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
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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:
Market Opportunities:
Market Trends:
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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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
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Report Highlights:
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Key questions answered
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