Report Detail

Service & Software Global and China Game-based Learning Market Size, Status and Forecast 2020-2026

  • RnM3411255
  • |
  • 28 October, 2020
  • |
  • Global
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  • 94 Pages
  • |
  • QYResearch
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  • Service & Software

Global Game-based Learning Scope and Market Size
Game-based Learning market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Game-based Learning market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

Market segment by Type, the product can be split into
E-Learning Courseware
Online Audio and Video Content
Social Games
Mobile Games
Other

Market segment by Application, split into
Educational Institutions
Healthcare Organizations
Defense Organizations
Corporate Employee Training
Other

Based on regional and country-level analysis, the Game-based Learning market has been segmented as follows:
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Nordic
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia-Pacific
Latin America
Mexico
Brazil
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of Middle East & Africa

In the competitive analysis section of the report, leading as well as prominent players of the global Game-based Learning market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
The key players covered in this study
LearningWare
BreakAway
Lumos Labs
PlayGen.com
Corporate Internet Games
Games2Train
HealthTap
RallyOn, Inc
MAK Technologies
SCVNGR
SimuLearn
Will Interactive


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global Game-based Learning Market Size Growth Rate by Type: 2020 VS 2026
    • 1.2.2 E-Learning Courseware
    • 1.2.3 Online Audio and Video Content
    • 1.2.4 Social Games
    • 1.2.5 Mobile Games
    • 1.2.6 Other
  • 1.3 Market by Application
    • 1.3.1 Global Game-based Learning Market Share by Application: 2020 VS 2026
    • 1.3.2 Educational Institutions
    • 1.3.3 Healthcare Organizations
    • 1.3.4 Defense Organizations
    • 1.3.5 Corporate Employee Training
    • 1.3.6 Other
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trends

  • 2.1 Global Game-based Learning Market Perspective (2015-2026)
  • 2.2 Global Game-based Learning Growth Trends by Regions
    • 2.2.1 Game-based Learning Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Game-based Learning Historic Market Share by Regions (2015-2020)
    • 2.2.3 Game-based Learning Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top Game-based Learning Players by Market Size
    • 3.1.1 Global Top Game-based Learning Players by Revenue (2015-2020)
    • 3.1.2 Global Game-based Learning Revenue Market Share by Players (2015-2020)
  • 3.2 Global Game-based Learning Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by Game-based Learning Revenue
  • 3.4 Global Game-based Learning Market Concentration Ratio
    • 3.4.1 Global Game-based Learning Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by Game-based Learning Revenue in 2019
  • 3.5 Key Players Game-based Learning Area Served
  • 3.6 Key Players Game-based Learning Product Solution and Service
  • 3.7 Date of Enter into Game-based Learning Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

4 Game-based Learning Breakdown Data by Type (2015-2026)

  • 4.1 Global Game-based Learning Historic Market Size by Type (2015-2020)
  • 4.2 Global Game-based Learning Forecasted Market Size by Type (2021-2026)

5 Game-based Learning Breakdown Data by Application (2015-2026)

  • 5.1 Global Game-based Learning Historic Market Size by Application (2015-2020)
  • 5.2 Global Game-based Learning Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Game-based Learning Market Size (2015-2026)
  • 6.2 North America Game-based Learning Market Size by Type (2015-2020)
  • 6.3 North America Game-based Learning Market Size by Application (2015-2020)
  • 6.4 North America Game-based Learning Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe Game-based Learning Market Size (2015-2026)
  • 7.2 Europe Game-based Learning Market Size by Type (2015-2020)
  • 7.3 Europe Game-based Learning Market Size by Application (2015-2020)
  • 7.4 Europe Game-based Learning Market Size by Country (2015-2020)
    • 7.4.1 Germany
    • 7.4.2 France
    • 7.4.3 U.K.
    • 7.4.4 Italy
    • 7.4.5 Russia
    • 7.4.6 Nordic
    • 7.4.7 Rest of Europe

8 China

  • 8.1 China Game-based Learning Market Size (2015-2026)
  • 8.2 China Game-based Learning Market Size by Type (2015-2020)
  • 8.3 China Game-based Learning Market Size by Application (2015-2020)
  • 8.4 China Game-based Learning Market Size by Region (2015-2020)
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 Southeast Asia
    • 8.4.5 India
    • 8.4.6 Australia
    • 8.4.7 Rest of Asia-Pacific

9 Japan

  • 9.1 Japan Game-based Learning Market Size (2015-2026)
  • 9.2 Japan Game-based Learning Market Size by Type (2015-2020)
  • 9.3 Japan Game-based Learning Market Size by Application (2015-2020)
  • 9.4 Japan Game-based Learning Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Southeast Asia

  • 10.1 Southeast Asia Game-based Learning Market Size (2015-2026)
  • 10.2 Southeast Asia Game-based Learning Market Size by Type (2015-2020)
  • 10.3 Southeast Asia Game-based Learning Market Size by Application (2015-2020)
  • 10.4 Southeast Asia Game-based Learning Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE
    • 10.4.4 Rest of Middle East & Africa

11 Key Players Profiles

  • 11.1 LearningWare
    • 11.1.1 LearningWare Company Details
    • 11.1.2 LearningWare Business Overview
    • 11.1.3 LearningWare Game-based Learning Introduction
    • 11.1.4 LearningWare Revenue in Game-based Learning Business (2015-2020))
    • 11.1.5 LearningWare Recent Development
  • 11.2 BreakAway
    • 11.2.1 BreakAway Company Details
    • 11.2.2 BreakAway Business Overview
    • 11.2.3 BreakAway Game-based Learning Introduction
    • 11.2.4 BreakAway Revenue in Game-based Learning Business (2015-2020)
    • 11.2.5 BreakAway Recent Development
  • 11.3 Lumos Labs
    • 11.3.1 Lumos Labs Company Details
    • 11.3.2 Lumos Labs Business Overview
    • 11.3.3 Lumos Labs Game-based Learning Introduction
    • 11.3.4 Lumos Labs Revenue in Game-based Learning Business (2015-2020)
    • 11.3.5 Lumos Labs Recent Development
  • 11.4 PlayGen.com
    • 11.4.1 PlayGen.com Company Details
    • 11.4.2 PlayGen.com Business Overview
    • 11.4.3 PlayGen.com Game-based Learning Introduction
    • 11.4.4 PlayGen.com Revenue in Game-based Learning Business (2015-2020)
    • 11.4.5 PlayGen.com Recent Development
  • 11.5 Corporate Internet Games
    • 11.5.1 Corporate Internet Games Company Details
    • 11.5.2 Corporate Internet Games Business Overview
    • 11.5.3 Corporate Internet Games Game-based Learning Introduction
    • 11.5.4 Corporate Internet Games Revenue in Game-based Learning Business (2015-2020)
    • 11.5.5 Corporate Internet Games Recent Development
  • 11.6 Games2Train
    • 11.6.1 Games2Train Company Details
    • 11.6.2 Games2Train Business Overview
    • 11.6.3 Games2Train Game-based Learning Introduction
    • 11.6.4 Games2Train Revenue in Game-based Learning Business (2015-2020)
    • 11.6.5 Games2Train Recent Development
  • 11.7 HealthTap
    • 11.7.1 HealthTap Company Details
    • 11.7.2 HealthTap Business Overview
    • 11.7.3 HealthTap Game-based Learning Introduction
    • 11.7.4 HealthTap Revenue in Game-based Learning Business (2015-2020)
    • 11.7.5 HealthTap Recent Development
  • 11.8 RallyOn, Inc
    • 11.8.1 RallyOn, Inc Company Details
    • 11.8.2 RallyOn, Inc Business Overview
    • 11.8.3 RallyOn, Inc Game-based Learning Introduction
    • 11.8.4 RallyOn, Inc Revenue in Game-based Learning Business (2015-2020)
    • 11.8.5 RallyOn, Inc Recent Development
  • 11.9 MAK Technologies
    • 11.9.1 MAK Technologies Company Details
    • 11.9.2 MAK Technologies Business Overview
    • 11.9.3 MAK Technologies Game-based Learning Introduction
    • 11.9.4 MAK Technologies Revenue in Game-based Learning Business (2015-2020)
    • 11.9.5 MAK Technologies Recent Development
  • 11.10 SCVNGR
    • 11.10.1 SCVNGR Company Details
    • 11.10.2 SCVNGR Business Overview
    • 11.10.3 SCVNGR Game-based Learning Introduction
    • 11.10.4 SCVNGR Revenue in Game-based Learning Business (2015-2020)
    • 11.10.5 SCVNGR Recent Development
  • 11.11 SimuLearn
    • 10.11.1 SimuLearn Company Details
    • 10.11.2 SimuLearn Business Overview
    • 10.11.3 SimuLearn Game-based Learning Introduction
    • 10.11.4 SimuLearn Revenue in Game-based Learning Business (2015-2020)
    • 10.11.5 SimuLearn Recent Development
  • 11.12 Will Interactive
    • 10.12.1 Will Interactive Company Details
    • 10.12.2 Will Interactive Business Overview
    • 10.12.3 Will Interactive Game-based Learning Introduction
    • 10.12.4 Will Interactive Revenue in Game-based Learning Business (2015-2020)
    • 10.12.5 Will Interactive Recent Development

12 Analyst's Viewpoints/Conclusions

    13 Appendix

    • 13.1 Research Methodology
      • 13.1.1 Methodology/Research Approach
      • 13.1.2 Data Source
    • 13.2 Disclaimer

    Summary:
    Get latest Market Research Reports on Game-based Learning. Industry analysis & Market Report on Game-based Learning is a syndicated market report, published as Global and China Game-based Learning Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of Game-based Learning market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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