2019 World Game-Based Learning Market Segmentation by End-User, Region and Product
Global Game-based Learning Market 2015-2019 is the latest addition to Sandlerresearch.org industry research reports collection. The analysts forecast global game-based learning market to grow at a CAGR of 6.47% over the period 2014-2019.
Read this 67 Pages Report on Global Game-based Learning Market 2015-2019. The report provides 25 Exhibits.
Complete Report Available at http://www.sandlerresearch.org/global-game-based-learning-market-2015-2019.html
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.
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.
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The 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 : North Americas, APAC, Europe, ROW
The report recognizes the following companies as the key players : BreakAway, LearningWare, Lumos Labs, PlayGen.com
Other Prominent Vendors in the market are: Corporate Gameware, MAK Technologies, RallyOn, Sava Transmedia, Visual Purple
Key Market Driver - Increased Use of Mobile Educational Games
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Key Market Challenges - Limitations in Commercial Development
Key Market Trend - Increasing Adoption of Gamification
About US:
Sandlerresearch.org (http://www.sandlerresearch.org/) is an online market research store for research reports on multiple industries. These reports provide market analysis, trends and opportunities and forecast about industries that helps to make a right decision for the business.
Read this 67 Pages Report on Global Game-based Learning Market 2015-2019. The report provides 25 Exhibits.
Complete Report Available at http://www.sandlerresearch.org/global-game-based-learning-market-2015-2019.html
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.
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.
Purchase a Copy of Report at http://www.sandlerresearch.org/purchase?rname=39266
“Special offer on Technavio/Infiniti Reports -
Buy 3 Reports at the Cost of 2 (Lowest Priced Report will be Free) / Buy 3 Reports of the Same Price for the Cost of 2
Buy 4 or more Reports and Get 50% flat Discount on the Total Price
THIS OFFER IS ONLY VALID VIA EMAIL TO sales@sandlerresearch.org OR CALL + 1 888 391 5441”
The 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 : North Americas, APAC, Europe, ROW
The report recognizes the following companies as the key players : BreakAway, LearningWare, Lumos Labs, PlayGen.com
Other Prominent Vendors in the market are: Corporate Gameware, MAK Technologies, RallyOn, Sava Transmedia, Visual Purple
Key Market Driver - Increased Use of Mobile Educational Games
Request Discount at http://www.sandlerresearch.org/discount?rname=39266
Key Market Challenges - Limitations in Commercial Development
Key Market Trend - Increasing Adoption of Gamification
About US:
Sandlerresearch.org (http://www.sandlerresearch.org/) is an online market research store for research reports on multiple industries. These reports provide market analysis, trends and opportunities and forecast about industries that helps to make a right decision for the business.