Global and Region Game-based Learning Market Demand & Opportunity Outlook 2022-2028

  • REPORT SUMMARY
  • TABLE OF CONTENTS
  • The report details the trend, potential and market size of Game-based Learning market, and analyzes the current situation and prospects of the market from both qualitative and quantitative aspects, which can be roughly divided into three parts.

    The first part (Chapter1-7) mainly covers the qualitative analysis of Game-based Learningmarket, defines the market attractiveness level of Game-based Learning market through Porter's Five Forces Analysis, and summarizes the different factors in the overall environment through PEST analysis. Understand the distribution of industrial chain value in each link of industrial chain through the analysis of industrial chain structure. Thus estimate the market space of each link.

    The second part (Chapter8-12), based on the segmentation of Game-based Learning industry, describes the types of Game-based Learning market, the applications of major players and the market size, and deeply analyzes the current situation of the global Game-based Learning market and the development prospects and opportunities of Game-based Learning industry.

    The third part (Chapter14-15) includes the market positions of the major players and information on the market participants, which will help you gain a comprehensive understanding of the current competitive situation and potential growth opportunities in the market.

    As COVID-19 continues to impact the global economy in 2022, the report also considers the short - and long-term impacts of COVID-19 on the global Game-based Learning market in Chapter 13.

    By Player:

    • Lumos Labs

    • Corporate Internet Games

    • LearningWare

    • HealthTap

    • PlayGencom

    • BreakAway

    • Games2Train

    • MAK Technologies

    • RallyOn, Inc

    • SimuLearn

    • SCVNGR

    • Will Interactive

    By Type:

    • E-Learning Courseware

    • Online Audio and Video Content

    • Social Games

    • Mobile Games

    • Other

    By End-User:

    • Educational Institutions

    • Healthcare Organizations

    • Defense Organizations

    • Corporate Employee Training

    • Other

    By Geography:

    • United States

    • Europe

    • China

    • Japan

    • India

    • South Korea

  • TABLE OF CONTENT

    1 Introduction

    • 1.1 Market Definition

    • 1.2 Market Segment Analysis

    • 1.3 Market Size 2022

    • 1.4 Game-based Learning Market Outlook: Forecast for 2022 - 2028

    • 1.5 Pricing Analysis

    2 Executive Summary

    3 Game-based Learning Market Lineage Outlook

    • 3.1 Parent Market Outlook

    • 3.2 Related/Ancillary Market Outlook

    • 3.3 Penetration & Growth Prospect Mapping, 2022

    4 Market Analysis Tools: Porter's Five Forces

    • 4.1 Supplier Power

    • 4.2 Buyer Power

    • 4.3 Substitution Threat

    • 4.4 Threat of New Entrants

    • 4.5 Competitive Rivalry

    5 Game-based Learning Industry Analysis - PEST (Political & Legal, Economic, Social, and Technological)

    • 5.1 Political/Legal Landscape

    • 5.2 Economic Landscape

    • 5.3 Social Landscape

    • 5.4 Technology Landscape

    6 Game-based Learning Market - Value Chain Analysis

    • 6.1 Industry's Value Chain Analysis

    • 6.2 Product Life Cycle

    • 6.3 User Perspective Analysis

    7 Region and Country-wise Game-based Learning Market Analysis and Outlook to 2022

    • 7.1 Global Game-based Learning Consumption (2017-2022)

    • 7.2 United States Game-based Learning Consumption (2017-2022)

    • 7.3 Europe Game-based Learning Consumption (2017-2022)

    • 7.4 China Game-based Learning Consumption (2017-2022)

    • 7.5 Japan Game-based Learning Consumption (2017-2022)

    • 7.6 India Game-based Learning Consumption (2017-2022)

    • 7.7 South Korea Game-based Learning Consumption (2017-2022)

    8 Region and Country-wise Game-based Learning Market Analysis and Outlook to 2028

    • 8.1 Global Game-based Learning Consumption Forecast (2022-2028)

    • 8.2 United States Game-based Learning Consumption Forecast (2022-2028)

    • 8.3 Europe Game-based Learning Consumption Forecast (2022-2028)

    • 8.4 China Game-based Learning Consumption Forecast (2022-2028)

    • 8.5 Japan Game-based Learning Consumption Forecast (2022-2028)

    • 8.6 India Game-based Learning Consumption Forecast (2022-2028)

    • 8.7 South Korea Game-based Learning Consumption Forecast (2022-2028)

    9 Global Game-based Learning Market Outlook by Types and Applications to 2022

    • 9.1 Global Game-based Learning Consumption and Growth Rate by Type (2017-2022)

      • 9.1.1 Global E-Learning Courseware Consumption and Growth Rate (2017-2022)

      • 9.1.2 Global Online Audio and Video Content Consumption and Growth Rate (2017-2022)

      • 9.1.3 Global Social Games Consumption and Growth Rate (2017-2022)

      • 9.1.4 Global Mobile Games Consumption and Growth Rate (2017-2022)

      • 9.1.5 Global Other Consumption and Growth Rate (2017-2022)

    • 9.2 Global Game-based Learning Consumption and Growth Rate by Application (2017-2022)

      • 9.2.1 Global Educational Institutions Consumption and Growth Rate (2017-2022)

      • 9.2.2 Global Healthcare Organizations Consumption and Growth Rate (2017-2022)

      • 9.2.3 Global Defense Organizations Consumption and Growth Rate (2017-2022)

      • 9.2.4 Global Corporate Employee Training Consumption and Growth Rate (2017-2022)

      • 9.2.5 Global Other Consumption and Growth Rate (2017-2022)

    10 Global Game-based Learning Market Outlook by Types and Applications to 2028

    • 10.1 Global Game-based Learning Consumption Forecast and Growth Rate by Type (2022-2028)

      • 10.1.1 Global E-Learning Courseware Consumption Forecast and Growth Rate (2022-2028)

      • 10.1.2 Global Online Audio and Video Content Consumption Forecast and Growth Rate (2022-2028)

      • 10.1.3 Global Social Games Consumption Forecast and Growth Rate (2022-2028)

      • 10.1.4 Global Mobile Games Consumption Forecast and Growth Rate (2022-2028)

      • 10.1.5 Global Other Consumption Forecast and Growth Rate (2022-2028)

    • 10.2 Global Game-based Learning Consumption Forecast and Growth Rate by Application (2022-2028)

      • 10.2.1 Global Educational Institutions Consumption Forecast and Growth Rate (2022-2028)

      • 10.2.2 Global Healthcare Organizations Consumption Forecast and Growth Rate (2022-2028)

      • 10.2.3 Global Defense Organizations Consumption Forecast and Growth Rate (2022-2028)

      • 10.2.4 Global Corporate Employee Training Consumption Forecast and Growth Rate (2022-2028)

      • 10.2.5 Global Other Consumption Forecast and Growth Rate (2022-2028)

    11 Global Game-based Learning Import and Export Analysis (Top 5 Countries)

    • 11.1 Global Game-based Learning Import by Region (Top 5 Countries) (2017-2028)

    • 11.2 Global Game-based Learning Export by Region (Top 5 Countries) (2017-2028)

    12 Coronavirus Disease (COVID-19) Impact

    • 12.1 Industry Impact Analysis

    • 12.2 Game-based Learning Market Outlook to 2028 - COVID-19 Affected Forecasts

    13 Competition Matrix

    • 13.1 Target Markets

    • 13.2 Comprehensive Analysis of Products in Competitive Markets

    14 Global Game-based Learning Market Competitive Analysis

    • 14.1 Lumos Labs

      • 14.1.1 Lumos Labs Company Details

      • 14.1.2 Lumos Labs Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

      • 14.1.3 Lumos Labs Game-based Learning Product and Service

    • 14.2 Corporate Internet Games

      • 14.2.1 Corporate Internet Games Company Details

      • 14.2.2 Corporate Internet Games Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

      • 14.2.3 Corporate Internet Games Game-based Learning Product and Service

    • 14.3 LearningWare

      • 14.3.1 LearningWare Company Details

      • 14.3.2 LearningWare Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

      • 14.3.3 LearningWare Game-based Learning Product and Service

    • 14.4 HealthTap

      • 14.4.1 HealthTap Company Details

      • 14.4.2 HealthTap Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

      • 14.4.3 HealthTap Game-based Learning Product and Service

    • 14.5 PlayGencom

      • 14.5.1 PlayGencom Company Details

      • 14.5.2 PlayGencom Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

      • 14.5.3 PlayGencom Game-based Learning Product and Service

    • 14.6 BreakAway

      • 14.6.1 BreakAway Company Details

      • 14.6.2 BreakAway Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

      • 14.6.3 BreakAway Game-based Learning Product and Service

    • 14.7 Games2Train

      • 14.7.1 Games2Train Company Details

      • 14.7.2 Games2Train Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

      • 14.7.3 Games2Train Game-based Learning Product and Service

    • 14.8 MAK Technologies

      • 14.8.1 MAK Technologies Company Details

      • 14.8.2 MAK Technologies Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

      • 14.8.3 MAK Technologies Game-based Learning Product and Service

    • 14.9 RallyOn, Inc

      • 14.9.1 RallyOn, Inc Company Details

      • 14.9.2 RallyOn, Inc Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

      • 14.9.3 RallyOn, Inc Game-based Learning Product and Service

    • 14.10 SimuLearn

      • 14.10.1 SimuLearn Company Details

      • 14.10.2 SimuLearn Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

      • 14.10.3 SimuLearn Game-based Learning Product and Service

    • 14.11 SCVNGR

      • 14.11.1 SCVNGR Company Details

      • 14.11.2 SCVNGR Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

      • 14.11.3 SCVNGR Game-based Learning Product and Service

    • 14.12 Will Interactive

      • 14.12.1 Will Interactive Company Details

      • 14.12.2 Will Interactive Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

      • 14.12.3 Will Interactive Game-based Learning Product and Service

    15 Appendix


    TABLE OF CHARTS

    • Table Definition of Game-based Learning

    • Figure Game-based Learning Picture

    • Table Global Game-based Learning Market Size and Forecast 2022 - 2028 (USD million)

    • Figure Global Game-based Learning Market Size and Forecast 2022 - 2028 (USD million)

    • Figure Global Game-based Learning Market: Year-over-year Growth 2022 - 2028 (%)

    • Table Parent Market Analysis

    • Figure Parent Market Price

    • Table Related/Ancillary Market Outlook Analysis

    • Table Supplier Power Analysis

    • Table Buyer Power Analysis

    • Table Substitution Threat Analysis

    • Table Threat of New Entrants Analysis

    • Table Competitive Rivalry Analysis

    • Figure Global Game-based Learning Consumption by Country (2017-2022)

    • Figure United States Game-based Learning Consumption and Growth Rate (2017-2022)

    • Table Europe Game-based Learning Consumption and Growth Rate (2017-2022)

    • Figure China Game-based Learning Consumption and Growth Rate (2017-2022)

    • Figure Japan Game-based Learning Consumption and Growth Rate (2017-2022)

    • Figure India Game-based Learning Consumption and Growth Rate (2017-2022)

    • Figure South Korea Game-based Learning Consumption and Growth Rate (2017-2022)

    • Figure Global Game-based Learning Consumption Forecast by Country (2022-2028)

    • Figure United States Game-based Learning Consumption Forecast and Growth Rate (2022-2028)

    • Table Europe Game-based Learning Consumption Forecast and Growth Rate (2022-2028)

    • Figure China Game-based Learning Consumption Forecast and Growth Rate (2022-2028)

    • Figure Japan Game-based Learning Consumption Forecast and Growth Rate (2022-2028)

    • Figure India Game-based Learning Consumption Forecast and Growth Rate (2022-2028)

    • Figure South Korea Game-based Learning Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global E-Learning Courseware Consumption and Growth Rate (2017-2022)

    • Figure Global Online Audio and Video Content Consumption and Growth Rate (2017-2022)

    • Figure Global Social Games Consumption and Growth Rate (2017-2022)

    • Figure Global Mobile Games Consumption and Growth Rate (2017-2022)

    • Figure Global Other Consumption and Growth Rate (2017-2022)

    • Figure Global Educational Institutions Consumption and Growth Rate (2017-2022)

    • Figure Global Healthcare Organizations Consumption and Growth Rate (2017-2022)

    • Figure Global Defense Organizations Consumption and Growth Rate (2017-2022)

    • Figure Global Corporate Employee Training Consumption and Growth Rate (2017-2022)

    • Figure Global Other Consumption and Growth Rate (2017-2022)

    • Figure Global E-Learning Courseware Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Online Audio and Video Content Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Social Games Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Mobile Games Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Other Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Educational Institutions Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Healthcare Organizations Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Defense Organizations Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Corporate Employee Training Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Other Consumption Forecast and Growth Rate (2022-2028)

    • Table Global Game-based Learning Import by Region (Top 5 Countries) (2017-2028)

    • Table Global Game-based Learning Export by Region (Top 5 Countries) (2017-2028)

    • Table Lumos Labs (Foundation Year, Company Profile and etc.)

    • Table Lumos Labs Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

    • Table Lumos Labs Game-based Learning Product and Service

    • Table Corporate Internet Games (Foundation Year, Company Profile and etc.)

    • Table Corporate Internet Games Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

    • Table Corporate Internet Games Game-based Learning Product and Service

    • Table LearningWare (Foundation Year, Company Profile and etc.)

    • Table LearningWare Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

    • Table LearningWare Game-based Learning Product and Service

    • Table HealthTap (Foundation Year, Company Profile and etc.)

    • Table HealthTap Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

    • Table HealthTap Game-based Learning Product and Service

    • Table PlayGencom (Foundation Year, Company Profile and etc.)

    • Table PlayGencom Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

    • Table PlayGencom Game-based Learning Product and Service

    • Table BreakAway (Foundation Year, Company Profile and etc.)

    • Table BreakAway Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

    • Table BreakAway Game-based Learning Product and Service

    • Table Games2Train (Foundation Year, Company Profile and etc.)

    • Table Games2Train Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

    • Table Games2Train Game-based Learning Product and Service

    • Table MAK Technologies (Foundation Year, Company Profile and etc.)

    • Table MAK Technologies Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

    • Table MAK Technologies Game-based Learning Product and Service

    • Table RallyOn, Inc (Foundation Year, Company Profile and etc.)

    • Table RallyOn, Inc Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

    • Table RallyOn, Inc Game-based Learning Product and Service

    • Table SimuLearn (Foundation Year, Company Profile and etc.)

    • Table SimuLearn Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

    • Table SimuLearn Game-based Learning Product and Service

    • Table SCVNGR (Foundation Year, Company Profile and etc.)

    • Table SCVNGR Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

    • Table SCVNGR Game-based Learning Product and Service

    • Table Will Interactive (Foundation Year, Company Profile and etc.)

    • Table Will Interactive Game-based Learning Sales, Price, Value and Gross Profit (2017-2022)

    • Table Will Interactive Game-based Learning Product and Service


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