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Global Game-based Learning Market 2014-2018 has been prepared based on an in-depth market analysis with inputs from industry experts. It covers the Global Game-based Learning market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market Detailed report at http://www.reportsandintelligence.com/global-game-based-learning-2014-2018-market
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Global Game-based Learning Market Size, Share, Global Trends, Company Profiles, Demand, Insights, Analysis, Research, Report, Opportunities, Growth, Forecast 2014-2018 Published By : Technavio Published On : November, 2014
Description About Game-based Learning Game-based learning or serious game refers to all digital applications that are developed to impart learning through games. This encourages learning in players by taking advantage of the psychological susceptibility of humans to engage in gaming. Game-based learning includes digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. It is mainly used in educational institutions, healthcare organizations, and defense organizations. It is also used in employee training programs in corporate business houses. TechNavio's analysts forecast the Global Game-based Learning market to grow at a CAGR of 8.49 percent over the period 2013-2018.
Description Covered in this Report The report covers the present scenario and the growth prospects of the Global Game-based Learning market for the period 2014-2018. To calculate the market size, the report covers the revenue generated from the following: individual consumers, Prek-12, government organizations, healthcare facilities, corporates, non-government organizations (NGOs), and non-profit organizations. TechNavio's report, the Global Game-based Learning Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. It covers the Global Game-based Learning market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market. For more inquiry, visit at: http://www.reportsandintelligence.com/enquire-about-report/150040
KeyVendors BreakAway Corporate Internet Games Lumos Labs • PlayGen.com LearningWare
Table of Content • 01. Executive Summary • 02. List of Abbreviations • 03. Scope of the Report • 04. Market Research Methodology • 05. Introduction • 06. Market Landscape • 07. Market Segmentation by End-users • 08. Geographical Segmentation • 09. Key Leading Countries • 10. Buying Criteria • Get full TOC at: http://www.reportsandintelligence.com/global-game-based-learning-2014-2018-market/table-of-contents
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