble Solutions Pvt., Ltd. (India)
  • Zondle Ltd. (UK)
  • Zynga, Inc. (USA)

6. APPENDIX

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