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Global Game-based Learning Market 2018 by Manufacturers, Countries, Type and Application, Forecast to 2023

Global Game-based Learning Market 2018 by Manufacturers, Countries, Type and Application, Forecast to 2023

Game-based learning or serious game refers to all digital applications that are developed to impart learning through games.

Scope of the Report:

This report studies the Game-based Learning market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Game-based Learning market by product type and applications/end industries.

Game-based learning includes digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. It is mainly used in educational institutions, healthcare organizations, and defense organizations. It is also used in employee training programs in corporate business houses.

The global Game-based Learning market is valued at xx million USD in 2017 and is expected to reach xx million USD by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.

The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.

North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Game-based Learning.

Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.

Market Segment by Companies, this report covers

LearningWare

BreakAway

Lumos Labs

PlayGen.com

Corporate Internet Games

Games2Train

HealthTap

RallyOn, Inc

MAK Technologies

SCVNGR

SimuLearn

Will Interactive

Market Segment by Regions, regional analysis covers

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia and Italy)

Asia-Pacific (China, Japan, Korea, India and Southeast Asia)

South America (Brazil, Argentina, Colombia)

Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers

E-Learning Courseware

Online Audio and Video Content

Social Games

Mobile Games

Other

Market Segment by Applications, can be divided into

Educational Institutions

Healthcare Organizations

Defense Organizations

Corporate Employee Training

Other


1 Game-based Learning Market Overview
1.1 Product Overview and Scope of Game-based Learning
1.2 Classification of Game-based Learning by Types
1.2.1 Global Game-based Learning Revenue Comparison by Types (2017-2023)
1.2.2 Global Game-based Learning Revenue Market Share by Types in 2017
1.2.3 E-Learning Courseware
1.2.4 Online Audio and Video Content
1.2.5 Social Games
1.2.6 Mobile Games
1.2.7 Other
1.3 Global Game-based Learning Market by Application
1.3.1 Global Game-based Learning Market Size and Market Share Comparison by Applications (2013-2023)
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 Global Game-based Learning Market by Regions
1.4.1 Global Game-based Learning Market Size (Million USD) Comparison by Regions (2013-2023)
1.4.1 North America (USA, Canada and Mexico) Game-based Learning Status and Prospect (2013-2023)
1.4.2 Europe (Germany, France, UK, Russia and Italy) Game-based Learning Status and Prospect (2013-2023)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Game-based Learning Status and Prospect (2013-2023)
1.4.4 South America (Brazil, Argentina, Colombia) Game-based Learning Status and Prospect (2013-2023)
1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Game-based Learning Status and Prospect (2013-2023)
1.5 Global Market Size of Game-based Learning (2013-2023)
2 Manufacturers Profiles
2.1 LearningWare
2.1.1 Business Overview
2.1.2 Game-based Learning Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 LearningWare Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.2 BreakAway
2.2.1 Business Overview
2.2.2 Game-based Learning Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 BreakAway Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.3 Lumos Labs
2.3.1 Business Overview
2.3.2 Game-based Learning Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 Lumos Labs Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.4 PlayGen.com
2.4.1 Business Overview
2.4.2 Game-based Learning Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 PlayGen.com Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.5 Corporate Internet Games
2.5.1 Business Overview
2.5.2 Game-based Learning Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 Corporate Internet Games Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.6 Games2Train
2.6.1 Business Overview
2.6.2 Game-based Learning Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 Games2Train Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.7 HealthTap
2.7.1 Business Overview
2.7.2 Game-based Learning Type and Applications
2.7.2.1 Product A
2.7.2.2 Product B
2.7.3 HealthTap Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.8 RallyOn, Inc
2.8.1 Business Overview
2.8.2 Game-based Learning Type and Applications
2.8.2.1 Product A
2.8.2.2 Product B
2.8.3 RallyOn, Inc Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.9 MAK Technologies
2.9.1 Business Overview
2.9.2 Game-based Learning Type and Applications
2.9.2.1 Product A
2.9.2.2 Product B
2.9.3 MAK Technologies Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.10 SCVNGR
2.10.1 Business Overview
2.10.2 Game-based Learning Type and Applications
2.10.2.1 Product A
2.10.2.2 Product B
2.10.3 SCVNGR Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.11 SimuLearn
2.11.1 Business Overview
2.11.2 Game-based Learning Type and Applications
2.11.2.1 Product A
2.11.2.2 Product B
2.11.3 SimuLearn Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.12 Will Interactive
2.12.1 Business Overview
2.12.2 Game-based Learning Type and Applications
2.12.2.1 Product A
2.12.2.2 Product B
2.12.3 Will Interactive Game-based Learning Revenue, Gross Margin and Market Share (2016-2017)
3 Global Game-based Learning Market Competition, by Players
3.1 Global Game-based Learning Revenue and Share by Players (2013-2018)
3.2 Market Concentration Rate
3.2.1 Top 5 Game-based Learning Players Market Share
3.2.2 Top 10 Game-based Learning Players Market Share
3.3 Market Competition Trend
4 Global Game-based Learning Market Size by Regions
4.1 Global Game-based Learning Revenue and Market Share by Regions
4.2 North America Game-based Learning Revenue and Growth Rate (2013-2018)
4.3 Europe Game-based Learning Revenue and Growth Rate (2013-2018)
4.4 Asia-Pacific Game-based Learning Revenue and Growth Rate (2013-2018)
4.5 South America Game-based Learning Revenue and Growth Rate (2013-2018)
4.6 Middle East and Africa Game-based Learning Revenue and Growth Rate (2013-2018)
5 North America Game-based Learning Revenue by Countries
5.1 North America Game-based Learning Revenue by Countries (2013-2018)
5.2 USA Game-based Learning Revenue and Growth Rate (2013-2018)
5.3 Canada Game-based Learning Revenue and Growth Rate (2013-2018)
5.4 Mexico Game-based Learning Revenue and Growth Rate (2013-2018)
6 Europe Game-based Learning Revenue by Countries
6.1 Europe Game-based Learning Revenue by Countries (2013-2018)
6.2 Germany Game-based Learning Revenue and Growth Rate (2013-2018)
6.3 UK Game-based Learning Revenue and Growth Rate (2013-2018)
6.4 France Game-based Learning Revenue and Growth Rate (2013-2018)
6.5 Russia Game-based Learning Revenue and Growth Rate (2013-2018)
6.6 Italy Game-based Learning Revenue and Growth Rate (2013-2018)
7 Asia-Pacific Game-based Learning Revenue by Countries
7.1 Asia-Pacific Game-based Learning Revenue by Countries (2013-2018)
7.2 China Game-based Learning Revenue and Growth Rate (2013-2018)
7.3 Japan Game-based Learning Revenue and Growth Rate (2013-2018)
7.4 Korea Game-based Learning Revenue and Growth Rate (2013-2018)
7.5 India Game-based Learning Revenue and Growth Rate (2013-2018)
7.6 Southeast Asia Game-based Learning Revenue and Growth Rate (2013-2018)
8 South America Game-based Learning Revenue by Countries
8.1 South America Game-based Learning Revenue by Countries (2013-2018)
8.2 Brazil Game-based Learning Revenue and Growth Rate (2013-2018)
8.3 Argentina Game-based Learning Revenue and Growth Rate (2013-2018)
8.4 Colombia Game-based Learning Revenue and Growth Rate (2013-2018)
9 Middle East and Africa Revenue Game-based Learning by Countries
9.1 Middle East and Africa Game-based Learning Revenue by Countries (2013-2018)
9.2 Saudi Arabia Game-based Learning Revenue and Growth Rate (2013-2018)
9.3 UAE Game-based Learning Revenue and Growth Rate (2013-2018)
9.4 Egypt Game-based Learning Revenue and Growth Rate (2013-2018)
9.5 Nigeria Game-based Learning Revenue and Growth Rate (2013-2018)
9.6 South Africa Game-based Learning Revenue and Growth Rate (2013-2018)
10 Global Game-based Learning Market Segment by Type
10.1 Global Game-based Learning Revenue and Market Share by Type (2013-2018)
10.2 Global Game-based Learning Market Forecast by Type (2018-2023)
10.3 E-Learning Courseware Revenue Growth Rate (2013-2023)
10.4 Online Audio and Video Content Revenue Growth Rate (2013-2023)
10.5 Social Games Revenue Growth Rate (2013-2023)
10.6 Mobile Games Revenue Growth Rate (2013-2023)
10.7 Other Revenue Growth Rate (2013-2023)
11 Global Game-based Learning Market Segment by Application
11.1 Global Game-based Learning Revenue Market Share by Application (2013-2018)
11.2 Game-based Learning Market Forecast by Application (2018-2023)
11.3 Educational Institutions Revenue Growth (2013-2018)
11.4 Healthcare Organizations Revenue Growth (2013-2018)
11.5 Defense Organizations Revenue Growth (2013-2018)
11.6 Corporate Employee Training Revenue Growth (2013-2018)
11.7 Other Revenue Growth (2013-2018)
12 Global Game-based Learning Market Size Forecast (2018-2023)
12.1 Global Game-based Learning Market Size Forecast (2018-2023)
12.2 Global Game-based Learning Market Forecast by Regions (2018-2023)
12.3 North America Game-based Learning Revenue Market Forecast (2018-2023)
12.4 Europe Game-based Learning Revenue Market Forecast (2018-2023)
12.5 Asia-Pacific Game-based Learning Revenue Market Forecast (2018-2023)
12.6 South America Game-based Learning Revenue Market Forecast (2018-2023)
12.7 Middle East and Africa Game-based Learning Revenue Market Forecast (2018-2023)
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Data Source

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