2018 Report - Global Game-based Learning Market

Global Game-based Learning Market 2014-2018 is the latest addition to industry research reports collection.

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.

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The report recognizes the following companies as the key players in the Global Game-based Learning Market: BreakAway Ltd., LearningWare Inc., Lumos Labs Inc. and

Other Prominent Vendors in the market are: BreakAway Ltd., Corporate Internet Games, Games2Train, HealthTap, LearningWare Inc., Lumos Labs Inc., MAK Technologies, mbagames, Management Possible/i2i Workforce LLC, Monte Cristo, Ninth House Networks/Personnel Decisions International Corp.,, RallyOn, SCVNGR, SimuLearn, Transmedia Inc., Visual Purple LLC and Will Interactive Inc.

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One major trend emerging in this market is the growth of the gamification market. Several gaming enterprises in the Education sector are realizing the importance of rewards and incentives, and are incorporating engagement programs into their games.

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.

According to the report, one of the major drivers is the growth of mobile-based edugames. Greater ease in developing gaming applications for mobiles, tablets, and other devices through the use of advanced application development technology is helping organizations develop mobile-based edugames in less time. Additionally, there is increased penetration of mobile devices, which is further accelerating the growth of the market.

Further, the report states that the limitation in the commercial development of potential gaming ideas is one of the major challenges in this market. Individual educationalists are not experienced in graphics, animation, and accessing the software gaming platform, which is why they are often unable to implement their ideas to increase the learning of their students.

Table of Contents
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
09.1 US
09.2 Japan
09.3 South Korea
10. Buying Criteria
11. Market Growth Drivers
12. Drivers and their Impact
13. Market Challenges
14. Impact of Drivers and Challenges
15. Market Trends
16. Trends and their Impact
17. Vendor Landscape
18. Key Vendor Analysis
19. Other Reports in this Series

List of Exhibits:
Exhibit 1: Market Research Methodology
Exhibit 2: Global Game-based Learning Market US$ million (2014-2018)
Exhibit 3: Global Game-based Learning Market by End-users 2013
Exhibit 4: Global Game-based Learning Market by Consumers US$ million (2013-2018)
Exhibit 5: Global Game-based Learning Market by Prek-12 US$ million (2013-2018)
Exhibit 6: Global Game-based Learning Market by Government US$ million (2013-2018)
Exhibit 7: Global Game-based Learning Market by Healthcare US$ million (2013-2018)
Exhibit 8: Global Game-based Learning Market by Corporate US$ millions (2013-2018)
Exhibit 9: Global Game-based Learning Market by NGOs and Non-Profit Organizations US$ million (2013-2018)
Exhibit 10: Global Game-based Learning Market by Higher Education US$ millions (2013-2018)
View all 19 Exhibits

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