Report Detail

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

  • RnM3466879
  • |
  • 12 July, 2019
  • |
  • Global
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  • 97 pages
  • |
  • QYResearch
  • |
  • Service & Software

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

Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered
    • 1.4 Market Analysis by Type
      • 1.4.1 Global K-12 Game-based Learning Market Size Growth Rate by Type (2014-2025)
      • 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 (2014-2025)
      • 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 K-12 Game-based Learning Market Size
    • 2.2 K-12 Game-based Learning Growth Trends by Regions
      • 2.2.1 K-12 Game-based Learning Market Size by Regions (2014-2025)
      • 2.2.2 K-12 Game-based Learning Market Share by Regions (2014-2019)
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Opportunities

    3 Market Share by Key Players

    • 3.1 K-12 Game-based Learning Market Size by Manufacturers
      • 3.1.1 Global K-12 Game-based Learning Revenue by Manufacturers (2014-2019)
      • 3.1.2 Global K-12 Game-based Learning Revenue Market Share by Manufacturers (2014-2019)
      • 3.1.3 Global K-12 Game-based Learning Market Concentration Ratio (CR5 and HHI)
    • 3.2 K-12 Game-based Learning Key Players Head office and Area Served
    • 3.3 Key Players K-12 Game-based Learning Product/Solution/Service
    • 3.4 Date of Enter into K-12 Game-based Learning Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global K-12 Game-based Learning Market Size by Type (2014-2019)
    • 4.2 Global K-12 Game-based Learning Market Size by Application (2014-2019)

    5 United States

    • 5.1 United States K-12 Game-based Learning Market Size (2014-2019)
    • 5.2 K-12 Game-based Learning Key Players in United States
    • 5.3 United States K-12 Game-based Learning Market Size by Type
    • 5.4 United States K-12 Game-based Learning Market Size by Application

    6 Europe

    • 6.1 Europe K-12 Game-based Learning Market Size (2014-2019)
    • 6.2 K-12 Game-based Learning Key Players in Europe
    • 6.3 Europe K-12 Game-based Learning Market Size by Type
    • 6.4 Europe K-12 Game-based Learning Market Size by Application

    7 China

    • 7.1 China K-12 Game-based Learning Market Size (2014-2019)
    • 7.2 K-12 Game-based Learning Key Players in China
    • 7.3 China K-12 Game-based Learning Market Size by Type
    • 7.4 China K-12 Game-based Learning Market Size by Application

    8 Japan

    • 8.1 Japan K-12 Game-based Learning Market Size (2014-2019)
    • 8.2 K-12 Game-based Learning Key Players in Japan
    • 8.3 Japan K-12 Game-based Learning Market Size by Type
    • 8.4 Japan K-12 Game-based Learning Market Size by Application

    9 Southeast Asia

    • 9.1 Southeast Asia K-12 Game-based Learning Market Size (2014-2019)
    • 9.2 K-12 Game-based Learning Key Players in Southeast Asia
    • 9.3 Southeast Asia K-12 Game-based Learning Market Size by Type
    • 9.4 Southeast Asia K-12 Game-based Learning Market Size by Application

    10 India

    • 10.1 India K-12 Game-based Learning Market Size (2014-2019)
    • 10.2 K-12 Game-based Learning Key Players in India
    • 10.3 India K-12 Game-based Learning Market Size by Type
    • 10.4 India K-12 Game-based Learning Market Size by Application

    11 Central & South America

    • 11.1 Central & South America K-12 Game-based Learning Market Size (2014-2019)
    • 11.2 K-12 Game-based Learning Key Players in Central & South America
    • 11.3 Central & South America K-12 Game-based Learning Market Size by Type
    • 11.4 Central & South America K-12 Game-based Learning Market Size by Application

    12 International Players Profiles

    • 12.1 GlassLab
      • 12.1.1 GlassLab Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 K-12 Game-based Learning Introduction
      • 12.1.4 GlassLab Revenue in K-12 Game-based Learning Business (2014-2019)
      • 12.1.5 GlassLab Recent Development
    • 12.2 Microsoft
      • 12.2.1 Microsoft Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 K-12 Game-based Learning Introduction
      • 12.2.4 Microsoft Revenue in K-12 Game-based Learning Business (2014-2019)
      • 12.2.5 Microsoft Recent Development
    • 12.3 Osmo
      • 12.3.1 Osmo Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 K-12 Game-based Learning Introduction
      • 12.3.4 Osmo Revenue in K-12 Game-based Learning Business (2014-2019)
      • 12.3.5 Osmo Recent Development
    • 12.4 PlayGen
      • 12.4.1 PlayGen Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 K-12 Game-based Learning Introduction
      • 12.4.4 PlayGen Revenue in K-12 Game-based Learning Business (2014-2019)
      • 12.4.5 PlayGen Recent Development
    • 12.5 Banzai Labs
      • 12.5.1 Banzai Labs Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 K-12 Game-based Learning Introduction
      • 12.5.4 Banzai Labs Revenue in K-12 Game-based Learning Business (2014-2019)
      • 12.5.5 Banzai Labs Recent Development
    • 12.6 BrainQuake
      • 12.6.1 BrainQuake Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 K-12 Game-based Learning Introduction
      • 12.6.4 BrainQuake Revenue in K-12 Game-based Learning Business (2014-2019)
      • 12.6.5 BrainQuake Recent Development
    • 12.7 Filament Games
      • 12.7.1 Filament Games Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 K-12 Game-based Learning Introduction
      • 12.7.4 Filament Games Revenue in K-12 Game-based Learning Business (2014-2019)
      • 12.7.5 Filament Games Recent Development
    • 12.8 Gameloft
      • 12.8.1 Gameloft Company Details
      • 12.8.2 Company Description and Business Overview
      • 12.8.3 K-12 Game-based Learning Introduction
      • 12.8.4 Gameloft Revenue in K-12 Game-based Learning Business (2014-2019)
      • 12.8.5 Gameloft Recent Development
    • 12.9 iCivics
      • 12.9.1 iCivics Company Details
      • 12.9.2 Company Description and Business Overview
      • 12.9.3 K-12 Game-based Learning Introduction
      • 12.9.4 iCivics Revenue in K-12 Game-based Learning Business (2014-2019)
      • 12.9.5 iCivics Recent Development
    • 12.10 Infinite Dreams
      • 12.10.1 Infinite Dreams Company Details
      • 12.10.2 Company Description and Business Overview
      • 12.10.3 K-12 Game-based Learning Introduction
      • 12.10.4 Infinite Dreams Revenue in K-12 Game-based Learning Business (2014-2019)
      • 12.10.5 Infinite Dreams Recent Development
    • 12.11 Schell Games

    13 Market Forecast 2019-2025

    • 13.1 Market Size Forecast by Regions
    • 13.2 United States
    • 13.3 Europe
    • 13.4 China
    • 13.5 Japan
    • 13.6 Southeast Asia
    • 13.7 India
    • 13.8 Central & South America
    • 13.9 Market Size Forecast by Product (2019-2025)
    • 13.10 Market Size Forecast by Application (2019-2025)

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
          • 15.1.1.1 Research Programs/Design
          • 15.1.1.2 Market Size Estimation
          • 12.1.1.3 Market Breakdown and Data Triangulation
        • 15.1.2 Data Source
          • 15.1.2.1 Secondary Sources
          • 15.1.2.2 Primary Sources
      • 15.2 Disclaimer

      Game-based Learning is games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play.
      Game types include board, card, and video games. An educational game is a game designed to teach humans about a specific subject and to teach them a skill. As educators, governments, and parents realize the psychological need and benefits of gaming have on learning, this educational tool has become mainstream. Games are interactive play that teach us goals, rules, adaptation, problem solving, interaction, all represented as a story.
      In 2018, the global K-12 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 2019-2025.

      This report focuses on the global K-12 Game-based Learning status, future forecast, growth opportunity, key market and key players. The study objectives are to present the K-12 Game-based Learning development in United States, Europe and China.

      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
      United States
      Europe
      China
      Japan
      Southeast Asia
      India
      Central & South America

      The study objectives of this report are:
      To analyze global K-12 Game-based Learning status, future forecast, growth opportunity, key market and key players.
      To present the K-12 Game-based Learning development in United States, Europe and China.
      To strategically profile the key players and comprehensively analyze their development plan and strategies.
      To define, describe and forecast the market by product type, market and key regions.

      In this study, the years considered to estimate the market size of K-12 Game-based Learning are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025
      For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


      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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