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市場調查報告書

高等教育中遊戲型學習的全球市場:2016年∼2020年

Global Higher Education Game-based Learning Market 2016-2020

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 364958
出版日期 內容資訊 英文 64 Pages
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高等教育中遊戲型學習的全球市場:2016年∼2020年 Global Higher Education Game-based Learning Market 2016-2020
出版日期: 2016年07月25日 內容資訊: 英文 64 Pages
簡介

高等教育使用的遊戲是為了刺激解決問題和演繹、歸納性推論能力等認識過程,而對學生的學習活動有效的東西。全球高等教育的遊戲型學習市場預計2016年∼2020年期間,以13.95%的年複合成長率成長。

本報告提供全球高等教育的遊戲型學習市場相關調查分析,市場概要,各市場區隔考察,各地區考察,推動市場的要素,主要企業等相關整體分析、彙整。

第1章 摘要整理

第2章 報告的範圍

第3章 市場調查的方法

  • 調查方法
  • 經濟指標

第4章 簡介

第5章 推動市場的要素

  • 學生和教員的經驗的提高
  • 創業投資投資的增加
  • 遊戲開發的進步
  • 行動偵測技術利用的增加

第6章 促進要素的影響

第7章 市場課題

第8章 促進要素與課題的影響

第9章 市場趨勢

  • 遊戲型學習的AR和VR的利用增加
  • 平板電腦的普及
  • 經驗型學習、探求型學習的重視
  • 對高等教育機關尋求結果的壓力

第10章 市場的狀況

  • 全球高等教育市場
  • 全球遊戲型學習市場
  • 全球高等教育的遊戲型學習市場
  • 波特的五力分析

第11章 市場區隔:產品

第12章 各地區市場區隔

  • 全球高等教育的遊戲型學習市場:各地區
  • 北美
  • 歐洲
  • 亞太地區
  • 全球其他各國

第13章 供應商狀況

  • 競爭模式
  • 競爭基準

第14章 主要供應商分析

第15章 其他主要供應商

第16章 附錄

第17章 Technavio的其他報告

另紙一覽

目錄
Product Code: IRTNTR9897

About Higher Education Game-Based Learning

Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.

Technavio's analysts forecast the global higher education game-based learning market to grow at a CAGR of 13.95%. during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global higher education game-based learning market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of digital serious and simulation games, catering to the higher education segment.

The market is divided into the following segments based on geography:

  • APAC
  • Europe
  • North America
  • ROW

Technavio's report, Global Higher Education Game-Based Learning Market 2016-2020, 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

  • McGraw-Hill Education
  • PlayGen
  • Toolwire
  • Totem Learning

Other Prominent Vendors

  • Lumos Labs
  • Triseum
  • Designing Digitally
  • Forio
  • Innovative Dutch
  • LearningWare
  • OakTree Simulations
  • Rosetta Stone
  • Triad Interactive Media

Market driver

  • Rising enhancement of student and faculty experience
  • For a full, detailed list, view our report

Market challenge

  • Weak metrics to assess effectiveness of games
  • For a full, detailed list, view our report

Market trend

  • Rising use of AR and VR 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 2020 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 analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market drivers

  • Rising enhancement of student and faculty experience
  • Increase in venture capital investments
  • Improvement in game development engines
  • Growing use of motion-sensing technology in game-based learning

PART 06: Impact of drivers

PART 07: Market challenges

  • Weak metrics to assess effectiveness of games
  • Skewed awareness of game-based learning
  • Limitations on curriculum integration
  • Threat from simulation-based learning market

PART 08: Impact of drivers and challenges

PART 09: Market trends

  • Rising use of AR and VR in game-based learning
  • Growth in adoption of tablets
  • Stronger focus on experiential and inquiry-based learning
  • Pressure on higher education institutions to produce outcomes

PART 10: Market landscape

  • Global higher education market
  • Global game-based learning market
  • Global higher education game-based learning market
  • Five forces analysis

PART 11: Market segmentation by product

PART 12: Geographical segmentation

  • Global higher education game-based learning market by geography
  • Higher education game-based learning market in North America
  • Higher education game-based learning market in Europe
  • Higher education game-based learning market in APAC
  • Higher education game-based learning market in ROW

PART 13: Vendor landscape

  • Competitive scenario
  • Competitive benchmarking

PART 14: Key vendor analysis

  • McGraw-Hill Education
  • PlayGen
  • Toolwire
  • Totem Learning

PART 15: Other prominent vendors

PART 16: Appendix

  • List of abbreviations

PART 17: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Effectiveness of prominent learning methods
  • Exhibit 03: Average retention rates of teaching methods (% of enrollments)
  • Exhibit 04: Private investment funding in global game-based learning market 2013-2015 ($ millions)
  • Exhibit 05: Process of educational game creation
  • Exhibit 06: Major game engines in the market
  • Exhibit 07: Impact of drivers
  • Exhibit 08: Global simulation learning in higher education market 2015-2020($ millions)
  • Exhibit 09: Impact of drivers and challenges
  • Exhibit 10: Global AR and VR markets 2015-2020 ($ billions)
  • Exhibit 11: Expenditure on digital educational solutions by global higher education segment 2015-2020 ($ billions)
  • Exhibit 12: Operating expenditure for leading US universities 2014 ($ millions)
  • Exhibit 13: Enrollment in India by type of higher education institution 2014 (%)
  • Exhibit 14: Enrollments in higher education in China 2015-2020 (in millions)
  • Exhibit 15: Enrollment by major APAC countries in HarvardX courses (as a % of global enrollment)
  • Exhibit 16: Distribution in Middle East and North Africa education market (%)
  • Exhibit 17: Global game-based learning market 2015-2020 ($ billions)
  • Exhibit 18: Global game-based learning market by consumer segments 2015 and 2020 (% share)
  • Exhibit 19: Technological trends in global higher education market as per year of adoption and impact
  • Exhibit 20: Global higher education game-based learning market 2015-2020 ($ billions)
  • Exhibit 21: Additional features offered by vendors in higher education game-based learning market
  • Exhibit 22: Sources of funding for game-based learning companies
  • Exhibit 23: Five forces analysis
  • Exhibit 24: Global higher education game-based learning market by product 2015 (% share)
  • Exhibit 25: Average annual income of non-STEM graduates in US by major 2014 ($)
  • Exhibit 26: Global higher education game-based learning market by geography 2015-2020 (% share)
  • Exhibit 27: Global higher education game-based learning market by geography 2015-2020 ($ millions)
  • Exhibit 28: Higher education game-based learning market in North America 2015-2020 ($ millions)
  • Exhibit 29: Distribution of education market in North America by segment 2015 (% share)
  • Exhibit 30: Higher education game-based learning market in Europe ($ millions)
  • Exhibit 31: Approximate number of engineering graduates in UK by degree 2013
  • Exhibit 32: IT spending in higher education in APAC 2015-2020 ($ billions)
  • Exhibit 33: Higher education game-based learning market in APAC ($ millions)
  • Exhibit 34: Higher education game-based learning market in ROW 2015-2020 ($ millions)
  • Exhibit 35: Vendor matrix
  • Exhibit 36: Key vendors: Strategic initiatives overview
  • Exhibit 37: McGraw-Hill Education: Business segmentation
  • Exhibit 38: PlayGen: Product offerings in higher education
  • Exhibit 39: Toolwire: Key offerings in games and simulations
  • Exhibit 40: Totem Learning: Product offerings in higher education
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