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