封面
市场调查报告书
商品编码
1186750

游戏为基础的学习的全球市场:现状分析与预测(2022年~2028年)

Game-Based Learning Market: Current Analysis and Forecast (2022-2028)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 160 Pages | 商品交期: 最快1-2个工作天内

价格
简介目录

全球游戏为基础的学习的市场规模,在预测期间内预计以约21%大幅度的年复合成长率成长。游戏为基础的学习的采用扩大,主要起因于VR和AR, AI的需求增加。再加上游戏产业的盛况预计影响市场成长。

本报告提供全球游戏为基础的学习市场相关调查分析,市场规模与预测分析,主要趋势和机会,企业简介等资讯。

目录

第1章 市场简介

第2章 调查手法、前提条件

第3章 市场摘要

第4章 摘要整理

第5章 COVID-19对游戏为基础的学习市场的影响

第6章 游戏为基础的学习市场收益(2020年~2028年)

第7章 市场考察:各零件

  • 解决方案
  • 服务

第8章 市场考察:各部署

  • 内部部署
  • 云端

第9章 市场考察:各终端用户

  • 教育
  • 消费者
  • 企业
  • 政府

第10章 市场考察:各地区

  • 北美
    • 美国
    • 加拿大
    • 其他的北美
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 西班牙
    • 其他的欧洲
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 其他的亚太地区
  • 其他地区

第11章 游戏为基础的学习的市场动态

  • 推动市场要素
  • 市场课题
  • 影响的分析

第12章 游戏为基础的学习市场机会

第13章 游戏为基础的学习市场趋势

第14章 需求端和供应端的分析

  • 需求端分析
  • 供应端分析

第15章 价值链分析

第16章 竞争模式

  • 竞争情形
    • 波特的五力分析

第17章 企业简介

  • Kahoot
  • Frontier Developments plc
  • Mojang
  • BreakAway Games
  • Schell Games
  • Monkimun Inc
  • Smart Lumies Ltd
  • Cognitive ToyBox Inc
  • Paratus Knowledge Ventures Pvt Ltd
  • Indusgeeks Solutions Pvt Ltd.

第18章 免责声明

简介目录
Product Code: UMME211569

Global Game-Based Learning Market is expected to grow at a significant rate of around 21% during the forecast period. Game based learning is a process of using educational games as a platform to teach students. Educational games are games that are specifically designed for educational purposes or have incidental or secondary educational value. The growing adoption of game-based learning is mainly attributed to the increasing demand for virtual reality and augmented reality and artificial intelligence. The game-based learning is growing on account of its features such as conformational feedback. Conformational feedback is intended to indicate the degree to which a response, action, or activity was correct or incorrect. Furthermore, the growing prominence of gaming industry is expected to influence the market growth. For instance, according to techdigest, the number of gaming apps in the Google Play Store jumped by 40% in a year and hit almost 480,000 in the first quarter of 2021. Moreover, companies are moving to cloud-based models to take advantage of new technologies such as microlearning, augmented learning, and virtual reality. Additionally, cloud-based technology is gaining momentum in the education sector due to its low-cost and flexible teaching methods for students.

Kahoot, Frontier Developments plc, Mojang Studios, BreakAway Games, Schell Games, Monkimun Inc, Smart Lumies Ltd, Cognitive ToyBox Inc, Paratus Knowledge Ventures Pvt Ltd, and Indusgeeks Solutions Pvt Ltd are some of the key players in the market. Several M&As along with partnerships have been undertaken by these players to facilitate customers with hi-tech and innovative products/technologies.

Insights Presented in the Report:

"Amongst deployment, the cloud category to witness robust CAGR during the forecast period"

On the basis of deployment, the market is bifurcated into on-premises and cloud. The cloud segment is expected to grow with a significant CAGR during the forecast period. The growth of the cloud segment is mainly governed by factors, such as easy deployment, flexibility, and cost-effective pricing structure. Furthermore, the cloud enables project managers to synchronize and connect with multiple teams to get real-time information across the project sites. It has become the most preferred way to deploy learning games and is predicted to maintain its growth over the forecast period.

"Amongst end-user, the educational segment to hold a significant share in the market in 2020"

Based on end-user, the game-based learning market is classified into education, consumer enterprises, and governments. The education sector accounted for a significant share in 2020 and is expected to showcase similar growth during the forecast period. Features such as amplified recalling ability for better retention and its potential to foster creative thinking and problem-solving capabilities are expected to drive the market during the forecast period. Furthermore, the implementation of games enables healthy competition amongst students and simultaneously introduces them to goals and feedback.

"North America to hold a significant share in the market"

North America is expected to lead the game-based learning market in 2021 and is expected to retain its domination throughout the forecast period. The rapid adoption of game-based learning solutions in the region is attributed to the growing integration of superior technology such as AI, AR/VR, and cloud technology. Furthermore, the presence of developed economies in the region such as The United States and Canada have advanced connectivity, which gives their citizens access to uninterrupted network connectivity. In addition, the robust growth of the ICT sector in the region coupled with the presence of key players is expected to elevate the market during the forecast period. Reasons to buy this report:

The study includes market sizing and forecasting analysis validated by authenticated key industry experts.

The report presents a quick review of overall industry performance at one glance.

The report covers an in-depth analysis of prominent industry peers with a primary focus on key business financials, product portfolio, expansion strategies, and recent developments.

Detailed examination of drivers, restraints, key trends, and opportunities prevailing in the industry.

The study comprehensively covers the market across different segments.

Deep dive regional level analysis of the industry.

Customization Options:

The global Game-Based Learning market can further be customized as per the requirement or any other market segment. Besides this, UMI understands that you may have your own business needs, hence feel free to connect with us to get a report that completely suits your requirements.

Global Game-Based Learning Market is expected to grow at a significant rate of around 21% during the forecast period. Game based learning is a process of using educational games as a platform to teach students. Educational games are games that are specifically designed for educational purposes or have incidental or secondary educational value. The growing adoption of game-based learning is mainly attributed to the increasing demand for virtual reality and augmented reality and artificial intelligence. The game-based learning is growing on account of its features such as conformational feedback. Conformational feedback is intended to indicate the degree to which a response, action, or activity was correct or incorrect. Furthermore, the growing prominence of gaming industry is expected to influence the market growth. For instance, according to techdigest, the number of gaming apps in the Google Play Store jumped by 40% in a year and hit almost 480,000 in the first quarter of 2021. Moreover, companies are moving to cloud-based models to take advantage of new technologies such as microlearning, augmented learning, and virtual reality. Additionally, cloud-based technology is gaining momentum in the education sector due to its low-cost and flexible teaching methods for students.

Kahoot, Frontier Developments plc, Mojang Studios, BreakAway Games, Schell Games, Monkimun Inc, Smart Lumies Ltd, Cognitive ToyBox Inc, Paratus Knowledge Ventures Pvt Ltd, and Indusgeeks Solutions Pvt Ltd are some of the key players in the market. Several M&As along with partnerships have been undertaken by these players to facilitate customers with hi-tech and innovative products/technologies.

Insights Presented in the Report:

"Amongst deployment, the cloud category to witness robust CAGR during the forecast period"

On the basis of deployment, the market is bifurcated into on-premises and cloud. The cloud segment is expected to grow with a significant CAGR during the forecast period. The growth of the cloud segment is mainly governed by factors, such as easy deployment, flexibility, and cost-effective pricing structure. Furthermore, the cloud enables project managers to synchronize and connect with multiple teams to get real-time information across the project sites. It has become the most preferred way to deploy learning games and is predicted to maintain its growth over the forecast period.

"Amongst end-user, the educational segment to hold a significant share in the market in 2020"

Based on end-user, the game-based learning market is classified into education, consumer enterprises, and governments. The education sector accounted for a significant share in 2020 and is expected to showcase similar growth during the forecast period. Features such as amplified recalling ability for better retention and its potential to foster creative thinking and problem-solving capabilities are expected to drive the market during the forecast period. Furthermore, the implementation of games enables healthy competition amongst students and simultaneously introduces them to goals and feedback.

"North America to hold a significant share in the market"

North America is expected to lead the game-based learning market in 2021 and is expected to retain its domination throughout the forecast period. The rapid adoption of game-based learning solutions in the region is attributed to the growing integration of superior technology such as AI, AR/VR, and cloud technology. Furthermore, the presence of developed economies in the region such as The United States and Canada have advanced connectivity, which gives their citizens access to uninterrupted network connectivity. In addition, the robust growth of the ICT sector in the region coupled with the presence of key players is expected to elevate the market during the forecast period. Reasons to buy this report:

The study includes market sizing and forecasting analysis validated by authenticated key industry experts.

The report presents a quick review of overall industry performance at one glance.

The report covers an in-depth analysis of prominent industry peers with a primary focus on key business financials, product portfolio, expansion strategies, and recent developments.

Detailed examination of drivers, restraints, key trends, and opportunities prevailing in the industry.

The study comprehensively covers the market across different segments.

Deep dive regional level analysis of the industry.

Customization Options:

The global Game-Based Learning market can further be customized as per the requirement or any other market segment. Besides this, UMI understands that you may have your own business needs, hence feel free to connect with us to get a report that completely suits your requirements.

TABLE OF CONTENTS

1 MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2 RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Game Based Learning Market
  • 2.2. Research Methodology of the Game Based Learning Market
  • 2.3. Respondent Profile

3 MARKET SYNOPSIS

4 EXECUTIVE SUMMARY

5 IMPACT OF COVID-19 ON THE GAME BASED LEARNING MARKET

6 GAME BASED LEARNING MARKET REVENUE (USD BN), 2020-2028F

7 MARKET INSIGHTS BY COMPONENT

  • 7.1. Solutions
  • 7.2. Services

8 MARKET INSIGHTS BY DEPLOYMENT

  • 8.1. On-Premises
  • 8.2. Cloud

9 MARKET INSIGHTS BY END-USER

  • 9.1. Education
  • 9.2. Consumer
  • 9.3. Enterprises
  • 9.4. Governments

10 MARKET INSIGHTS BY REGION

  • 10.1. North America
    • 10.1.1. U.S.
    • 10.1.2. Canada
    • 10.1.3. Rest of North America
  • 10.2. Europe
    • 10.2.1. Germany
    • 10.2.2. The United Kingdom
    • 10.2.3. France
    • 10.2.4. Italy
    • 10.2.5. Spain
    • 10.2.6. Rest of Europe
  • 10.3. Asia-Pacific
    • 10.3.1. China
    • 10.3.2. Japan
    • 10.3.3. India
    • 10.3.4. Rest of Asia-Pacific
  • 10.4. Rest of World

11 GAME BASED LEARNING MARKET DYNAMICS

  • 11.1. Market Drivers
  • 11.2. Market Challenges
  • 11.3. Impact Analysis

12 GAME BASED LEARNING MARKET OPPORTUNITIES

13 GAME BASED LEARNING MARKET TRENDS

14 DEMAND AND SUPPLY-SIDE ANALYSIS

  • 14.1. Demand Side Analysis
  • 14.2. Supply Side Analysis

15 VALUE CHAIN ANALYSIS

16 COMPETITIVE SCENARIO

  • 16.1. Competitive Landscape
    • 16.1.1. Porters Fiver Forces Analysis

17 COMPANY PROFILED

  • 17.1. Kahoot
  • 17.2. Frontier Developments plc
  • 17.3. Mojang
  • 17.4. BreakAway Games
  • 17.5. Schell Games
  • 17.6. Monkimun Inc
  • 17.7. Smart Lumies Ltd
  • 17.8. Cognitive ToyBox Inc
  • 17.9. Paratus Knowledge Ventures Pvt Ltd
  • 17.10. Indusgeeks Solutions Pvt Ltd.

18 DISCLAIMER