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Game based Learning Market is Set to Experience a Revolutionary Growth | Breakaway Games, Growth engineering, G-Cube

A Latest intelligence report published by AMA Research with title Game based Learning Market Outlook to 2026”. A detailed study accumulated to offer Latest insights about acute features of the Global Game based Learning market. This report provides a detailed overview of key factors in the Game based Learning Market and factors such as driver, restraint, past and current trends, regulatory scenarios and technology development. A thorough analysis of these factors including economic slowdown, local & global reforms and COVID-19 Impact has been conducted to determine future growth prospects in the global market.

 

Factors contributing to the growth include: Increasing Popularity of Mobile Technologies, Increasing Adoption in the US Military and Healthcare Sectors,The Exponential Innovation in Augmented Reality, Virtual Reality, and Mixed Reality (MR) & Rising Focus on Personalized Learning

 

Free Sample Report + All Related Graphs & Charts @: https://www.advancemarketanalytics.com/sample-report/104983-global-game-based-learning-market

 

Major Players in This Report Include,

Breakaway Games (United States), Growth engineering (United Kingdom) , G-Cube (India), PlayGen (United Kingdom)  , Indusgeek Solutions Pvt. Ltd. (United States) , StratBeans Consulting Pvt. Ltd. (India) , Gamelearn (United Kingdom) , MLevel (United States),

 

What do you know about Game based Learning?

Game-based learning can be defined as lessons which are interactive, competitive and allow the learner to have fun while gaining knowledge. The main concept behind game-based learning is teaching through failure, repetition, and the accomplishment of goals. Video games are built on this principle. The player starts off slow and gains in skill until they are able to skillfully navigate the toughest levels. Games, which are planned and designed well will offer enough difficulty to keep it challenging while still being easy enough for the player to win. Game-based learning uses the same concept and applies it to teaching a curriculum.

Recently, Gamelearn, which develops video games to deliver corporate training, has scored 5 million USD in Series A funding. Participating in the new financing round is previous backer Kibo Ventures, along with Oak3Capital, All Iron Ventures, UL Invest, and Inveready. The transaction is expected to develop video games for corporate training.

 

Market Drivers:

  • Increasing Popularity of Mobile Technologies
  • Increasing Adoption in the US Military and Healthcare Sectors
  • The Exponential Innovation in Augmented Reality, Virtual Reality, and Mixed Reality (MR)
  • Rising Focus on Personalized Learning

 

Market Opportunities:

  • The Emergence of a New Generation of Gamified Mental Exercises
  • Resistance to Game-Based Learning Is Getting Smaller, Especially In Corporations
  • The Very Rapid Development Of 5G Networks
  • The Emerging Demand from Developing Regions

 

Market Trends:

  • Game-Based Professional Training
  • The Mobile Approach to Game-Based Learning

 

The Global Game based Learning Market segments and Market Data Break Down are illuminated below:

by Type (Knowledge and Skilled Based Games, Cognitive Ability Based Games, Others), Application (Corporate & Companies, Aerospace & Defense, Education, Public Sector, Oil & Gas, Manufacturing, Healthcare, Others), Platform (Online, Offline)

 

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GET FULL COPY OF United States Game based Learning market study @ ——— USD 2000

And, Europe Game based Learning market study @ ——— USD 2500

 

Strategic Points Covered in Table of Content of Game based Learning Market:

Chapter 1: Introduction, market driving force product Objective of Study and Research Scope the Game based Learning market

Chapter 2: Exclusive Summary – the basic information of the Game based Learning Market.

Chapter 3: Displaying the Market Dynamics- Drivers, Trends and Challenges of the Game based Learning

Chapter 4: Presenting the Game based Learning Market Factor Analysis Porters Five Forces, Supply/Value Chain, PESTEL analysis, Market Entropy, Patent/Trademark Analysis.

Chapter 5: Displaying the by Type, End User and Region

Chapter 6: Evaluating the leading manufacturers of the Game based Learning market which consists of its Competitive Landscape, Peer Group Analysis, BCG Matrix & Company Profile

Chapter 7: To evaluate the market by segments, by countries and by manufacturers with revenue share and sales by key countries in these various regions.

Chapter 8 & 9: Displaying the Appendix, Methodology and Data Source

 

Note: If you have any special requirement, please let us know and we will offer you the report as you want.

 

Report Highlights:

  • Comprehensive overview of parent market& substitute market
  • Changing market dynamics in the industry (COVID & Economic Impact Analysis)
  • In-depth market segmentation (Trends, Growth with Historical & Forecast Analysis)
  • Recent industry trends and development activity
  • Competitive landscape (Heat Map Analysis for Emerging Players & Market Share Analysis for Major Players along with detailed Profiles)

 

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Key questions answered

  • Who are the Leading key players and what are their Key Business plans in the Game based Learning market?
  • What are the key concerns of the five forces analysis of the Game based Learning market?
  • What are different prospects and threats faced by the dealers in the Game based Learning market?
  • What possible measures players are taking to overcome and stabilize the situation?

 

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Contact Information:
Craig Francis (PR & Marketing Manager) AMA Research & Media LLP Unit No. 429, Parsonage Road Edison, NJ New Jersey USA – 08837 Phone: +1 (206) 317 1218 [email protected]

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PR-Wirein, Reportedtimes, Research Newswire, English

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Contact Information:

Craig Francis (PR & Marketing Manager)
AMA Research & Media LLP
Unit No. 429, Parsonage Road Edison, NJ
New Jersey USA – 08837
Phone: +1 (206) 317 1218
[email protected]