Global Higher Education Game-based Learning Market Size, Status and Forecast 2019-2025
1 Report Overview
- 1.1 Study Scope
- 1.2 Key Market Segments
- 1.3 Players Covered: Ranking by Higher Education Game-based Learning Revenue
- 1.4 Market by Type
- 1.4.1 Global Higher Education Game-based Learning Market Size Growth Rate by Type: 2020 VS 2026
- 1.4.2 Rognitive Ability-Based Game-Based Learning
- 1.4.3 Language Learning-Related Game-Based Learning
- 1.4.4 Stem-Based Game-Based Learning
- 1.5 Market by Application
- 1.5.1 Global Higher Education Game-based Learning Market Share by Application: 2020 VS 2026
- 1.5.2 Educational Institutions
- 1.5.3 Universities
- 1.5.4 Training Organizations
- 1.5.5 Others
- 1.6 Study Objectives
- 1.7 Years Considered
2 Global Growth Trends
- 2.1 Global Higher Education Game-based Learning Market Perspective (2015-2026)
- 2.2 Global Higher Education Game-based Learning Growth Trends by Regions
- 2.2.1 Higher Education Game-based Learning Market Size by Regions: 2015 VS 2020 VS 2026
- 2.2.2 Higher Education Game-based Learning Historic Market Share by Regions (2015-2020)
- 2.2.3 Higher Education Game-based Learning Forecasted Market Size by Regions (2021-2026)
- 2.3 Industry Trends and Growth Strategy
- 2.3.1 Market Top Trends
- 2.3.2 Market Drivers
- 2.3.3 Market Challenges
- 2.3.4 Porter’s Five Forces Analysis
- 2.3.5 Higher Education Game-based Learning Market Growth Strategy
- 2.3.6 Primary Interviews with Key Higher Education Game-based Learning Players (Opinion Leaders)
3 Competition Landscape by Key Players
- 3.1 Global Top Higher Education Game-based Learning Players by Market Size
- 3.1.1 Global Top Higher Education Game-based Learning Players by Revenue (2015-2020)
- 3.1.2 Global Higher Education Game-based Learning Revenue Market Share by Players (2015-2020)
- 3.1.3 Global Higher Education Game-based Learning Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
- 3.2 Global Higher Education Game-based Learning Market Concentration Ratio
- 3.2.1 Global Higher Education Game-based Learning Market Concentration Ratio (CR5 and HHI)
- 3.2.2 Global Top 10 and Top 5 Companies by Higher Education Game-based Learning Revenue in 2019
- 3.3 Higher Education Game-based Learning Key Players Head office and Area Served
- 3.4 Key Players Higher Education Game-based Learning Product Solution and Service
- 3.5 Date of Enter into Higher Education Game-based Learning Market
- 3.6 Mergers & Acquisitions, Expansion Plans
4 Market Size by Type (2015-2026)
- 4.1 Global Higher Education Game-based Learning Historic Market Size by Type (2015-2020)
- 4.2 Global Higher Education Game-based Learning Forecasted Market Size by Type (2021-2026)
5 Market Size by Application (2015-2026)
- 5.1 Global Higher Education Game-based Learning Market Size by Application (2015-2020)
- 5.2 Global Higher Education Game-based Learning Forecasted Market Size by Application (2021-2026)
6 North America
- 6.1 North America Higher Education Game-based Learning Market Size (2015-2020)
- 6.2 Higher Education Game-based Learning Key Players in North America (2019-2020)
- 6.3 North America Higher Education Game-based Learning Market Size by Type (2015-2020)
- 6.4 North America Higher Education Game-based Learning Market Size by Application (2015-2020)
7 Europe
- 7.1 Europe Higher Education Game-based Learning Market Size (2015-2020)
- 7.2 Higher Education Game-based Learning Key Players in Europe (2019-2020)
- 7.3 Europe Higher Education Game-based Learning Market Size by Type (2015-2020)
- 7.4 Europe Higher Education Game-based Learning Market Size by Application (2015-2020)
8 China
- 8.1 China Higher Education Game-based Learning Market Size (2015-2020)
- 8.2 Higher Education Game-based Learning Key Players in China (2019-2020)
- 8.3 China Higher Education Game-based Learning Market Size by Type (2015-2020)
- 8.4 China Higher Education Game-based Learning Market Size by Application (2015-2020)
9 Japan
- 9.1 Japan Higher Education Game-based Learning Market Size (2015-2020)
- 9.2 Higher Education Game-based Learning Key Players in Japan (2019-2020)
- 9.3 Japan Higher Education Game-based Learning Market Size by Type (2015-2020)
- 9.4 Japan Higher Education Game-based Learning Market Size by Application (2015-2020)
10 Southeast Asia
- 10.1 Southeast Asia Higher Education Game-based Learning Market Size (2015-2020)
- 10.2 Higher Education Game-based Learning Key Players in Southeast Asia (2019-2020)
- 10.3 Southeast Asia Higher Education Game-based Learning Market Size by Type (2015-2020)
- 10.4 Southeast Asia Higher Education Game-based Learning Market Size by Application (2015-2020)
11 India
- 11.1 India Higher Education Game-based Learning Market Size (2015-2020)
- 11.2 Higher Education Game-based Learning Key Players in India (2019-2020)
- 11.3 India Higher Education Game-based Learning Market Size by Type (2015-2020)
- 11.4 India Higher Education Game-based Learning Market Size by Application (2015-2020)
12 Central & South America
- 12.1 Central & South America Higher Education Game-based Learning Market Size (2015-2020)
- 12.2 Higher Education Game-based Learning Key Players in Central & South America (2019-2020)
- 12.3 Central & South America Higher Education Game-based Learning Market Size by Type (2015-2020)
- 12.4 Central & South America Higher Education Game-based Learning Market Size by Application (2015-2020)
13 Key Players Profiles
- 13.1 McGraw-Hill Education
- 13.1.1 McGraw-Hill Education Company Details
- 13.1.2 McGraw-Hill Education Business Overview
- 13.1.3 McGraw-Hill Education Higher Education Game-based Learning Introduction
- 13.1.4 McGraw-Hill Education Revenue in Higher Education Game-based Learning Business (2015-2020))
- 13.1.5 McGraw-Hill Education Recent Development
- 13.2 PlayGen
- 13.2.1 PlayGen Company Details
- 13.2.2 PlayGen Business Overview
- 13.2.3 PlayGen Higher Education Game-based Learning Introduction
- 13.2.4 PlayGen Revenue in Higher Education Game-based Learning Business (2015-2020)
- 13.2.5 PlayGen Recent Development
- 13.3 Toolwire
- 13.3.1 Toolwire Company Details
- 13.3.2 Toolwire Business Overview
- 13.3.3 Toolwire Higher Education Game-based Learning Introduction
- 13.3.4 Toolwire Revenue in Higher Education Game-based Learning Business (2015-2020)
- 13.3.5 Toolwire Recent Development
- 13.4 Totem Learning
- 13.4.1 Totem Learning Company Details
- 13.4.2 Totem Learning Business Overview
- 13.4.3 Totem Learning Higher Education Game-based Learning Introduction
- 13.4.4 Totem Learning Revenue in Higher Education Game-based Learning Business (2015-2020)
- 13.4.5 Totem Learning Recent Development
- 13.5 Lumos Labs
- 13.5.1 Lumos Labs Company Details
- 13.5.2 Lumos Labs Business Overview
- 13.5.3 Lumos Labs Higher Education Game-based Learning Introduction
- 13.5.4 Lumos Labs Revenue in Higher Education Game-based Learning Business (2015-2020)
- 13.5.5 Lumos Labs Recent Development
- 13.6 Triseum
- 13.6.1 Triseum Company Details
- 13.6.2 Triseum Business Overview
- 13.6.3 Triseum Higher Education Game-based Learning Introduction
- 13.6.4 Triseum Revenue in Higher Education Game-based Learning Business (2015-2020)
- 13.6.5 Triseum Recent Development
- 13.7 Designing Digitally
- 13.7.1 Designing Digitally Company Details
- 13.7.2 Designing Digitally Business Overview
- 13.7.3 Designing Digitally Higher Education Game-based Learning Introduction
- 13.7.4 Designing Digitally Revenue in Higher Education Game-based Learning Business (2015-2020)
- 13.7.5 Designing Digitally Recent Development
- 13.8 Forio
- 13.8.1 Forio Company Details
- 13.8.2 Forio Business Overview
- 13.8.3 Forio Higher Education Game-based Learning Introduction
- 13.8.4 Forio Revenue in Higher Education Game-based Learning Business (2015-2020)
- 13.8.5 Forio Recent Development
- 13.9 Innovative Dutch
- 13.9.1 Innovative Dutch Company Details
- 13.9.2 Innovative Dutch Business Overview
- 13.9.3 Innovative Dutch Higher Education Game-based Learning Introduction
- 13.9.4 Innovative Dutch Revenue in Higher Education Game-based Learning Business (2015-2020)
- 13.9.5 Innovative Dutch Recent Development
- 13.10 LearningWare
- 13.10.1 LearningWare Company Details
- 13.10.2 LearningWare Business Overview
- 13.10.3 LearningWare Higher Education Game-based Learning Introduction
- 13.10.4 LearningWare Revenue in Higher Education Game-based Learning Business (2015-2020)
- 13.10.5 LearningWare Recent Development
14 Analyst's Viewpoints/Conclusions
15 Appendix
- 15.1 Research Methodology
- 15.1.1 Methodology/Research Approach
- 15.1.2 Data Source
- 15.2 Disclaimer
Higher Education Game-based Learning market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Higher Education 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.
The key players covered in this study
McGraw-Hill Education
PlayGen
Toolwire
Totem Learning
Lumos Labs
Triseum
Designing Digitally
Forio
Innovative Dutch
LearningWare
Market segment by Type, the product can be split into
Rognitive Ability-Based Game-Based Learning
Language Learning-Related Game-Based Learning
Stem-Based Game-Based Learning
Market segment by Application, split into
Educational Institutions
Universities
Training Organizations
Others
Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America