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Global Game-based Learning Market 2015-2019 with BreakAway, LearningWare, Lumos Labs & PlayGen.com Dominating

DUBLIN, July 22, 2015 — (PRNewswire) — Research and Markets ( http://www.researchandmarkets.com/research/cp8gvt/global_gamebased) has announced the addition of the "Global Game-based Learning Market 2015-2019" report to their offering.

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The analysts forecast global game-based learning market to grow at a CAGR of 6.47% over the period 2014-2019.

The report, Global Game-based Learning Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers North America, APAC, Europe, and ROW; 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.

Gamification is a significant trend that has emerged in recent years. Educational institutions are deploying mobile-gaming platforms and apps to engage students and motivate learning. There are various software developers that offer gaming solutions to schools and colleges. Gamification has a positive effect on corporate learning programs too. Games increase employee engagement and help reduce attrition rates. This has led to an increase in the purchase of virtual currency among corporations to upgrade levels and purchase add-ons. The global gamification market is set to grow during the forecast period, which will have a positive influence on the global game-based learning market.

According to the report, the demand for mobile educational games has increased because of the growth in the use of smartphones and the growing popularity of the Internet. The games are used for self-paced learning. The market has witnessed a higher growth in mobile educational games compared to non-mobile educational games, the latter of which are played on PCs and laptops.

Further, the report states that most instructors are not experienced in graphics and animation, or in accessing software gaming platforms, which is why they are often unable to implement their ideas through gaming to increase the learning of their students. This limits the commercial development of potential gaming ideas.

Key Vendors

Other Prominent Vendors

For more information visit http://www.researchandmarkets.com/research/cp8gvt/global_gamebased

Media Contact:

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SOURCE Research and Markets

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