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K-12 Game-based Learning Global Market 2019, Industry Analysis, Growth Trends, Opportunity and Forecast To 2024

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K-12 Game-based Learning Global Market 2019, Industry Analysis, Growth Trends, Opportunity and Forecast To 2024

September 04
20:09 2019
K-12 Game-based Learning Market
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

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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