Game-Based Learning in the US 2018 Market Expected to Grow at CAGR 17% and Forecast to 2022

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New York, NY -- (SBWire) -- 03/08/2018 --Description:

This market research report presents a comprehensive analysis of the game-based learning market in the US based on product (knowledge and skill-based games, cognitive ability-based games, and other games) and end-user (academic and non-academic).

The gaming industry is witnessing an increased investment from angel investors and venture capitalists. The number of investments is expected to further increase due to the growing demand for game-based learning (GBL) in K-12 schools, especially in the developed countries. Many schools across the US are focusing on enhancing the learning experience for both students and teachers by launching educational games in collaboration with startups. The demand for GBL in educational institutes across the US will continue to increase due to the availability of funding for startups from various angel investors to engage in research and developmental activities for the development of new products and strengthen their product portfolio. Research analysis on the game-based learning market in the US identifies the rising investments from venture capitalists to be one of the major factors that will have a positive impact on the growth of the market. Technavio's market research analysts predict that the market will grow at a CAGR of more than 17% by 2022.

The growing popularity of modern classrooms and the incorporation of new learning methodologies are resulting in an increased adoption of visual technologies such as AR and VR among students and educators. This will propel the preference for AR-based games, which in turn, will improve the overall quality of education and increase the student engagement and concentration. These learning games will increase the demand for GBL. As a result, the growing integration of visual technologies such as AR and VR is identified as one of the key trends that will gain traction in the game-based learning market in the US during the projected period.

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Companies covered

The game-based learning market in the US appears to be highly fragmented due to the presence of a large number of vendors. This industry research report offers information about the competitive environment among players in this marketspace and offers an analysis of key companies and their products. Additionally, our analysts also offer information about key areas the players currently focus on and strategies they follow to sustain the competition.

This research report provides an analysis of various companies in the educational games market including
- BreakAway Games
- Filament Games
- LearningWare
- Playgen
- Tangible Play
- Toolwire

Segmentation by product and analysis of the game-based learning market in the US
- Knowledge and skill-based games
- Cognitive ability-based games

The growing popularity of gamification of learning and STEM-based games in the academic sector is driving the growth prospects for the educational games market in the US in the knowledge and skill-based games segment.
Segmentation by end-user and analysis of the game-based learning market in the US
- Academic
- Non-academic

The educational games market in the US is expected to witness growth in the academic segment in the forthcoming years due to the growing preference for modern classrooms incorporating visual technologies and language learning games.

Key questions answered in the report include
- What will the market size and the growth rate be in 2022?
- What are the key factors driving the game-based learning market in the US?
- What are the key market trends impacting the growth of the game-based learning market in the US?
- What are the challenges to market growth?
- Who are the key vendors in the game-based learning market in the US?
- What are the market opportunities and threats faced by the vendors in the game-based learning market in the US?
- What are the trending factors influencing the market shares of the US?
- What are the key outcomes of the five forces analysis of the game-based learning market in the US?

Report Details @ https://www.wiseguyreports.com/reports/3035693-game-based-learning-market-in-the-us-2018-2022

Table Of Contents – Major Key Points

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

PART 03: RESEARCH METHODOLOGY

PART 04: MARKET LANDSCAPE
- Market ecosystem
- Market characteristics
- Market segmentation analysis

PART 05: MARKET SIZING
- Market definition
- Market sizing 2017
- Market size and forecast 2017-2022

PART 06: FIVE FORCES ANALYSIS
- Bargaining power of buyers
- Bargaining power of suppliers
- Threat of new entrants
- Threat of substitutes
- Threat of rivalry
- Market condition in 2017

PART 07: MARKET SEGMENTATION BY PRODUCT
- Overview
- Comparison by product
- Knowledge and skill-based games– Market size and forecast 2017-2022
- Cognitive ability-based games – Market size and forecast 2017-2022
- Other games – Market size and forecast 2017-2022
- Market opportunity by product

PART 08: CUSTOMER LANDSCAPE

PART 09: MARKET SEGMENTATION BY END-USER
- Overview
- Comparison by end-user
- Academic– Market size and forecast 2017-2022
- Non-academic – Market size and forecast 2017-2022
- Market opportunity by end-user
- PART 10: DECISION FRAMEWORK

PART 11: DRIVERS AND CHALLENGES
- Market drivers
- Market challenges

PART 12: MARKET TRENDS
- Increasing popularity of mobile technologies
- Growing integration of visual technologies such as AR and VR
- Rising focus on personalized learning
- Surging demand for IoT and wearable devices
- Increasing adoption in US military and healthcare sectors

Continue……

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