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Global and China Game-based Learning Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global Game-based Learning Market Size Growth Rate by Type: 2020 VS 2026
    • 1.2.2 E-Learning Courseware
    • 1.2.3 Online Audio and Video Content
    • 1.2.4 Social Games
    • 1.2.5 Mobile Games
    • 1.2.6 Other
  • 1.3 Market by Application
    • 1.3.1 Global Game-based Learning Market Share by Application: 2020 VS 2026
    • 1.3.2 Educational Institutions
    • 1.3.3 Healthcare Organizations
    • 1.3.4 Defense Organizations
    • 1.3.5 Corporate Employee Training
    • 1.3.6 Other
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trends

  • 2.1 Global Game-based Learning Market Perspective (2015-2026)
  • 2.2 Global Game-based Learning Growth Trends by Regions
    • 2.2.1 Game-based Learning Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Game-based Learning Historic Market Share by Regions (2015-2020)
    • 2.2.3 Game-based Learning Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Market Restraints

3 Competition Landscape by Key Players

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

4 Game-based Learning Breakdown Data by Type (2015-2026)

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

5 Game-based Learning Breakdown Data by Application (2015-2026)

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

6 North America

  • 6.1 North America Game-based Learning Market Size (2015-2026)
  • 6.2 North America Game-based Learning Market Size by Type (2015-2020)
  • 6.3 North America Game-based Learning Market Size by Application (2015-2020)
  • 6.4 North America Game-based Learning Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe Game-based Learning Market Size (2015-2026)
  • 7.2 Europe Game-based Learning Market Size by Type (2015-2020)
  • 7.3 Europe Game-based Learning Market Size by Application (2015-2020)
  • 7.4 Europe Game-based Learning Market Size by Country (2015-2020)
    • 7.4.1 Germany
    • 7.4.2 France
    • 7.4.3 U.K.
    • 7.4.4 Italy
    • 7.4.5 Russia
    • 7.4.6 Nordic
    • 7.4.7 Rest of Europe

8 China

  • 8.1 China Game-based Learning Market Size (2015-2026)
  • 8.2 China Game-based Learning Market Size by Type (2015-2020)
  • 8.3 China Game-based Learning Market Size by Application (2015-2020)
  • 8.4 China Game-based Learning Market Size by Region (2015-2020)
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 Southeast Asia
    • 8.4.5 India
    • 8.4.6 Australia
    • 8.4.7 Rest of Asia-Pacific

9 Japan

  • 9.1 Japan Game-based Learning Market Size (2015-2026)
  • 9.2 Japan Game-based Learning Market Size by Type (2015-2020)
  • 9.3 Japan Game-based Learning Market Size by Application (2015-2020)
  • 9.4 Japan Game-based Learning Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Southeast Asia

  • 10.1 Southeast Asia Game-based Learning Market Size (2015-2026)
  • 10.2 Southeast Asia Game-based Learning Market Size by Type (2015-2020)
  • 10.3 Southeast Asia Game-based Learning Market Size by Application (2015-2020)
  • 10.4 Southeast Asia Game-based Learning Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE
    • 10.4.4 Rest of Middle East & Africa

11 Key Players Profiles

  • 11.1 LearningWare
    • 11.1.1 LearningWare Company Details
    • 11.1.2 LearningWare Business Overview
    • 11.1.3 LearningWare Game-based Learning Introduction
    • 11.1.4 LearningWare Revenue in Game-based Learning Business (2015-2020))
    • 11.1.5 LearningWare Recent Development
  • 11.2 BreakAway
    • 11.2.1 BreakAway Company Details
    • 11.2.2 BreakAway Business Overview
    • 11.2.3 BreakAway Game-based Learning Introduction
    • 11.2.4 BreakAway Revenue in Game-based Learning Business (2015-2020)
    • 11.2.5 BreakAway Recent Development
  • 11.3 Lumos Labs
    • 11.3.1 Lumos Labs Company Details
    • 11.3.2 Lumos Labs Business Overview
    • 11.3.3 Lumos Labs Game-based Learning Introduction
    • 11.3.4 Lumos Labs Revenue in Game-based Learning Business (2015-2020)
    • 11.3.5 Lumos Labs Recent Development
  • 11.4 PlayGen.com
    • 11.4.1 PlayGen.com Company Details
    • 11.4.2 PlayGen.com Business Overview
    • 11.4.3 PlayGen.com Game-based Learning Introduction
    • 11.4.4 PlayGen.com Revenue in Game-based Learning Business (2015-2020)
    • 11.4.5 PlayGen.com Recent Development
  • 11.5 Corporate Internet Games
    • 11.5.1 Corporate Internet Games Company Details
    • 11.5.2 Corporate Internet Games Business Overview
    • 11.5.3 Corporate Internet Games Game-based Learning Introduction
    • 11.5.4 Corporate Internet Games Revenue in Game-based Learning Business (2015-2020)
    • 11.5.5 Corporate Internet Games Recent Development
  • 11.6 Games2Train
    • 11.6.1 Games2Train Company Details
    • 11.6.2 Games2Train Business Overview
    • 11.6.3 Games2Train Game-based Learning Introduction
    • 11.6.4 Games2Train Revenue in Game-based Learning Business (2015-2020)
    • 11.6.5 Games2Train Recent Development
  • 11.7 HealthTap
    • 11.7.1 HealthTap Company Details
    • 11.7.2 HealthTap Business Overview
    • 11.7.3 HealthTap Game-based Learning Introduction
    • 11.7.4 HealthTap Revenue in Game-based Learning Business (2015-2020)
    • 11.7.5 HealthTap Recent Development
  • 11.8 RallyOn, Inc
    • 11.8.1 RallyOn, Inc Company Details
    • 11.8.2 RallyOn, Inc Business Overview
    • 11.8.3 RallyOn, Inc Game-based Learning Introduction
    • 11.8.4 RallyOn, Inc Revenue in Game-based Learning Business (2015-2020)
    • 11.8.5 RallyOn, Inc Recent Development
  • 11.9 MAK Technologies
    • 11.9.1 MAK Technologies Company Details
    • 11.9.2 MAK Technologies Business Overview
    • 11.9.3 MAK Technologies Game-based Learning Introduction
    • 11.9.4 MAK Technologies Revenue in Game-based Learning Business (2015-2020)
    • 11.9.5 MAK Technologies Recent Development
  • 11.10 SCVNGR
    • 11.10.1 SCVNGR Company Details
    • 11.10.2 SCVNGR Business Overview
    • 11.10.3 SCVNGR Game-based Learning Introduction
    • 11.10.4 SCVNGR Revenue in Game-based Learning Business (2015-2020)
    • 11.10.5 SCVNGR Recent Development
  • 11.11 SimuLearn
    • 10.11.1 SimuLearn Company Details
    • 10.11.2 SimuLearn Business Overview
    • 10.11.3 SimuLearn Game-based Learning Introduction
    • 10.11.4 SimuLearn Revenue in Game-based Learning Business (2015-2020)
    • 10.11.5 SimuLearn Recent Development
  • 11.12 Will Interactive
    • 10.12.1 Will Interactive Company Details
    • 10.12.2 Will Interactive Business Overview
    • 10.12.3 Will Interactive Game-based Learning Introduction
    • 10.12.4 Will Interactive Revenue in Game-based Learning Business (2015-2020)
    • 10.12.5 Will Interactive Recent Development

12 Analyst's Viewpoints/Conclusions

    13 Appendix

    • 13.1 Research Methodology
      • 13.1.1 Methodology/Research Approach
      • 13.1.2 Data Source
    • 13.2 Disclaimer

    Global Game-based Learning Scope and Market Size
    Game-based Learning market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global 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.

    Market segment by Type, the product can be split into
    E-Learning Courseware
    Online Audio and Video Content
    Social Games
    Mobile Games
    Other

    Market segment by Application, split into
    Educational Institutions
    Healthcare Organizations
    Defense Organizations
    Corporate Employee Training
    Other

    Based on regional and country-level analysis, the Game-based Learning market has been segmented as follows:
    North America
    United States
    Canada
    Europe
    Germany
    France
    U.K.
    Italy
    Russia
    Nordic
    Rest of Europe
    Asia-Pacific
    China
    Japan
    South Korea
    Southeast Asia
    India
    Australia
    Rest of Asia-Pacific
    Latin America
    Mexico
    Brazil
    Middle East & Africa
    Turkey
    Saudi Arabia
    UAE
    Rest of Middle East & Africa

    In the competitive analysis section of the report, leading as well as prominent players of the global Game-based Learning market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
    The key players covered in this study
    LearningWare
    BreakAway
    Lumos Labs
    PlayGen.com
    Corporate Internet Games
    Games2Train
    HealthTap
    RallyOn, Inc
    MAK Technologies
    SCVNGR
    SimuLearn
    Will Interactive

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