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

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

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.


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


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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.


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