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Game-Based Learning Market 2015 Review, Research, Trends, Industry Size, Share and Forecast 2019

 

Deerfield Beach, FL -- (SBWIRE) -- 08/25/2015 -- Global game-based learning market to grow at a CAGR of 6.47% over the period 2014-2019. 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.

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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.

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

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Key Vendors:
- BreakAway
- LearningWare
- Lumos Labs
- PlayGen.com

Other Prominent Vendors:
- Corporate Gameware
- MAK Technologies
- RallyOn
- Sava Transmedia
- Visual Purple

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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