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市場調查報告書

全球基於遊戲的學習市場 (2015∼2019年)

Global Game-based Learning Market 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 265376
出版日期 內容資訊 英文 67 Pages
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全球基於遊戲的學習市場 (2015∼2019年) Global Game-based Learning Market 2015-2019
出版日期: 2015年07月01日 內容資訊: 英文 67 Pages
簡介

所謂基於遊戲的學習 (或嚴肅遊戲) ,是指具「透過遊戲學習」要素的所有數位、應用。基於遊戲的學習,利用人在玩遊戲時心理敏銳度變高,以透過遊戲的提高學習效果為目標。教育機關、醫療機關、軍隊等為主要使用者,不過,企業也利用在員工訓練計劃。全球基於遊戲的學習市場,預計從2014年到2019年,以6.47%的年複合成長率擴大。

本報告提供全球基於遊戲的學習市場現狀與成長預測、主要供應商的資訊 (企業概要、主要產品與服務、各部門、各地區的詳細趨勢、SWOT分析、其他) 等。

第1章 摘要整理

第2章 調查範圍

  • 市場概要
  • 主要的產品

第3章 市場調查手法

  • 市場調查流程
  • 調查手法

第4章 簡介

第5章 市場形勢

  • 市場概要
  • 市場規模與預測
  • 波特的五力分析

第6章 各產品的市場區隔

  • 全球基於遊戲的學習市場:各產品的區隔
  • Global Self-Paced Learning Market
  • Global Institutional Learning Market
  • Global Corporate Training Market

第7章 地區區隔

  • 全球基於遊戲的學習市場:各地區的趨勢 (今後6年份)
  • 亞太地區市場
  • 北美市場
  • 歐洲市場
  • 其他的國家 (RoW) 的市場

第8章 購買標準

第9章 促進市場成長的要素

第10章 推動因素與其影響力

第11章 市場課題

第12章 推動因素、課題的影響力

第13章 市場趨勢

第14章 市場趨勢與其影響

第15章 供應商環境

  • 競爭方案
  • 市場佔有率分析
  • 其他卓越供應商

第16章 主要供應商分析

  • BreakAway Games
    • 主要資料
    • 產業概要
    • SWOT策略
  • LearningWare
  • Lumos Labs
  • PlayGen

第17章 其他卓越供應商

  • Corporate Gameware
  • Rallyon
  • Sava Transmedia
  • Visual Purple
  • VT MAK

第18章 相關報告

圖表一覽

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目錄
Product Code: IRTNTR6208

About Game-based Learning

Game-based learning or serious games refer to all digital applications that impart learning through games. Psychological susceptibility of humans to engage in gaming encourages learning while playing games. Game-based learning includes digital products such as e-learning courseware, online audio and video content, social games, and mobile games. It is primarily used in educational institutions, healthcare organizations, and the military. It is also used by corporates for their employee training programs.

Technavio's analysts forecast global game-based learning market to grow at a CAGR of 6.47% over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of the global game-based learning market for the period 2015-2019. To calculate the market size, the report considers revenue generated from global game-based learning worldwide.

Technavio's report, Global Game-based Learning Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers North America, APAC, Europe, and ROW; it also covers the global game-based learning market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

Key Regions

  • APAC
  • Europe
  • North Americas
  • ROW

Key Vendors

  • BreakAway
  • LearningWare
  • Lumos Labs
  • PlayGen.com

Other Prominent Vendors

  • Corporate Gameware
  • MAK Technologies
  • RallyOn
  • Sava Transmedia
  • Visual Purple

Market Driver

  • Increased Use of Mobile Educational Games
  • For a full, detailed list, view our report

Market Challenge

  • Limitations in Commercial Development
  • For a full, detailed list, view our report

Market Trend

  • Increasing Adoption of Gamification
  • For a full, detailed list, view our report

Key Questions Answered in this Report

  • What will the market size be in 2019 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?

Table of Contents

01. Executive Summary

02. Scope of the Report

  • 02.1. Market Overview
  • 02.2. Product Offerings

03. Market Research Methodology

  • 03.1. Market Research Process
  • 03.2. Research Methodology

04. Introduction

05. Market Landscape

  • 05.1. Market Overview
  • 05.2. Market Size and Forecast
  • 05.3. Five Forces Analysis

06. Market Segmentation by Product

  • 06.1. Global Game-Based Learning Market by Product
  • 06.2. Global Self-Paced Learning Market
    • 06.2.1. Market Size and Forecast
  • 06.3. Global Institutional Learning Market
    • 06.3.1. Market Size and Forecast
  • 06.4. Global Corporate Training Market
    • 06.4.1. Market Size and Forecast

07. Geographical Segmentation

  • 07.1. Global Game-Based Learning Market Segmentation by Region 2014-2019
  • 07.2. Game-Based Learning Market in APAC
    • 07.2.1. Market Size and Forecast
  • 07.3. Game-Based Learning Market in North America
    • 07.3.1. Market Size and Forecast
  • 07.4. Game-Based Learning Market in Europe
    • 07.4.1. Market Size and Forecast
  • 07.5. Game-Based Learning Market in ROW
    • 07.5.1. Market Size and Forecast

08. Buying Criteria

09. Market Growth Drivers

10. Drivers and Their Impact

11. Market Challenges

12. Impact of Drivers and Challenges

13. Market Trends

14. Trends and Their Impact

15. Vendor Landscape

  • 15.1. Competitive Scenario
  • 15.2. Market Share Analysis 2014
  • 15.3. Other Prominent Vendors

16. Key Vendor Analysis

  • 16.1. BreakAway Games
    • 16.1.1. Key Facts
    • 16.1.2. Business Overview
    • 16.1.3. SWOT Analysis
  • 16.2. LearningWare
    • 16.2.1. Key Facts
    • 16.2.2. Business Overview
    • 16.2.3. Product Segmentation
    • 16.2.4. SWOT Analysis
  • 16.3. Lumos Labs
    • 16.3.1. Key Facts
    • 16.3.2. Business Overview
    • 16.3.3. Business Strategy
    • 16.3.4. Recent Developments
    • 16.3.5. SWOT Analysis
  • 16.4. PlayGen
    • 16.4.1. Key Facts
    • 16.4.2. Business Overview
    • 16.4.3. Services
    • 16.4.4. Business Strategy
    • 16.4.5. SWOT Analysis

17. Other Prominent Vendors

  • 17.1. Corporate Gameware
  • 17.2. Rallyon
  • 17.3. Sava Transmedia
  • 17.4. Visual Purple
  • 17.5. VT MAK

18. Other Reports in This Series

List of Exhibits

  • Exhibit 1: Market Research Methodology
  • Exhibit 2: Global Game-Based Learning Market 2015-2019 ($ millions)
  • Exhibit 3: Global Game-Based Learning Market Segmentation by Product 2014
  • Exhibit 4: Global Game-Based Learning Market Segmentation by Product 2019
  • Exhibit 5: Global Game-Based Learning Market Segmentation by Product 2014-2019 ($ millions)
  • Exhibit 6: Global Game-Based Learning Market Segmentation by Product 2014-2019
  • Exhibit 7: Global Self-Paced Learning Market 2014-2019 ($ millions)
  • Exhibit 8: Global Institutional Learning Market 2014-2019 ($ millions)
  • Exhibit 9: Global Corporate Training Market 2014-2019 ($ millions)
  • Exhibit 10: Global Game-Based Learning Market Segmentation by Product 2014-2019 ($ millions)
  • Exhibit 11: Global Game-Based Learning Market Segmentation by End-User 2014-2019
  • Exhibit 12: Global Game-Based Learning Market Segmentation by Region 2014-2019 ($ millions)
  • Exhibit 13: Global Game-Based Learning Market Segmentation by Region 2014-2019 ($ millions)
  • Exhibit 14: Global Game-Based Learning Market Segmentation by Region 2014-2019 ($ millions)
  • Exhibit 15: Global Game-Based Learning Market Segmentation by Region 2014-2019
  • Exhibit 16: Game-Based Learning Market Segmentation in APAC 2014-2019 ($ millions)
  • Exhibit 17: Game-Based Learning Market Segmentation in North America 2014-2019 ($ millions)
  • Exhibit 18: Game-Based Learning Market Segmentation in Europe 2014-2019 ($ millions)
  • Exhibit 19: Game-Based Learning Market Segmentation in ROW 2014-2019 ($ millions)
  • Exhibit 20: Global Game-Based Learning Market Segmentation by Region 2014-2019 ($ millions)
  • Exhibit 21: Global Game-Based Learning Market Segmentation by Region 2014-2019
  • Exhibit 22: Mobile Educational Games Market in North America 2014-2019 ($ millions)
  • Exhibit 23: Global E-learning Market 2014-2019 ($ billions)
  • Exhibit 24: LearningWare: Product Segmentation 2013
  • Exhibit 25: PlayGen: Services
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