K-12 Game-based Learning Global Market 2019, Industry Analysis, Growth Trends, Opportunity and Forecast To 2024
Summary
WiseGuyReports.com adds “K-12 Game-based Learning Market 2018 Global Analysis, Growth, Trends and Opportunities Research Report Forecasting to 2023” reports to its database.
This report provides in depth study of “K-12 Game-based Learning Market” using SWOT analysis i.e. Strength, Weakness, Opportunities and Threat to the organization. The K-12 Game-based Learning Market report also provides an in-depth survey of key players in the market which is based on the various objectives of an organization such as profiling, the product outline, the quantity of production, required raw material, and the financial health of the organization.
This report focuses on the global K-12 Game-based Learning status, future forecast, growth opportunity, key market and key players. The study objectives are to present the K-12 Game-based Learning development in United States, Europe and China.
Game-based Learning is games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play.
Game types include board, card, and video games. An educational game is a game designed to teach humans about a specific subject and to teach them a skill. As educators, governments, and parents realize the psychological need and benefits of gaming have on learning, this educational tool has become mainstream. Games are interactive play that teach us goals, rules, adaptation, problem solving, interaction, all represented as a story.
The key players covered in this study
GlassLab
Microsoft
Osmo
PlayGen
Banzai Labs
BrainQuake
Filament Games
Gameloft
iCivics
Infinite Dreams
Schell Games
Market segment by Type, the product can be split into
Subject-Specific Games
Language Learning Games
Others
Market segment by Application, split into
Pre-primary School
Primary School
Middle School
High School
Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America
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Major Key Points in Table of Content
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global K-12 Game-based Learning Market Size Growth Rate by Type (2013-2025)
1.4.2 Subject-Specific Games
1.4.3 Language Learning Games
1.4.4 Others
1.5 Market by Application
1.5.1 Global K-12 Game-based Learning Market Share by Application (2013-2025)
1.5.2 Pre-primary School
1.5.3 Primary School
1.5.4 Middle School
1.5.5 High School
1.6 Study Objectives
1.7 Years Considered
2 Global Growth Trends
2.1 K-12 Game-based Learning Market Size
2.2 K-12 Game-based Learning Growth Trends by Regions
2.2.1 K-12 Game-based Learning Market Size by Regions (2013-2025)
2.2.2 K-12 Game-based Learning Market Share by Regions (2013-2018)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities
…..
12 International Players Profiles
12.1 GlassLab
12.1.1 GlassLab Company Details
12.1.2 Company Description and Business Overview
12.1.3 K-12 Game-based Learning Introduction
12.1.4 GlassLab Revenue in K-12 Game-based Learning Business (2013-2018)
12.1.5 GlassLab Recent Development
12.2 Microsoft
12.2.1 Microsoft Company Details
12.2.2 Company Description and Business Overview
12.2.3 K-12 Game-based Learning Introduction
12.2.4 Microsoft Revenue in K-12 Game-based Learning Business (2013-2018)
12.2.5 Microsoft Recent Development
12.3 Osmo
12.3.1 Osmo Company Details
12.3.2 Company Description and Business Overview
12.3.3 K-12 Game-based Learning Introduction
12.3.4 Osmo Revenue in K-12 Game-based Learning Business (2013-2018)
12.3.5 Osmo Recent Development
12.4 PlayGen
12.4.1 PlayGen Company Details
12.4.2 Company Description and Business Overview
12.4.3 K-12 Game-based Learning Introduction
12.4.4 PlayGen Revenue in K-12 Game-based Learning Business (2013-2018)
12.4.5 PlayGen Recent Development
12.5 Banzai Labs
12.5.1 Banzai Labs Company Details
12.5.2 Company Description and Business Overview
12.5.3 K-12 Game-based Learning Introduction
12.5.4 Banzai Labs Revenue in K-12 Game-based Learning Business (2013-2018)
12.5.5 Banzai Labs Recent Development
12.6 BrainQuake
12.6.1 BrainQuake Company Details
12.6.2 Company Description and Business Overview
12.6.3 K-12 Game-based Learning Introduction
12.6.4 BrainQuake Revenue in K-12 Game-based Learning Business (2013-2018)
12.6.5 BrainQuake Recent Development
12.7 Filament Games
12.7.1 Filament Games Company Details
12.7.2 Company Description and Business Overview
12.7.3 K-12 Game-based Learning Introduction
12.7.4 Filament Games Revenue in K-12 Game-based Learning Business (2013-2018)
12.7.5 Filament Games Recent Development
12.8 Gameloft
12.8.1 Gameloft Company Details
12.8.2 Company Description and Business Overview
12.8.3 K-12 Game-based Learning Introduction
12.8.4 Gameloft Revenue in K-12 Game-based Learning Business (2013-2018)
12.8.5 Gameloft Recent Development
12.9 iCivics
12.9.1 iCivics Company Details
12.9.2 Company Description and Business Overview
12.9.3 K-12 Game-based Learning Introduction
12.9.4 iCivics Revenue in K-12 Game-based Learning Business (2013-2018)
12.9.5 iCivics Recent Development
12.10 Infinite Dreams
12.10.1 Infinite Dreams Company Details
12.10.2 Company Description and Business Overview
12.10.3 K-12 Game-based Learning Introduction
12.10.4 Infinite Dreams Revenue in K-12 Game-based Learning Business (2013-2018)
12.10.5 Infinite Dreams Recent Development
12.11 Schell Games
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