cloudfront

Report Detail



Service & SoftwareGlobal Higher Education Game-based Learning Market Size, Status and Forecast 2025

  • RnM2315776
  • |
  • 8 August, 2018
  • |
  • Global
  • |
  • 96 pages
  • |
  • QYResearch
  • |
  • Service & Software

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

Table of Contents

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

      1 Industry Overview of Higher Education Game-based Learning

      • 1.1 Higher Education Game-based Learning Market Overview
        • 1.1.1 Higher Education Game-based Learning Product Scope
        • 1.1.2 Market Status and Outlook
      • 1.2 Global Higher Education Game-based Learning Market Size and Analysis by Regions (2013-2018)
        • 1.2.1 United States
        • 1.2.2 Europe
        • 1.2.3 China
        • 1.2.4 Japan
        • 1.2.5 Southeast Asia
        • 1.2.6 India
      • 1.3 Higher Education Game-based Learning Market by Type
        • 1.3.1 Rognitive Ability-Based Game-Based Learning
        • 1.3.2 Language Learning-Related Game-Based Learning
        • 1.3.3 Stem-Based Game-Based Learning
      • 1.4 Higher Education Game-based Learning Market by End Users/Application
        • 1.4.1 Educational Institutions
        • 1.4.2 Universities
        • 1.4.3 Training Organizations
        • 1.4.4 Others

      2 Global Higher Education Game-based Learning Competition Analysis by Players

      • 2.1 Higher Education Game-based Learning Market Size (Value) by Players (2013-2018)
      • 2.2 Competitive Status and Trend
        • 2.2.1 Market Concentration Rate
        • 2.2.2 Product/Service Differences
        • 2.2.3 New Entrants
        • 2.2.4 The Technology Trends in Future

      3 Company (Top Players) Profiles

      • 3.1 McGraw-Hill Education
        • 3.1.1 Company Profile
        • 3.1.2 Main Business/Business Overview
        • 3.1.3 Products, Services and Solutions
        • 3.1.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018)
      • 3.2 PlayGen
        • 3.2.1 Company Profile
        • 3.2.2 Main Business/Business Overview
        • 3.2.3 Products, Services and Solutions
        • 3.2.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018)
      • 3.3 Toolwire
        • 3.3.1 Company Profile
        • 3.3.2 Main Business/Business Overview
        • 3.3.3 Products, Services and Solutions
        • 3.3.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018)
      • 3.4 Totem Learning
        • 3.4.1 Company Profile
        • 3.4.2 Main Business/Business Overview
        • 3.4.3 Products, Services and Solutions
        • 3.4.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018)
      • 3.5 Lumos Labs
        • 3.5.1 Company Profile
        • 3.5.2 Main Business/Business Overview
        • 3.5.3 Products, Services and Solutions
        • 3.5.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018)
      • 3.6 Triseum
        • 3.6.1 Company Profile
        • 3.6.2 Main Business/Business Overview
        • 3.6.3 Products, Services and Solutions
        • 3.6.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018)
      • 3.7 Designing Digitally
        • 3.7.1 Company Profile
        • 3.7.2 Main Business/Business Overview
        • 3.7.3 Products, Services and Solutions
        • 3.7.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018)
      • 3.8 Forio
        • 3.8.1 Company Profile
        • 3.8.2 Main Business/Business Overview
        • 3.8.3 Products, Services and Solutions
        • 3.8.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018)
      • 3.9 Innovative Dutch
        • 3.9.1 Company Profile
        • 3.9.2 Main Business/Business Overview
        • 3.9.3 Products, Services and Solutions
        • 3.9.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018)
      • 3.10 LearningWare
        • 3.10.1 Company Profile
        • 3.10.2 Main Business/Business Overview
        • 3.10.3 Products, Services and Solutions
        • 3.10.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018)

      4 Global Higher Education Game-based Learning Market Size by Type and Application (2013-2018)

      • 4.1 Global Higher Education Game-based Learning Market Size by Type (2013-2018)
      • 4.2 Global Higher Education Game-based Learning Market Size by Application (2013-2018)
      • 4.3 Potential Application of Higher Education Game-based Learning in Future
      • 4.4 Top Consumer/End Users of Higher Education Game-based Learning

      5 United States Higher Education Game-based Learning Development Status and Outlook

      • 5.1 United States Higher Education Game-based Learning Market Size (2013-2018)
      • 5.2 United States Higher Education Game-based Learning Market Size and Market Share by Players (2013-2018)
      • 5.3 United States Higher Education Game-based Learning Market Size by Application (2013-2018)

      6 Europe Higher Education Game-based Learning Development Status and Outlook

      • 6.1 Europe Higher Education Game-based Learning Market Size (2013-2018)
      • 6.2 Europe Higher Education Game-based Learning Market Size and Market Share by Players (2013-2018)
      • 6.3 Europe Higher Education Game-based Learning Market Size by Application (2013-2018)

      7 China Higher Education Game-based Learning Development Status and Outlook

      • 7.1 China Higher Education Game-based Learning Market Size (2013-2018)
      • 7.2 China Higher Education Game-based Learning Market Size and Market Share by Players (2013-2018)
      • 7.3 China Higher Education Game-based Learning Market Size by Application (2013-2018)

      8 Japan Higher Education Game-based Learning Development Status and Outlook

      • 8.1 Japan Higher Education Game-based Learning Market Size (2013-2018)
      • 8.2 Japan Higher Education Game-based Learning Market Size and Market Share by Players (2013-2018)
      • 8.3 Japan Higher Education Game-based Learning Market Size by Application (2013-2018)

      9 Southeast Asia Higher Education Game-based Learning Development Status and Outlook

      • 9.1 Southeast Asia Higher Education Game-based Learning Market Size (2013-2018)
      • 9.2 Southeast Asia Higher Education Game-based Learning Market Size and Market Share by Players (2013-2018)
      • 9.3 Southeast Asia Higher Education Game-based Learning Market Size by Application (2013-2018)

      10 India Higher Education Game-based Learning Development Status and Outlook

      • 10.1 India Higher Education Game-based Learning Market Size (2013-2018)
      • 10.2 India Higher Education Game-based Learning Market Size and Market Share by Players (2013-2018)
      • 10.3 India Higher Education Game-based Learning Market Size by Application (2013-2018)

      11 Market Forecast by Regions, Type and Application (2018-2025)

      • 11.1 Global Higher Education Game-based Learning Market Size (Value) by Regions (2018-2025)
        • 11.1.1 United States Higher Education Game-based Learning Revenue and Growth Rate (2018-2025)
        • 11.1.2 Europe Higher Education Game-based Learning Revenue and Growth Rate (2018-2025)
        • 11.1.3 China Higher Education Game-based Learning Revenue and Growth Rate (2018-2025)
        • 11.1.4 Japan Higher Education Game-based Learning Revenue and Growth Rate (2018-2025)
        • 11.1.5 Southeast Asia Higher Education Game-based Learning Revenue and Growth Rate (2018-2025)
        • 11.1.6 India Higher Education Game-based Learning Revenue and Growth Rate (2018-2025)
      • 11.2 Global Higher Education Game-based Learning Market Size (Value) by Type (2018-2025)
      • 11.3 Global Higher Education Game-based Learning Market Size by Application (2018-2025)

      12 Higher Education Game-based Learning Market Dynamics

      • 12.1 Higher Education Game-based Learning Market Opportunities
      • 12.2 Higher Education Game-based Learning Challenge and Risk
        • 12.2.1 Competition from Opponents
        • 12.2.2 Downside Risks of Economy
      • 12.3 Higher Education Game-based Learning Market Constraints and Threat
        • 12.3.1 Threat from Substitute
        • 12.3.2 Government Policy
        • 12.3.3 Technology Risks
      • 12.4 Higher Education Game-based Learning Market Driving Force
        • 12.4.1 Growing Demand from Emerging Markets
        • 12.4.2 Potential Application

      13 Market Effect Factors Analysis

      • 13.1 Technology Progress/Risk
        • 13.1.1 Substitutes
        • 13.1.2 Technology Progress in Related Industry
      • 13.2 Consumer Needs Trend/Customer Preference
      • 13.3 External Environmental Change
        • 13.3.1 Economic Fluctuations
        • 13.3.2 Other Risk Factors

      14 Research Finding/Conclusion

        15 Appendix

          Methodology

            Analyst Introduction

              Data Source

              This report studies the global Higher Education Game-based Learning market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global Higher Education Game-based Learning market by companies, region, type and end-use industry.

              Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.
              Motion-sensing technology can be used to study the motion of the learner while the learning process is in progress and can record inferences accordingly. For instance, the eye-tracking feature can be used to deduce the focus level of the student, while the facial expressions and head positions can be studied to understand the learner’s engagement and also the focus level. This helps the instructor to modify the learning environment and content according to the preference of the students. Motion-sensing technology also helps learners practice physical skills or nuances, which can be implemented into the learning activity. For instance, the incorporation of physical movements or activities trains the learner about the optimum force or pressure required for a particular task. This will people the demand for the implementation of gamification in education, especially in the higher education sector.
              In 2017, the global Higher Education Game-based Learning market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2018-2025.

              This report focuses on the global top players, covered
              McGraw-Hill Education
              PlayGen
              Toolwire
              Totem Learning
              Lumos Labs
              Triseum
              Designing Digitally
              Forio
              Innovative Dutch
              LearningWare

              Market segment by Regions/Countries, this report covers
              United States
              Europe
              China
              Japan
              Southeast Asia
              India

              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

              The study objectives of this report are:
              To study and forecast the market size of Higher Education Game-based Learning in global market.
              To analyze the global key players, SWOT analysis, value and global market share for top players.
              To define, describe and forecast the market by type, end use and region.
              To analyze and compare the market status and forecast between China and major regions, namely, United States, Europe, China, Japan, Southeast Asia, India and Rest of World.
              To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.
              To identify significant trends and factors driving or inhibiting the market growth.
              To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
              To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
              To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
              To strategically profile the key players and comprehensively analyze their growth strategies.

              In this study, the years considered to estimate the market size of Higher Education Game-based Learning are as follows:
              History Year: 2013-2017
              Base Year: 2017
              Estimated Year: 2018
              Forecast Year 2018 to 2025
              For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

              Key Stakeholders
              Higher Education Game-based Learning Manufacturers
              Higher Education Game-based Learning Distributors/Traders/Wholesalers
              Higher Education Game-based Learning Subcomponent Manufacturers
              Industry Association
              Downstream Vendors

              Available Customizations
              With the given market data, QYResearch offers customizations according to the company's specific needs. The following customization options are available for the report:
              Regional and country-level analysis of the Higher Education Game-based Learning market, by end-use.
              Detailed analysis and profiles of additional market players.




              Summary:
              Get latest Market Research Reports on Higher Education Game-based Learning. Industry analysis & Market Report on Higher Education Game-based Learning is a syndicated market report, published as Global Higher Education Game-based Learning Market Size, Status and Forecast 2025. It is complete Research Study and Industry Analysis of Higher Education Game-based Learning market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.


              REPORT YOU MIGHT BE INTERESTED

              Purchase this Report

              $3,300.00
              $6,600.00
              2,215.95
              4,431.90
              3,036.66
              6,073.32
              399,762.00
              799,524.00
              218,834.22
              437,668.44
              Add To Cart Credit card Logo

              Related Reports


              Reason to Buy

              Request for Sample of this report