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Global Game-based Learning Market 2012-2016
Publication Date Mar 2013
Product Type Report
Pages 40
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TechNavio's analysts forecast the Global Game-based Learning market to grow at a CAGR of 15.6 percent over the period 2012-2016. One of the key factors contributing to this market growth is the growth in mobile-based educational games. The Global Game-based Learning market has also been witnessing the growth in gamification market. However, the limitations in commercial developments could pose a challenge to the growth of this market.

TechNavio's report, the Global Game-based Learning Market 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, the EMEA and APAC regions; it also covers the Global Game-based Learning market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors dominating this space include LearningWare Inc., Lumos Labs Inc., BreakAway Ltd., PlayGen.com

Other vendors mentioned in the report are: HealthTap, RallyOn, SCVNGR, Corporate internet Games, Games2Train, MAK Technologies, mbagames, Management Possible/ i2i Workforce LLC, Monte Cristo, Ninth House Networks/ Personnel Decisions International Corporation, SimuLearn, Transmedia Inc., Visual Purple LLC, and Will Interactive Inc.

Key questions answered in this report:
What will the market size be in 2016 and at what will be the growth rate?
What are key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by key vendors?
What are the strengths and weaknesses of each of these key vendors?

1. Executive Summary
2. Introduction
3. Market Coverage
Market Overview
Product Offerings
4. Market Landscape
4.1. Market Size and Forecast
4.2. Five Force Analysis
5. Geographical Segmentation
5.1. Game-based Learning Market in Asia Region
5.2. Game-based Learning Market in the Americas
5.3. Game-based Learning Market in the EMEA Region
6. Key Leading Countries
China
South Korea
US
7. Vendor Landscape
7.1. Vendor Categorization
7.2. Competitive Landscape
8. Buying Criteria
9. Market Growth Drivers
10. Drivers and their Impact
11. Market Challenges
12. Impact of Drivers and Challenges
13. Market Trends
14. Key Vendor Analysis
14.1. LearningWare Inc.
14.1.1. Business Overview
14.1.2. Business Segmentation
14.1.3. Key Information
14.1.4. SWOT Analysis
14.2. Lumos Labs Inc.
14.2.1. Business Overview
14.2.2. Business Segmentation
14.2.3. Key Information
14.2.4. SWOT Analysis
14.3. BreakAway Ltd.
14.3.1. Business Overview
14.3.2. Business Segmentation
14.3.3. Key Information
14.3.4. SWOT Analysis
14.4. PlayGen.com
14.4.1. Business Overview
14.4.2. Business Segmentation
14.4.3. Key Information
14.4.4. SWOT Analysis
15. Other Reports in this Series

List of Exhibits:
Exhibit 1: Global Game-based Learning Market 2012-2016 (US$ billion)
Exhibit 2: Global Game-based Learning Market by Geographical Segmentation 2012
Exhibit 3: Game-based Learning Market in the Asia (US$ million)
Exhibit 4: Game-based Learning Market in the Americas (US$ million)
Exhibit 5: Game-based Learning Market in the Americas by Regional Segmentation 2012
Exhibit 6: Game-based Learning Market in the EMEA Region (US$ million)
Exhibit 7: Game-based Learning Market in EMEA Region by Regional Segmentation 2012
Exhibit 8: Business Segmentation of LearningWare Inc.
Exhibit 9: Business Segmentation of Lumos Labs Inc.
Exhibit 10: Business Segmentation of BreakAway Ltd.
Exhibit 11: Business Segmentation of PlayGen.com

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Published By :  Infiniti Research Ltd

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