Report Detail

Service & Software Global K-12 Game-based Learning Market Size, Status and Forecast 2019-2025

  • RnM3466879
  • |
  • 09 July, 2020
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  • Global
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  • 97 Pages
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  • QYResearch
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  • Service & Software

K-12 Game-based Learning market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global K-12 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
GlassLab
Microsoft
Osmo
PlayGen
Banzai Labs
BrainQuake
Filament Games
Gameloft
iCivics
Infinite Dreams
Schell Games

Market segment by Type, the product can be split into
Subject-Specific Games
Language Learning Games
Others
Market segment by Application, split into
Pre-primary School
Primary School
Middle School
High School

Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by K-12 Game-based Learning Revenue
  • 1.4 Market by Type
    • 1.4.1 Global K-12 Game-based Learning Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Subject-Specific Games
    • 1.4.3 Language Learning Games
    • 1.4.4 Others
  • 1.5 Market by Application
    • 1.5.1 Global K-12 Game-based Learning Market Share by Application: 2020 VS 2026
    • 1.5.2 Pre-primary School
    • 1.5.3 Primary School
    • 1.5.4 Middle School
    • 1.5.5 High School
  • 1.6 Study Objectives
  • 1.7 Years Considered

2 Global Growth Trends

  • 2.1 Global K-12 Game-based Learning Market Perspective (2015-2026)
  • 2.2 Global K-12 Game-based Learning Growth Trends by Regions
    • 2.2.1 K-12 Game-based Learning Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 K-12 Game-based Learning Historic Market Share by Regions (2015-2020)
    • 2.2.3 K-12 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 K-12 Game-based Learning Market Growth Strategy
    • 2.3.6 Primary Interviews with Key K-12 Game-based Learning Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top K-12 Game-based Learning Players by Market Size
    • 3.1.1 Global Top K-12 Game-based Learning Players by Revenue (2015-2020)
    • 3.1.2 Global K-12 Game-based Learning Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global K-12 Game-based Learning Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global K-12 Game-based Learning Market Concentration Ratio
    • 3.2.1 Global K-12 Game-based Learning Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by K-12 Game-based Learning Revenue in 2019
  • 3.3 K-12 Game-based Learning Key Players Head office and Area Served
  • 3.4 Key Players K-12 Game-based Learning Product Solution and Service
  • 3.5 Date of Enter into K-12 Game-based Learning Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Market Size by Type (2015-2026)

  • 4.1 Global K-12 Game-based Learning Historic Market Size by Type (2015-2020)
  • 4.2 Global K-12 Game-based Learning Forecasted Market Size by Type (2021-2026)

5 Market Size by Application (2015-2026)

  • 5.1 Global K-12 Game-based Learning Market Size by Application (2015-2020)
  • 5.2 Global K-12 Game-based Learning Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America K-12 Game-based Learning Market Size (2015-2020)
  • 6.2 K-12 Game-based Learning Key Players in North America (2019-2020)
  • 6.3 North America K-12 Game-based Learning Market Size by Type (2015-2020)
  • 6.4 North America K-12 Game-based Learning Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe K-12 Game-based Learning Market Size (2015-2020)
  • 7.2 K-12 Game-based Learning Key Players in Europe (2019-2020)
  • 7.3 Europe K-12 Game-based Learning Market Size by Type (2015-2020)
  • 7.4 Europe K-12 Game-based Learning Market Size by Application (2015-2020)

8 China

  • 8.1 China K-12 Game-based Learning Market Size (2015-2020)
  • 8.2 K-12 Game-based Learning Key Players in China (2019-2020)
  • 8.3 China K-12 Game-based Learning Market Size by Type (2015-2020)
  • 8.4 China K-12 Game-based Learning Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan K-12 Game-based Learning Market Size (2015-2020)
  • 9.2 K-12 Game-based Learning Key Players in Japan (2019-2020)
  • 9.3 Japan K-12 Game-based Learning Market Size by Type (2015-2020)
  • 9.4 Japan K-12 Game-based Learning Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia K-12 Game-based Learning Market Size (2015-2020)
  • 10.2 K-12 Game-based Learning Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia K-12 Game-based Learning Market Size by Type (2015-2020)
  • 10.4 Southeast Asia K-12 Game-based Learning Market Size by Application (2015-2020)

11 India

  • 11.1 India K-12 Game-based Learning Market Size (2015-2020)
  • 11.2 K-12 Game-based Learning Key Players in India (2019-2020)
  • 11.3 India K-12 Game-based Learning Market Size by Type (2015-2020)
  • 11.4 India K-12 Game-based Learning Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America K-12 Game-based Learning Market Size (2015-2020)
  • 12.2 K-12 Game-based Learning Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America K-12 Game-based Learning Market Size by Type (2015-2020)
  • 12.4 Central & South America K-12 Game-based Learning Market Size by Application (2015-2020)

13 Key Players Profiles

  • 13.1 GlassLab
    • 13.1.1 GlassLab Company Details
    • 13.1.2 GlassLab Business Overview
    • 13.1.3 GlassLab K-12 Game-based Learning Introduction
    • 13.1.4 GlassLab Revenue in K-12 Game-based Learning Business (2015-2020))
    • 13.1.5 GlassLab Recent Development
  • 13.2 Microsoft
    • 13.2.1 Microsoft Company Details
    • 13.2.2 Microsoft Business Overview
    • 13.2.3 Microsoft K-12 Game-based Learning Introduction
    • 13.2.4 Microsoft Revenue in K-12 Game-based Learning Business (2015-2020)
    • 13.2.5 Microsoft Recent Development
  • 13.3 Osmo
    • 13.3.1 Osmo Company Details
    • 13.3.2 Osmo Business Overview
    • 13.3.3 Osmo K-12 Game-based Learning Introduction
    • 13.3.4 Osmo Revenue in K-12 Game-based Learning Business (2015-2020)
    • 13.3.5 Osmo Recent Development
  • 13.4 PlayGen
    • 13.4.1 PlayGen Company Details
    • 13.4.2 PlayGen Business Overview
    • 13.4.3 PlayGen K-12 Game-based Learning Introduction
    • 13.4.4 PlayGen Revenue in K-12 Game-based Learning Business (2015-2020)
    • 13.4.5 PlayGen Recent Development
  • 13.5 Banzai Labs
    • 13.5.1 Banzai Labs Company Details
    • 13.5.2 Banzai Labs Business Overview
    • 13.5.3 Banzai Labs K-12 Game-based Learning Introduction
    • 13.5.4 Banzai Labs Revenue in K-12 Game-based Learning Business (2015-2020)
    • 13.5.5 Banzai Labs Recent Development
  • 13.6 BrainQuake
    • 13.6.1 BrainQuake Company Details
    • 13.6.2 BrainQuake Business Overview
    • 13.6.3 BrainQuake K-12 Game-based Learning Introduction
    • 13.6.4 BrainQuake Revenue in K-12 Game-based Learning Business (2015-2020)
    • 13.6.5 BrainQuake Recent Development
  • 13.7 Filament Games
    • 13.7.1 Filament Games Company Details
    • 13.7.2 Filament Games Business Overview
    • 13.7.3 Filament Games K-12 Game-based Learning Introduction
    • 13.7.4 Filament Games Revenue in K-12 Game-based Learning Business (2015-2020)
    • 13.7.5 Filament Games Recent Development
  • 13.8 Gameloft
    • 13.8.1 Gameloft Company Details
    • 13.8.2 Gameloft Business Overview
    • 13.8.3 Gameloft K-12 Game-based Learning Introduction
    • 13.8.4 Gameloft Revenue in K-12 Game-based Learning Business (2015-2020)
    • 13.8.5 Gameloft Recent Development
  • 13.9 iCivics
    • 13.9.1 iCivics Company Details
    • 13.9.2 iCivics Business Overview
    • 13.9.3 iCivics K-12 Game-based Learning Introduction
    • 13.9.4 iCivics Revenue in K-12 Game-based Learning Business (2015-2020)
    • 13.9.5 iCivics Recent Development
  • 13.10 Infinite Dreams
    • 13.10.1 Infinite Dreams Company Details
    • 13.10.2 Infinite Dreams Business Overview
    • 13.10.3 Infinite Dreams K-12 Game-based Learning Introduction
    • 13.10.4 Infinite Dreams Revenue in K-12 Game-based Learning Business (2015-2020)
    • 13.10.5 Infinite Dreams Recent Development
  • 13.11 Schell Games
    • 10.11.1 Schell Games Company Details
    • 10.11.2 Schell Games Business Overview
    • 10.11.3 Schell Games K-12 Game-based Learning Introduction
    • 10.11.4 Schell Games Revenue in K-12 Game-based Learning Business (2015-2020)
    • 10.11.5 Schell Games 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

    Summary:
    Get latest Market Research Reports on K-12 Game-based Learning. Industry analysis & Market Report on K-12 Game-based Learning is a syndicated market report, published as Global K-12 Game-based Learning Market Size, Status and Forecast 2019-2025. It is complete Research Study and Industry Analysis of K-12 Game-based Learning market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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