Reports and Intelligence: Global Game-based Learning Market- Size, Growth, Global Trends, Demand, Forecast 2014-2018 - PowerPoint PPT Presentation

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Reports and Intelligence: Global Game-based Learning Market- Size, Growth, Global Trends, Demand, Forecast 2014-2018

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Global Game-based Learning Market 2014-2018 has been prepared based on an in-depth market analysis with inputs from industry experts. It covers the Global Game-based Learning market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market Detailed report at – PowerPoint PPT presentation

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Title: Reports and Intelligence: Global Game-based Learning Market- Size, Growth, Global Trends, Demand, Forecast 2014-2018


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Global Game-based Learning Market Size, Share,
Global Trends, Company Profiles, Demand,
Insights, Analysis, Research, Report,
Opportunities, Growth, Forecast 2014-2018

Published By Technavio
Published On November, 2014
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Description


About Game-based Learning   Game-based learning
or serious game refers to all digital
applications that are developed to impart
learning through games. This encourages learning
in players by taking advantage of the
psychological susceptibility of humans to engage
in gaming. 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.   TechNavio's analysts forecast the
Global Game-based Learning market to grow at a
CAGR of 8.49 percent over the period 2013-2018.
3
Description


Covered in this Report   The report covers the
present scenario and the growth prospects of the
Global Game-based Learning market for the period
2014-2018. To calculate the market size, the
report covers the revenue generated from the
following individual consumers, Prek-12,
government organizations, healthcare facilities,
corporates, non-government organizations (NGOs),
and non-profit organizations.   TechNavio's
report, the Global Game-based Learning Market
2014-2018, has been prepared based on an in-depth
market analysis with inputs from industry
experts. It covers the Global Game-based Learning
market landscape and its growth prospects in the
coming years. The report includes a discussion of
the key vendors operating in this market. For
more inquiry, visit at http//www.reportsandintel
ligence.com/enquire-about-report/150040
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Key Vendors


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Table of Content

  • 01. Executive Summary
  • 02. List of Abbreviations
  • 03. Scope of the Report
  • 04. Market Research Methodology
  • 05. Introduction
  • 06. Market Landscape
  • 07. Market Segmentation by End-users
  • 08. Geographical Segmentation
  • 09. Key Leading Countries
  • 10. Buying Criteria
  •  
  • Get full TOC at http//www.reportsandintelligence
    .com/global-game-based-learning-2014-2018-market/t
    able-of-contents

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