Higher Education Game-based Learning 2016 Global Market Expected to Grow at CAGR 13.95% and Forecast to 2020
PUNE, INDIA, November 8, 2016 /EINPresswire.com/ --
WiseGuyReports.Com Publish a New Market Research Report On –“Higher Education Game-based Learning 2016 Global Market Expected to Grow at CAGR 13.95% and Forecast to 2020”.
The analysts forecast the global higher education game-based learning market to grow at a CAGR of 13.95%. during the period 2016-2020.
Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.
Get Sample Report @ https://www.wiseguyreports.com/sample-request/584462-global-higher-education-game-based-learning-market-2016-2020
For more information or any query mail at sales@wiseguyreports.com
Covered in this report
The report covers the present scenario and the growth prospects of the global higher education game-based learning market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of digital serious and simulation games, catering to the higher education segment.
The market is divided into the following segments based on geography:
• APAC
• Europe
• North America
• ROW
The report, Global Higher Education Game-Based Learning Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.
Complete Report Details @ https://www.wiseguyreports.com/reports/584462-global-higher-education-game-based-learning-market-2016-2020
Key vendors
• McGraw-Hill Education
• PlayGen
• Toolwire
• Totem Learning
Other prominent vendors
• Lumos Labs
• Triseum
• Designing Digitally
• Forio
• Innovative Dutch
• LearningWare
• OakTree Simulations
• Rosetta Stone
• Triad Interactive Media
Market driver
• Rising enhancement of student and faculty experience
• For a full, detailed list, view our report
Market challenge
• Weak metrics to assess effectiveness of games
• For a full, detailed list, view our report
Market trend
• Rising use of AR and VR in game-based learning
• For a full, detailed list, view our report
Key questions answered in this report
• What will the market size be in 2020 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?
Table Of Contents – Major Key Points
PART 01: Executive summary
• Highlights
PART 02: Scope of the report
• Market overview
• Top-vendor offerings
PART 03: Market research methodology
• Research methodology
• Economic indicators
PART 04: Introduction
• Key market highlights
PART 05: Market drivers
• Rising enhancement of student and faculty experience
• Increase in venture capital investments
• Improvement in game development engines
• Growing use of motion-sensing technology in game-based learning
PART 06: Impact of drivers
PART 07: Market challenges
• Weak metrics to assess effectiveness of games
• Skewed awareness of game-based learning
• Limitations on curriculum integration
• Threat from simulation-based learning market
PART 08: Impact of drivers and challenges
PART 09: Market trends
• Rising use of AR and VR in game-based learning
• Growth in adoption of tablets
• Stronger focus on experiential and inquiry-based learning
• Pressure on higher education institutions to produce outcomes
PART 10: Market landscape
• Global higher education market
• Global game-based learning market
• Global higher education game-based learning market
• Five forces analysis
..……CONTINUED
For more information or any query mail at sales@wiseguyreports.com
Buy 1-User PDF @ https://www.wiseguyreports.com/checkout?currency=one_user-USD&report_id=584462
ABOUT US:
Wise Guy Reports is part of the Wise Guy Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe. Wise Guy Reports features an exhaustive list of market research reports from hundreds of publishers worldwide. We boast a database spanning virtually every market category and an even more comprehensive collection of market research reports under these categories and sub-categories.
WiseGuyReports.Com Publish a New Market Research Report On –“Higher Education Game-based Learning 2016 Global Market Expected to Grow at CAGR 13.95% and Forecast to 2020”.
The analysts forecast the global higher education game-based learning market to grow at a CAGR of 13.95%. during the period 2016-2020.
Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.
Get Sample Report @ https://www.wiseguyreports.com/sample-request/584462-global-higher-education-game-based-learning-market-2016-2020
For more information or any query mail at sales@wiseguyreports.com
Covered in this report
The report covers the present scenario and the growth prospects of the global higher education game-based learning market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of digital serious and simulation games, catering to the higher education segment.
The market is divided into the following segments based on geography:
• APAC
• Europe
• North America
• ROW
The report, Global Higher Education Game-Based Learning Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.
Complete Report Details @ https://www.wiseguyreports.com/reports/584462-global-higher-education-game-based-learning-market-2016-2020
Key vendors
• McGraw-Hill Education
• PlayGen
• Toolwire
• Totem Learning
Other prominent vendors
• Lumos Labs
• Triseum
• Designing Digitally
• Forio
• Innovative Dutch
• LearningWare
• OakTree Simulations
• Rosetta Stone
• Triad Interactive Media
Market driver
• Rising enhancement of student and faculty experience
• For a full, detailed list, view our report
Market challenge
• Weak metrics to assess effectiveness of games
• For a full, detailed list, view our report
Market trend
• Rising use of AR and VR in game-based learning
• For a full, detailed list, view our report
Key questions answered in this report
• What will the market size be in 2020 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?
Table Of Contents – Major Key Points
PART 01: Executive summary
• Highlights
PART 02: Scope of the report
• Market overview
• Top-vendor offerings
PART 03: Market research methodology
• Research methodology
• Economic indicators
PART 04: Introduction
• Key market highlights
PART 05: Market drivers
• Rising enhancement of student and faculty experience
• Increase in venture capital investments
• Improvement in game development engines
• Growing use of motion-sensing technology in game-based learning
PART 06: Impact of drivers
PART 07: Market challenges
• Weak metrics to assess effectiveness of games
• Skewed awareness of game-based learning
• Limitations on curriculum integration
• Threat from simulation-based learning market
PART 08: Impact of drivers and challenges
PART 09: Market trends
• Rising use of AR and VR in game-based learning
• Growth in adoption of tablets
• Stronger focus on experiential and inquiry-based learning
• Pressure on higher education institutions to produce outcomes
PART 10: Market landscape
• Global higher education market
• Global game-based learning market
• Global higher education game-based learning market
• Five forces analysis
..……CONTINUED
For more information or any query mail at sales@wiseguyreports.com
Buy 1-User PDF @ https://www.wiseguyreports.com/checkout?currency=one_user-USD&report_id=584462
ABOUT US:
Wise Guy Reports is part of the Wise Guy Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe. Wise Guy Reports features an exhaustive list of market research reports from hundreds of publishers worldwide. We boast a database spanning virtually every market category and an even more comprehensive collection of market research reports under these categories and sub-categories.
Norah Trent
wiseguyreports
+1 646 845 9349 / +44 208 133 9349
email us here
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