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Global Game Learning Market Growth (Status and Outlook) 2019-2024

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Table of Contents

    Global Game Learning Market Growth (Status and Outlook) 2019-2024

      1 Scope of the Report

      • 1.1 Market Introduction
      • 1.2 Research Objectives
      • 1.3 Years Considered
      • 1.4 Market Research Methodology
      • 1.5 Economic Indicators
      • 1.6 Currency Considered

      2 Executive Summary

      • 2.1 World Market Overview
        • 2.1.1 Global Game Learning Market Size 2014-2024
        • 2.1.2 Game Learning Market Size CAGR by Region
      • 2.2 Game Learning Segment by Type
        • 2.2.1 E-Learning Courseware
        • 2.2.2 E-Learning Courseware
        • 2.2.3 Social Games
        • 2.2.4 Mobile Games
        • 2.2.5 Other
      • 2.3 Game Learning Market Size by Type
        • 2.3.1 Global Game Learning Market Size Market Share by Type (2014-2019)
        • 2.3.2 Global Game Learning Market Size Growth Rate by Type (2014-2019)
      • 2.4 Game Learning Segment by Application
        • 2.4.1 Educational Institutions
        • 2.4.2 Healthcare Organizations
        • 2.4.3 Defense Organizations
        • 2.4.4 Corporate Employee Training
        • 2.4.5 Other
      • 2.5 Game Learning Market Size by Application
        • 2.5.1 Global Game Learning Market Size Market Share by Application (2014-2019)
        • 2.5.2 Global Game Learning Market Size Growth Rate by Application (2014-2019)

      3 Global Game Learning by Players

      • 3.1 Global Game Learning Market Size Market Share by Players
        • 3.1.1 Global Game Learning Market Size by Players (2017-2019)
        • 3.1.2 Global Game Learning Market Size Market Share by Players (2017-2019)
      • 3.2 Global Game Learning Key Players Head office and Products Offered
      • 3.3 Market Concentration Rate Analysis
        • 3.3.1 Competition Landscape Analysis
        • 3.3.2 Concentration Ratio (CR3, CR5 and CR10) (2017-2019)
      • 3.4 New Products and Potential Entrants
      • 3.5 Mergers & Acquisitions, Expansion

      4 Game Learning by Regions

      • 4.1 Game Learning Market Size by Regions
      • 4.2 Americas Game Learning Market Size Growth
      • 4.3 APAC Game Learning Market Size Growth
      • 4.4 Europe Game Learning Market Size Growth
      • 4.5 Middle East & Africa Game Learning Market Size Growth

      5 Americas

      • 5.1 Americas Game Learning Market Size by Countries
      • 5.2 Americas Game Learning Market Size by Type
      • 5.3 Americas Game Learning Market Size by Application
      • 5.4 United States
      • 5.5 Canada
      • 5.6 Mexico
      • 5.7 Key Economic Indicators of Few Americas Countries

      6 APAC

      • 6.1 APAC Game Learning Market Size by Countries
      • 6.2 APAC Game Learning Market Size by Type
      • 6.3 APAC Game Learning Market Size by Application
      • 6.4 China
      • 6.5 Japan
      • 6.6 Korea
      • 6.7 Southeast Asia
      • 6.8 India
      • 6.9 Australia
      • 6.10 Key Economic Indicators of Few APAC Countries

      7 Europe

      • 7.1 Europe Game Learning by Countries
      • 7.2 Europe Game Learning Market Size by Type
      • 7.3 Europe Game Learning Market Size by Application
      • 7.4 Germany
      • 7.5 France
      • 7.6 UK
      • 7.7 Italy
      • 7.8 Russia
      • 7.9 Spain
      • 7.10 Key Economic Indicators of Few Europe Countries

      8 Middle East & Africa

      • 8.1 Middle East & Africa Game Learning by Countries
      • 8.2 Middle East & Africa Game Learning Market Size by Type
      • 8.3 Middle East & Africa Game Learning Market Size by Application
      • 8.4 Egypt
      • 8.5 South Africa
      • 8.6 Israel
      • 8.7 Turkey
      • 8.8 GCC Countries

      9 Market Drivers, Challenges and Trends

      • 9.1 Market Drivers and Impact
        • 9.1.1 Growing Demand from Key Regions
        • 9.1.2 Growing Demand from Key Applications and Potential Industries
      • 9.2 Market Challenges and Impact
      • 9.3 Market Trends

      10 Global Game Learning Market Forecast

      • 10.1 Global Game Learning Market Size Forecast (2019-2024)
      • 10.2 Global Game Learning Forecast by Regions
        • 10.2.1 Global Game Learning Forecast by Regions (2019-2024)
        • 10.2.2 Americas Market Forecast
        • 10.2.3 APAC Market Forecast
        • 10.2.4 Europe Market Forecast
        • 10.2.5 Middle East & Africa Market Forecast
      • 10.3 Americas Forecast by Countries
        • 10.3.1 United States Market Forecast
        • 10.3.2 Canada Market Forecast
        • 10.3.3 Mexico Market Forecast
        • 10.3.4 Brazil Market Forecast
      • 10.4 APAC Forecast by Countries
        • 10.4.1 China Market Forecast
        • 10.4.2 Japan Market Forecast
        • 10.4.3 Korea Market Forecast
        • 10.4.4 Southeast Asia Market Forecast
        • 10.4.5 India Market Forecast
        • 10.4.6 Australia Market Forecast
      • 10.5 Europe Forecast by Countries
        • 10.5.1 Germany Market Forecast
        • 10.5.2 France Market Forecast
        • 10.5.3 UK Market Forecast
        • 10.5.4 Italy Market Forecast
        • 10.5.5 Russia Market Forecast
        • 10.5.6 Spain Market Forecast
      • 10.6 Middle East & Africa Forecast by Countries
        • 10.6.1 Egypt Market Forecast
        • 10.6.2 South Africa Market Forecast
        • 10.6.3 Israel Market Forecast
        • 10.6.4 Turkey Market Forecast
        • 10.6.5 GCC Countries Market Forecast
      • 10.7 Global Game Learning Forecast by Type
      • 10.8 Global Game Learning Forecast by Application

      11 Key Players Analysis

      • 11.1 PlayGen.com
        • 11.1.1 Company Details
        • 11.1.2 Game Learning Product Offered
        • 11.1.3 PlayGen.com Game Learning Revenue, Gross Margin and Market Share (2017-2019)
        • 11.1.4 Main Business Overview
        • 11.1.5 PlayGen.com News
      • 11.2 SCVNGR
        • 11.2.1 Company Details
        • 11.2.2 Game Learning Product Offered
        • 11.2.3 SCVNGR Game Learning Revenue, Gross Margin and Market Share (2017-2019)
        • 11.2.4 Main Business Overview
        • 11.2.5 SCVNGR News
      • 11.3 BreakAway
        • 11.3.1 Company Details
        • 11.3.2 Game Learning Product Offered
        • 11.3.3 BreakAway Game Learning Revenue, Gross Margin and Market Share (2017-2019)
        • 11.3.4 Main Business Overview
        • 11.3.5 BreakAway News
      • 11.4 LearningWare
        • 11.4.1 Company Details
        • 11.4.2 Game Learning Product Offered
        • 11.4.3 LearningWare Game Learning Revenue, Gross Margin and Market Share (2017-2019)
        • 11.4.4 Main Business Overview
        • 11.4.5 LearningWare News
      • 11.5 Corporate Internet Games
        • 11.5.1 Company Details
        • 11.5.2 Game Learning Product Offered
        • 11.5.3 Corporate Internet Games Game Learning Revenue, Gross Margin and Market Share (2017-2019)
        • 11.5.4 Main Business Overview
        • 11.5.5 Corporate Internet Games News
      • 11.6 Lumos Labs
        • 11.6.1 Company Details
        • 11.6.2 Game Learning Product Offered
        • 11.6.3 Lumos Labs Game Learning Revenue, Gross Margin and Market Share (2017-2019)
        • 11.6.4 Main Business Overview
        • 11.6.5 Lumos Labs News
      • 11.7 RallyOn, Inc
        • 11.7.1 Company Details
        • 11.7.2 Game Learning Product Offered
        • 11.7.3 RallyOn, Inc Game Learning Revenue, Gross Margin and Market Share (2017-2019)
        • 11.7.4 Main Business Overview
        • 11.7.5 RallyOn, Inc News
      • 11.8 Games2Train
        • 11.8.1 Company Details
        • 11.8.2 Game Learning Product Offered
        • 11.8.3 Games2Train Game Learning Revenue, Gross Margin and Market Share (2017-2019)
        • 11.8.4 Main Business Overview
        • 11.8.5 Games2Train News
      • 11.9 MAK Technologies
        • 11.9.1 Company Details
        • 11.9.2 Game Learning Product Offered
        • 11.9.3 MAK Technologies Game Learning Revenue, Gross Margin and Market Share (2017-2019)
        • 11.9.4 Main Business Overview
        • 11.9.5 MAK Technologies News
      • 11.10 HealthTap
        • 11.10.1 Company Details
        • 11.10.2 Game Learning Product Offered
        • 11.10.3 HealthTap Game Learning Revenue, Gross Margin and Market Share (2017-2019)
        • 11.10.4 Main Business Overview
        • 11.10.5 HealthTap News
      • 11.11 SimuLearn
      • 11.12 Will Interactive

      12 Research Findings and Conclusion

      According to this study, over the next five years the Game Learning market will register a xx% CAGR in terms of revenue, the global market size will reach US$ xx million by 2024, from US$ xx million in 2019. In particular, this report presents the global revenue market share of key companies in Game Learning business, shared in Chapter 3.

      This report presents a comprehensive overview, market shares and growth opportunities of Game Learning market by product type, application, key companies and key regions.

      This study considers the Game Learning value generated from the sales of the following segments:

      Segmentation by product type: breakdown data from 2014 to 2019 in Section 2.3; and forecast to 2024 in section 10.7.
      E-Learning Courseware
      Online Audio and Video Content
      Social Games
      Mobile Games
      Other

      Segmentation by application: breakdown data from 2014 to 2019, in Section 2.4; and forecast to 2024 in section 10.8.
      Educational Institutions
      Healthcare Organizations
      Defense Organizations
      Corporate Employee Training
      Other

      This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.
      Americas
      United States
      Canada
      Mexico
      Brazil
      APAC
      China
      Japan
      Korea
      Southeast Asia
      India
      Australia
      Europe
      Germany
      France
      UK
      Italy
      Russia
      Spain
      Middle East & Africa
      Egypt
      South Africa
      Israel
      Turkey
      GCC Countries

      The report also presents the market competition landscape and a corresponding detailed analysis of the major vendor/manufacturers in the market. The key manufacturers covered in this report: Breakdown data in in Chapter 3.
      PlayGen.com
      SCVNGR
      BreakAway
      LearningWare
      Corporate Internet Games
      Lumos Labs
      RallyOn, Inc
      Games2Train
      MAK Technologies
      HealthTap
      SimuLearn
      Will Interactive

      In addition, this report discusses the key drivers influencing market growth, opportunities, the challenges and the risks faced by key players and the market as a whole. It also analyzes key emerging trends and their impact on present and future development.

      Research objectives
      To study and analyze the global Game Learning market size by key regions/countries, product type and application, history data from 2014 to 2018, and forecast to 2024.
      To understand the structure of Game Learning market by identifying its various subsegments.
      Focuses on the key global Game Learning players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.
      To analyze the Game Learning with respect to individual growth trends, future prospects, and their contribution to the total market.
      To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
      To project the size of Game Learning submarkets, with respect to key regions (along with their respective key countries).
      To analyze competitive developments such as expansions, agreements, new product launches and acquisitions in the market.
      To strategically profile the key players and comprehensively analyze their growth strategies.

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