表纸
市场调查报告书

企业用游戏型学习的全球市场:2017年~2021年

Global Corporate Game-Based Learning Market 2017-2021

出版商 TechNavio (Infiniti Research Ltd.) 商品编码 486764
出版日期 内容资讯 英文 70 Pages
订单完成后即时交付
价格
企业用游戏型学习的全球市场:2017年~2021年 Global Corporate Game-Based Learning Market 2017-2021
出版日期: 2017年04月05日内容资讯: 英文 70 Pages
简介

全球的企业游戏型学习市场,预计2017年~2021年以11.68%的年复合成长率 (CAGR) 成长。

本报告提供全球的企业游戏型学习市场相关调查分析,市场规模与成长率,市场趋势,市场的推动要素与课题,市场机会验证,主要供应商等相关的系统性资讯。

第1章 摘要整理

第2章 调查范围

第3章 调查手法

第4章 简介

第5章 市场形势

  • 市场概要
  • 市场规模与预测
  • 波特的五力分析

第6章 企业用游戏型学习的全球市场:各产品

  • 各产品
  • 无名商标产品
  • 包装产品

第7章 企业用游戏型学习的全球市场:各地区

  • 各地区
  • 北美
  • 欧洲
  • 亚太地区
  • 其他

第8章 决策组成架构

第9章 企业用游戏型学习的全球市场:推动因素与课题

第10章 企业用游戏型学习的全球市场:趋势

第11章 业者情势

  • 竞争模式
  • 竞争基准

第12章 主要供应商分析

  • BreakAway Games
  • G-Cube
  • Growth Engineering
  • PlayGen

第13章 其他卓越供应商

第14章 附录

目录
Product Code: IRTNTR12393

About Corporate Game Based Learning

Game -based learning or serious games refer to all digital applications that are developed to impart learning through games. This encourages learning in players by sharpening their psychological receptivity, when engaged in gaming. Game-based learning utilizes various digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. The game-based learning products and services are increasingly demanded by the organizations as they provide learning integrated with game elements. The penetration of mobile devices in workplaces is playing a critical role in the adoption of game-based learning, as learners can independently play games while acquiring knowledge.

Technavio's analysts forecast the global corporate game based learning market to grow at a CAGR of 11.68% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global corporate game based learning market for 2017-2021. To calculate the market size, the report provides actionable intelligence alongside the market size of various segments. To detail the major factors influencing the market (drivers, opportunities, industry-specific challenges, and other critical issues) and to track the competitive landscape of the market.

The market is divided into the following segments based on geography:

  • APAC
  • Europe
  • North America
  • ROW

Technavio's report, Global Corporate Game Based Learning Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • BreakAway Games
  • G-Cube
  • Growth Engineering
  • PlayGen

Other Prominent Vendors

  • Gamelearn
  • Indusgeeks Solutions
  • mLevel
  • StratBeans Consulting
  • Wrainb

Market driver

  • Increased employee engagement during training.
  • For a full, detailed list, view our report

Market challenge

  • Threat from open source tools.
  • For a full, detailed list, view our report

Market trend

  • Analytical applications in game-based learning.
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2021 and what will the growth rate be?
  • What are the 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 the key vendors?
  • What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

  • Global corporate e-learning market: overview
  • Market size and forecast
  • Five forces analysis

PART 06: Market segmentation by product

  • Global corporate game-based learning market by product
  • Global corporate game-based learning market by generic product
  • Global corporate game-based learning market by packaged product

PART 07: Geographical segmentation

  • Global corporate game-based learning market by geography
  • Corporate game-based learning market in North America
  • Corporate game-based learning market in Europe
  • Corporate game-based learning market in APAC
  • Corporate game-based learning market in ROW

PART 08: Decision framework

PART 09: Drivers and challenges

  • Market drivers
  • Impact of drivers on key customer segments
  • Market challenges
  • Impact of challenges on key customer segments

PART 10: Market trends

  • Analytical applications in game-based learning
  • Emergence of wearable technology
  • Continuous learning opportunities

PART 11: Vendor landscape

  • Competitive scenario
  • Competitive benchmarking

PART 12: Key vendor analysis

  • BreakAway Games
  • G-Cube
  • Growth Engineering
  • PlayGen

PART 13: Other prominent vendors

  • Designing Digitally
  • Gamelearn
  • Indusgeeks Solutions
  • mLevel
  • StratBeans Consulting
  • Wrainbo

PART 14: Appendix

  • List of abbreviations

List of Exhibits

  • Exhibit 01: Benefits of game-based learning
  • Exhibit 02: Global corporate game-based learning market ($ millions)
  • Exhibit 03: Five forces analysis
  • Exhibit 04: Global corporate game-based learning market by product
  • Exhibit 05: Global corporate game-based learning market by generic product 2016-2021 ($ millions)
  • Exhibit 06: Global corporate game-based learning market by packaged product 2016-2021 ($ millions)
  • Exhibit 07: Global corporate game-based learning market by geography
  • Exhibit 08: Corporate game-based learning market in North America 2016-2021 ($ millions)
  • Exhibit 09: Corporate game-based learning market in Europe 2016-2021 ($ millions)
  • Exhibit 10: Corporate game-based learning market in APAC 2016-2021 ($ millions)
  • Exhibit 11: Corporate game-based learning market in the ROW 2016-2021 ($ millions)
  • Exhibit 12: Impact of drivers
  • Exhibit 13: Impact of challenges
  • Exhibit 14: Vendor analysis
  • Exhibit 15: Key vendors: Strategic initiatives overview
  • Exhibit 16: BreakAway Games: Product categories
  • Exhibit 17: G-Cube: Service Segmentation
  • Exhibit 18: Growth Engineering: Product segmentation
  • Exhibit 19: PlayGen: Service offerings