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Global Higher Education Game-based Learning Market Size, Status and Forecast 2019-2025

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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

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