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Dynamics in Post-pandemic Global Game-based Learning Industry: Supply and Demand, Markets and Prices 2021-2027

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Table of Contents

    1 Product Introduction and Overview

    • 1.1 Product Definition
    • 1.2 Product Specification
    • 1.3 Global Market Overview
      • 1.3.1 Global Game-based Learning Market Status and Forecast (2016-2027)
      • 1.3.2 Global Game-based Learning Sales Value CAGR by Region
    • 1.4 Market Drivers, Inhibitors
      • 1.4.1 Market Drivers
      • 1.4.2 Market Inhibitors
      • 1.4.3 COVID-19 Impact Analysis

    2 Global Game-based Learning Supply by Company

    • 2.1 Global Game-based Learning Sales Value by Company
    • 2.2 Game-based Learning Sales Area of Main Manufacturers
    • 2.3 Trend of Concentration Rate

    3 Global and Regional Game-based Learning Market Status by Category

    • 3.1 Game-based Learning Category Introduction
      • 3.1.1 E-Learning Courseware
      • 3.1.2 Online Audio and Video Content
      • 3.1.3 Social Games
      • 3.1.4 Mobile Games
      • 3.1.5 Other
    • 3.2 Global Game-based Learning Market by Category
    • 3.3 North America: by Category
    • 3.4 Europe: by Category
    • 3.5 Asia Pacific: by Category
    • 3.6 Central & South America: by Category
    • 3.7 Middle East & Africa: by Category

    4 Global and Regional Game-based Learning Market Status by End User/Segment

    • 4.1 Game-based Learning Segment by End User/Segment
      • 4.1.1 Educational Institutions
      • 4.1.2 Healthcare Organizations
      • 4.1.3 Defense Organizations
      • 4.1.4 Corporate Employee Training
      • 4.1.5 Other
    • 4.2 Global Game-based Learning Market by End User/Segment
    • 4.3 North America: by End User/Segment
    • 4.4 Europe: by End User/Segment
    • 4.5 Asia Pacific: by End User/Segment
    • 4.6 Central & South America: by End User/Segment
    • 4.7 Middle East & Africa: by End User/Segment

    5 Global Game-based Learning Market Status by Region

    • 5.1 Global Game-based Learning Market by Region
    • 5.2 North America Game-based Learning Market Status
    • 5.3 Europe Game-based Learning Market Status
    • 5.4 Asia Pacific Game-based Learning Market Status
    • 5.5 Central & South America Game-based Learning Market Status
    • 5.6 Middle East & Africa Game-based Learning Market Status

    6 North America Game-based Learning Market Status

    • 6.1 North America Game-based Learning Market by Country
    • 6.2 United States
    • 6.3 Canada
    • 6.4 Mexico

    7 Europe Game-based Learning Market Status

    • 7.1 Europe Game-based Learning Market by Country
    • 7.2 Germany
    • 7.3 France
    • 7.4 UK
    • 7.5 Italy
    • 7.6 Russia
    • 7.7 Spain

    8 Asia Pacific Game-based Learning Market Status

    • 8.1 Asia Pacific Game-based Learning Market by Country
    • 8.2 China
    • 8.3 Japan
    • 8.4 Korea
    • 8.5 Southeast Asia
    • 8.6 India
    • 8.7 Australasia

    9 Central & South America Game-based Learning Market Status

    • 9.1 Central & South America Game-based Learning Market by Country
    • 9.2 Brazil
    • 9.3 Argentina
    • 9.4 Colombia

    10 Middle East & Africa Game-based Learning Market Status

    • 10.1 Middle East & Africa Game-based Learning Market by Country
    • 10.2 Iran
    • 10.3 Israel
    • 10.4 Turkey
    • 10.5 South Africa
    • 10.8 Saudi Arabia

    11 Major Downstream Customers Analysis

    • 11.1 Customer One Analysis
    • 11.2 Customer Two Analysis
    • 11.3 Customer Three Analysis
    • 11.4 Customer Four Analysis

    12 Global Game-based Learning Market Forecast by Category and by End User/Segment

    • 12.1 Global Game-based Learning Sales Value Forecast (2022-2027)
    • 12.2 Global Game-based Learning Forecast by Category
    • 12.3 Global Game-based Learning Forecast by End User/Segment

    13 Global Game-based Learning Market Forecast by Region/Country

    • 13.1 Global Game-based Learning Market Forecast by Region (2022-2027)
    • 13.2 North America Market Forecast
    • 13.3 Europe Market Forecast
    • 13.4 Asia Pacific Market Forecast
    • 13.5 Central & South America Market Forecast
    • 13.6 Middle East & Africa Market Forecast

    14 Key Participants Company Information

    • 14.1 Will Interactive
      • 14.1.1 Company Information
      • 14.1.2 Game-based Learning Product Introduction
      • 14.1.3 Will Interactive Game-based Learning Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.1.4 SWOT Analysis
    • 14.2 SimuLearn
      • 14.2.1 Company Information
      • 14.2.2 Game-based Learning Product Introduction
      • 14.2.3 SimuLearn Game-based Learning Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.2.4 SWOT Analysis
    • 14.3 SCVNGR
      • 14.3.1 Company Information
      • 14.3.2 Game-based Learning Product Introduction
      • 14.3.3 SCVNGR Game-based Learning Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.3.4 SWOT Analysis
    • 14.4 RallyOn, Inc
      • 14.4.1 Company Information
      • 14.4.2 Game-based Learning Product Introduction
      • 14.4.3 RallyOn, Inc Game-based Learning Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.4.4 SWOT Analysis
    • 14.5 PlayGen.com
      • 14.5.1 Company Information
      • 14.5.2 Game-based Learning Product Introduction
      • 14.5.3 PlayGen.com Game-based Learning Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.5.4 SWOT Analysis
    • 14.6 MAK Technologies
      • 14.6.1 Company Information
      • 14.6.2 Game-based Learning Product Introduction
      • 14.6.3 MAK Technologies Game-based Learning Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.6.4 SWOT Analysis
    • 14.7 Lumos Labs
      • 14.7.1 Company Information
      • 14.7.2 Game-based Learning Product Introduction
      • 14.7.3 Lumos Labs Game-based Learning Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.7.4 SWOT Analysis
    • 14.8 LearningWare
      • 14.8.1 Company Information
      • 14.8.2 Game-based Learning Product Introduction
      • 14.8.3 LearningWare Game-based Learning Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.8.4 SWOT Analysis
    • 14.9 HealthTap
      • 14.9.1 Company Information
      • 14.9.2 Game-based Learning Product Introduction
      • 14.9.3 HealthTap Game-based Learning Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.9.4 SWOT Analysis
    • 14.10 Games2Train
      • 14.10.1 Company Information
      • 14.10.2 Game-based Learning Product Introduction
      • 14.10.3 Games2Train Game-based Learning Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.10.4 SWOT Analysis
    • 14.11 Corporate Internet Games
    • 14.12 BreakAway

    15 Conclusion

      16 Methodology

      Covid-19 has impacted the supply and demand status for many industries along the supply chain. In this report a comprehensive analysis of current global Game-based Learning market in terms of demand and supply environment is provided, as well as price trend currently and in the next few years. Global leading players are profiled with their revenue, market share, profit margin, major product portfolio and SWOT analysis. This report also includes global and regional market size and forecast, major product development trend and typical downstream segment scenario, under the context of market drivers and inhibitors analysis. According to this survey, the global Game-based Learning market is estimated to have reached $ xx million in 2020, and projected to grow at a CAGR of xx% to $ xx million in 2027.

      Segmented by Category
      E-Learning Courseware
      Online Audio and Video Content
      Social Games
      Mobile Games
      Other

      Segmented by End User/Segment
      Educational Institutions
      Healthcare Organizations
      Defense Organizations
      Corporate Employee Training
      Other

      Segmented by Country
      North America
      United States
      Canada
      Mexico
      Europe
      Germany
      France
      UK
      Italy
      Russia
      Spain
      Asia Pacific
      China
      Japan
      Korea
      Southeast Asia
      India
      Australasia
      Central & South America
      Brazil
      Argentina
      Colombia
      Middle East & Africa
      Iran
      Israel
      Turkey
      South Africa
      Saudi Arabia

      Key manufacturers included in this survey
      Will Interactive
      SimuLearn
      SCVNGR
      RallyOn, Inc
      PlayGen.com
      MAK Technologies
      Lumos Labs
      LearningWare
      HealthTap
      Games2Train
      Corporate Internet Games
      BreakAway

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