市场调查报告书
商品编码
1293765
游戏为基础的学习市场世界预测2023-2030年:各游戏类型(AI为基础的游戏,AR·VR游戏,评估·核定游戏),各配置(开云端,内部部署),各终端用户 - 俄罗斯·乌克兰纠纷和高通货膨胀的影响Game-Based Learning Market by Game Type (AI-Based Games, AR & VR Games, Assessment & Evaluation Games), Deployment (On-Cloud, On-Premise), End-User - Russia Ukraine Conflict and High Inflation - Global Forecast 2023-2030 |
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游戏为基础的学习的全球市场在2023年前将以年复合成长率21.71%成长到96亿8,743万美元,到2030年将达到383亿1,927万美元的惊异性成长。
FPNV定位矩阵对于评估全球游戏学习市场至关重要。通过检查业务战略和产品满意度的关键指标,对供应商进行全面评估,使用户能够根据自己的具体需求做出明智的决策。这种高级分析将供应商分为成功程度不同的四个像限:前沿 (F)、探路者 (P)、利基 (N) 和重要 (V)。
市场占有率分析在考据对市场全体的收益贡献度下提供供应商分析,有助于掌握与同领域其他厂商相比下该供应商对整体市场的利润贡献程度,同时提供该供应商与其他供应商相比在创收和客户群方面的表现之相关洞察。瞭解市场占有率便可得知供应商在基准年的规模和竞争力。它揭示了市场在积累性、碎片化、主导性和兼併特征方面的特征。
本报告提供了以下几点的见解:
1.市场渗透:提供主要参与者所服务市场的全面资讯。
2.市场开发:提供有关利润丰厚的新兴市场的详细信息,并分析成熟市场的渗透率
3.市场多元化:提供有关新产品发布、未开发领域、近期发展和投资的详细信息。
4.市场趋势:全面瞭解俄罗斯-乌克兰衝突、高通胀。
5.竞争评估和信息:提供对主要参与者的市场占有率、战略、产品、认证、监管状态、专利状态和製造能力的深入评估。
6.产品开发和创新:提供对未来技术、研发活动和突破性产品开发的知识洞察。
本报告将回答下列问题。
1.全球游戏为基础的学习市场规模及预测如何?
2.在预测期内,COVID-19 对全球游戏为基础的学习市场的影响是什么?
3.在全球游戏为基础的学习市场的预测期内,应该投资哪些产品/细分市场/应用/领域?
4.全球游戏为基础的学习市场的竞争战略窗口是什么?
5.全球游戏为基础的学习市场的技术趋势和监管框架是什么?
6.全球游戏为基础的学习市场主要供应商的市场占有率是多少?
7.哪些模式或战略举措适合进入全球游戏为基础的学习市场?
The Global Game-Based Learning Market is forecasted to grow significantly, with a projected USD 9,687.43 million in 2023 at a CAGR of 21.71% and expected to reach a staggering USD 38,319.27 million by 2030.
The the Russia-Ukraine Conflict, and High Inflation is expected to have significant long-term effects on the Global Game-Based Learning Market. The ongoing research considers the changes in consumer behavior, supply chain disruptions, and government interventions caused by the pandemic. Similarly, the report considers the ongoing political and economic uncertainty in Eastern Europe caused by the Russia-Ukraine Conflict and its potential implications for demand-supply balances, pressure on pricing variants, and import/export and trading. Additionally, the report addresses the impact of High Inflation on the global economy and details fiscal policies measuring and reducing its effects on demand, supply, cash flow, and currency exchange.
Based on Game Type, market is studied across AI-Based Games, AR & VR Games, Assessment & Evaluation Games, Language Learning Games, Location-Based Games, and Training, Knowledge & Skill-Based Games. The Language Learning Games commanded largest market share of 23.50% in 2022, followed by Training, Knowledge & Skill-Based Games.
Based on Deployment, market is studied across On-Cloud and On-Premise. The On-Cloud commanded largest market share of 83.57% in 2022, followed by On-Premise.
Based on End-User, market is studied across Consumer, Education, Enterprises, and Government. The Enterprises is further studied across BFSI, Consumer Goods & Retail, Healthcare & Lifesciences, and Manufacturing. The Education commanded largest market share of 41.43% in 2022, followed by Enterprises.
Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom. The Americas commanded largest market share of 38.92% in 2022, followed by Europe, Middle East & Africa.
The report provides market sizing and forecasts across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF; multiple currency support helps organization leaders to make well-informed decisions. In this report, 2018 to 2021 are considered as historical years, 2022 is base year, 2023 is estimated year, and years from 2024 to 2030 are considered as forecast period.
The FPNV Positioning Matrix is essential for assessing the Global Game-Based Learning Market. It provides a comprehensive evaluation of vendors by examining key metrics within Business Strategy and Product Satisfaction, allowing users to make informed decisions based on their specific needs. This advanced analysis then organizes these vendors into four distinct quadrants, which represent varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital(V).
The Market Share Analysis offers an insightful look at the current state of vendors in a particular market space. By comparing vendor contributions to overall revenue, customer base, and other key metrics, we can give companies a greater understanding of their performance and what they are up against when competing for market share. The analysis also sheds light on just how competitive any given sector is about accumulation, fragmentation dominance, and amalgamation traits over the base year period studied.
The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Market Trends: Provides comprehensive understanding of the the Russia-Ukraine Conflict, and the High Inflation
5. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
6. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments
The report answers questions such as:
1. What is the market size and forecast of the Global Game-Based Learning Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Game-Based Learning Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Game-Based Learning Market?
4. What is the competitive strategic window for opportunities in the Global Game-Based Learning Market?
5. What are the technology trends and regulatory frameworks in the Global Game-Based Learning Market?
6. What is the market share of the leading vendors in the Global Game-Based Learning Market?
7. What modes and strategic moves are considered suitable for entering the Global Game-Based Learning Market?