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Game Based Learning Market to See 6% CAGR to 2019 With BreakAway, LearningWare, Lumos Labs and PlayGen.com Playing a Major Role


News provided by

ReportsnReports

Jul 06, 2015, 02:20 ET

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DALLAS, July 6, 2015 /PRNewswire/ --

The Global Game-based Learning Market 2015-2019 research report forecasts a 6.47% CAGR for this market during 2014 to 2019 with major companies like BreakAway, LearningWare, Lumos Labs and PlayGen.com discussed at length.

Complete report on game based learning market spread across 67 pages, talking about 4 major companies and supported with 25 data exhibits is now available at http://www.reportsnreports.com/reports/403371-global-game-based-learning-market-2015-2019.html .

According to this new game based learning market 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 in the game based learning 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.

In addition to leading companies of game based learning market like BreakAway, LearningWare, Lumos Labs and PlayGen.com, this report also mentions other prominent players like Corporate Gameware, MAK Technologies, RallyOn, Sava Transmedia and Visual Purple. Order a copy of Global Game-based Learning Market 2015-2019 research report at http://www.reportsnreports.com/Purchase.aspx?name=403371 .

This research has been prepared based on an in-depth game based learning market analysis with inputs from industry experts. To calculate the market size, the report considers revenue generated from global game-based learning worldwide. 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. Key questions on the game based learning market that this report helps answer include what will the market size be in 2019 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?

On similar lines, another research on global synchronous e-learning market, forecasts the synchronous e-learning industry to grow at 18.86% CAGR to 2019. To calculate the market size, the report considers revenue generated through sales and subscriptions of synchronous e-learning tools and LMS. Corporate and academic end-users were considered while calculating the revenue generated in the market. Spread across 81 pages, the synchronous e-learning market report talks about major companies like Adobe, Cisco Systems, Citrix, Microsoft and Saba while mentioning prominent players like Arkadin, AT&T Connect Support, Bridgit, City & Guilds, ClickMeeting, Communique Conferencing, Desire2Learn, Digital Samba OnSync, Docebo, Fuze, Glance Networks, Global Meet, Haiku Learning, hotComm, HotConference, HP Virtual Rooms, Infinite Conferencing, InstantPresenter, InterCall, Meeting Zone, MegaMeeting, OmniJoin, OmNovia, OnStream Media, OpenMeetings, OpenText, RadVision, ReadyTalk, RHUB Communications, Saba Software, Same Page, Schoology, Skype, Spreed, TeamViewer, Via-Vox and Yugma. Read more on the report titled Global Synchronous E-learning Market 2015-2019 at http://www.reportsnreports.com/reports/402935-global-synchronous-e-learning-market-2015-2019.html .

A third research titled Smart Education and Learning Market by Hardware (IWB & SBL), Software (LMS/LCMS, ERP, Test & Assessment, Mobile Education Apps), Educational Content (Audio & Video Courseware, E-Textbooks), Learning Modes, User Type, & Region - Global Forecast to 2020 says over the past few years, the market for smart education has developed and adopted the latest technology due to an increasing demand from K-12 and higher education institutions. This market involves the recent implementation of innovative hardware, software and services, and educational content to create an innovative learning environment. The smart education & learning market in this report is defined as the summation of education products, applications, and learning modes. This research forecasts the global smart education and learning market to grow from $121.53 billion in 2014 to $344.94 billion in 2019. In terms of regions, North America is expected to be the largest market in terms of market size, while Europe and Asia-Pacific (APAC) are expected to experience an increase in market traction, during the forecast period. APAC is expected to experience a high growth rate and adoption trend in this market.

The vendors in the smart education and learning market are constantly innovating and remodeling their current planning to build more proficient and modern information systems. The major forces driving this market are emergence of digital education, progression of interactive learning systems, growth of educational apps, and online and blended learning. Companies profiled in this research include Blackboard, Inc., Smart Technologies, Educomp Solutions, Three Rivers Systems, Inc., NIIT Limited, Scholastic Corporation, SABA Software, Cisco Systems, Inc., Ellucian and Adobe Corporation. Read more on the smart education and learning market by hardware, software, educational content, learning modes, user types and region research report at http://www.reportsnreports.com/reports/163564-smart-education-and-learning-market-advanced-technologies-digital-models-adoption-trends-and-worldwide-market-forecast-2012-2017-.html .

Explore more reports on the IT & Telecommunications market at http://www.reportsnreports.com/market-research/information-technology/ .

About Us:
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