Global Game-Based Learning Market to Grow at a CAGR of 8.49% by 2018

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Dallas, TX -- (SBWire) -- 10/23/2014 --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.

Analysts forecast the Global Game-based Learning market to grow at a CAGR of 8.49 percent over the period 2013-2018.

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.

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.

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Key Vendors:

-BreakAway
-LearningWare
-Lumos Labs
-PlayGen.com

Other Prominent Vendors:

-Corporate Internet Games
-Games2Train
-HealthTap
-MAK Technologies
-mbagames
-Management Possible/i2i Workforce LLC
-Monte Cristo
-Ninth House Networks/Personnel Decisions International
-RallyOn
-SCVNGR
-SimuLearn
-Transmedia
-Visual Purple
-Will Interactive

Market Driver:

-Growing Usage of Mobile-based Edugames
-For a full, detailed list, view our report

Market Challenge:

-Limitation in Commercial Development
-For a full, detailed list, view our report

Market Trend:

-Increased Adoption of Gamification
-For a full, detailed list, view our report

Key Questions Answered in this Report:

-What will the market size be in 2018 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?

Media Relations Contact

Priyank Tiwari
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http://www.reportsnreports.com/reports/312570-global-game-based-learning-market-2014-2018.html

View this press release online at: http://rwire.com/556357