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市場調査レポート

ゲームベース学習支援システムの世界市場:業界動向、市場シェア、市場規模、成長性、市場機会、および将来予測

Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2019-2024

発行 IMARC Services Private Limited 商品コード 788433
出版日 ページ情報 英文 94 Pages
納期: 2-3営業日
価格
本日の銀行送金レート: 1USD=112.99円で換算しております。
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ゲームベース学習支援システムの世界市場:業界動向、市場シェア、市場規模、成長性、市場機会、および将来予測 Game-Based Learning Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2019-2024
出版日: 2019年02月11日 ページ情報: 英文 94 Pages
概要

当レポートでは、ゲームベース学習支援システムの世界市場を取り上げ、業界動向や市場実績、価格動向、また市場競争状況など広範な調査に基づいて、SWOT分析、Porterのファイブフォース分析、バリューチェーン分析等の重要な市場分析結果を提供しています。さらに市場をプラットフォーム別、収益タイプ別、エンドユーザ別、および地域別に分類し、詳細な分析と将来予測を行っています。

第1章 前書き

第2章 調査範囲および調査手法

  • 調査目的
  • 利害関係者
  • データソース
  • 市場見積法
  • 予測手法

第3章 エグゼクティブ・サマリー

第4章 序論

  • 市場概要
  • 市場の特性
  • 主要業界動向

第5章 ゲームベース学習支援システム世界市場

  • 市場概要
  • 市場実績
  • プラットフォーム別市場分析
  • 収益タイプ別市場分析
  • エンドユーザ別市場分析
  • 地域別市場分析
  • 市場予測

第6章 プラットフォーム別市場分析

  • オンライン
    • 市場動向
    • 市場予測
  • オフライン

第7章 収益タイプ別市場分析

  • ゲーム購入代金
    • 市場動向
    • 市場予測
  • 広告料収入
  • その他

第8章 エンドユーザ別市場分析

  • 幼稚園〜高校向けゲームベース学習支援システム
    • 市場動向
    • 市場予測
  • 高等教育向けゲームゲース学習支援システム

第9章 地域別市場分析

  • 北米
    • 市場動向
    • 市場予測
  • 欧州
  • アジア太平洋
  • 中東およびアフリカ
  • ラテンアメリカ

第10章 世界のゲームベース学習支援システム産業:SWOT分析

第11章 世界のゲームベース学習支援システム産業:バリューチェーン分析

第12章 世界のゲームベース学習支援システム産業:Porterのファイブフォース分析

第13章 世界のゲームベース学習支援システム産業:価格分析

第14章 市場競争状況

  • 市場構造
  • 主要企業
  • 主要企業プロファイル
    • Badgeville
    • Bunchball
    • Classcraft Studios
    • GoGo Labs
    • 6waves
    • Recurrence
    • Fundamentor
    • Gametize
    • GradeCraft
    • Kuato Studios
    • BreakAway Games
    • Filament Games
    • LearningWare
    • Playgen
    • Tangible Play
    • Toolwire
図表

List of Figures

  • Figure 1: Global: Game-Based Learning Market: Major Drivers and Challenges
  • Figure 2: Global: Game-Based Learning Market: Sales Value (in Million US$), 2011-2018
  • Figure 3: Global: Game-Based Learning Market: Breakup by Platform (in %), 2018
  • Figure 4: Global: Game-Based Learning Market: Breakup by Revenue Type (in %), 2018
  • Figure 5: Global: Game-Based Learning Market: Breakup by End-User (in %), 2018
  • Figure 6: Global: Game-Based Learning Market: Breakup by Region (in %), 2018
  • Figure 7: Global: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 8: Global: Game-Based Learning Industry: SWOT Analysis
  • Figure 9: Global: Game-Based Learning Industry: Value Chain Analysis
  • Figure 10: Global: Game-Based Learning Industry: Porter's Five Forces Analysis
  • Figure 11: Global: Game-Based Learning (Online) Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 12: Global: Game-Based Learning (Online) Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 13: Global: Game-Based Learning (Offline) Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 14: Global: Game-Based Learning (Offline) Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 15: Global: Game-Based Learning (Game Purchase) Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 16: Global: Game-Based Learning (Game Purchase) Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 17: Global: Game-Based Learning (Advertising) Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 18: Global: Game-Based Learning (Advertising) Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 19: Global: Game-Based Learning (Others) Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 20: Global: Game-Based Learning (Others) Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 21: Global: Game-Based Learning (K-12 Game-Based Learning) Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 22: Global: Game-Based Learning (K-12 Game-Based Learning) Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 23: Global: Game-Based Learning (Higher Game-Based Learning) Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 24: Global: Game-Based Learning (Higher Game-Based Learning) Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 25: North America: Game-Based Learning Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 26: North America: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 27: Europe: Game-Based Learning Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 28: Europe: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 29: Asia Pacific: Game-Based Learning Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 30: Asia Pacific: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 31: Middle East and Africa: Game-Based Learning Market: Sales Value (in Million US$), 2011 & 2018
  • Figure 32: Middle East and Africa: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2019-2024
  • Figure 33: Latin America: Game-Based Learning Market: Sales Value (in Million US$), 2011 & 2018
  • Figure : Latin America: Game-Based Learning Market Forecast: Sales Value (in Million US$), 2019-2024

List of Tables

  • Table 1: Global:Game-Based Learning Market: Key Industry Highlights, 2018 and 2024
  • Table 2: Global:Game-Based Learning Market Forecast: Breakup by Platform (in Million US$), 2019-2024
  • Table 3: Global:Game-Based Learning Market Forecast: Breakup by Revenue Type (in Million US$), 2019-2024
  • Table 4: Global:Game-Based Learning Market Forecast: Breakup by End-User (in Million US$), 2019-2024
  • Table 5: Global:Game-Based Learning Market Forecast: Breakup by Region (in Million US$), 2019-2024
  • Table 6: Global:Game-Based Learning Market Structure
  • Table 7: Global:Game-Based Learning Market: Key Players
目次
Product Code: SR1018H11_Report

The global game-based learning market was worth around US$ 2.4 Billion in 2018. Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning. Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.

Global Game-Based Learning Market Drivers:

The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market. Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience. The other factors influencing the growth of the market include the rapid emergence of social media, rising income levels, increasing penetration of smart phones, rising access to high speed internet, etc. Looking forward, the market value is projected to exceed US$ 4.3 Billion by 2024, exhibiting a CAGR of around 10% during 2019-2024.

Market Summary:

Based on the platform, the market has been segmented into online and offline.

Based on the revenue type, the market has been segmented into game purchase, advertising and others.

Based on the end-user, the market has been segmented into K-12 education gamification, higher education gamification. The K-12 education gamification segment currently represent the biggest segment.

Region-wise, the education gamification market has been segmented into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.

The competitive landscape of the market has also been examined with some of the key players being Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft and Kuato Studios, BreakAway Games, Filament Games, LearningWare, Playgen, Tangible Play and Toolwire.

Key Questions Answered in This Report:

  • How has the global game-based learning market performed so far and how will it perform in the coming years?
  • What are the key regional markets in the global game-based learning market?
  • What is the breakup of the global game-based learning market on the basis of platform?
  • What is the breakup of the global game-based learning market on the basis of revenue type?
  • What is the breakup of the global game-based learning market on the basis of end-user?
  • What are the various stages in the value chain of the global game-based learning market?
  • What are the key driving factors and challenges in the global game-based learning market?
  • What is the structure of the global game-based learning market and who are the key players?
  • What is the degree of competition in the global game-based learning market?

Table of Contents

1. Preface

2. Scope and Methodology

  • 2.1. Objectives of the Study
  • 2.2. Stakeholders
  • 2.3. Data Sources
    • 2.3.1. Primary Sources
    • 2.3.2. Secondary Sources
  • 2.4. Market Estimation
    • 2.4.1. Bottom-Up Approach
    • 2.4.2. Top-Down Approach
  • 2.5. Forecasting Methodology

3. Executive Summary

4. Introduction

  • 4.1. Overview
  • 4.2. Properties
  • 4.3. Key Industry Trends

5. Global Game-Based Learning Market

  • 5.1. Market Overview
  • 5.2. Market Performance
  • 5.3. Market Breakup by Platform
  • 5.4. Market Breakup by Revenue Type
  • 5.5. Market Breakup by End-User
  • 5.6. Market Breakup by Region
  • 5.7. Market Forecast

6. Market Breakup by Platform

  • 6.1. Online
    • 6.1.1. Market Trends
    • 6.1.2. Market Forecast
  • 6.2. Offline
    • 6.2.1. Market Trends
    • 6.2.2. Market Forecast

7. Market Breakup by Revenue Type

  • 7.1. Game Purchase
    • 7.1.1. Market Trends
    • 7.1.2. Market Forecast
  • 7.2. Advertising
    • 7.2.1. Market Trends
    • 7.2.2. Market Forecast
  • 7.3. Others
    • 7.3.1. Market Trends
    • 7.3.2. Market Forecast

8. Market Breakup by End-User

  • 8.1. K-12 Game-Based Learning
    • 8.1.1. Market Trends
    • 8.1.2. Market Forecast
  • 8.2. Higher Game-Based Learning
    • 8.2.1. Market Trends
    • 8.2.2. Market Forecast

9. Market Breakup by Region

  • 9.1. North America
    • 9.1.1. Market Trends
    • 9.1.2. Market Forecast
  • 9.2. Europe
    • 9.2.1. Market Trends
    • 9.2.2. Market Forecast
  • 9.3. Asia Pacific
    • 9.3.1. Market Trends
    • 9.3.2. Market Forecast
  • 9.4. Middle East and Africa
    • 9.4.1. Market Trends
    • 9.4.2. Market Forecast
  • 9.5. Latin America
    • 9.5.1. Market Trends
    • 9.5.2. Market Forecast

10. Global Game-Based Learning Industry: SWOT Analysis

  • 10.1. Overview
  • 10.2. Strengths
  • 10.3. Weaknesses
  • 10.4. Opportunities
  • 10.5. Threats

11. Global Game-Based Learning Industry: Value Chain Analysis

12. Global Game-Based Learning Industry: Porters Five Forces Analysis

  • 12.1. Overview
  • 12.2. Bargaining Power of Buyers
  • 12.3. Bargaining Power of Suppliers
  • 12.4. Degree of Competition
  • 12.5. Threat of New Entrants
  • 12.6. Threat of Substitutes

13. Global Game-Based Learning Industry: Price Analysis

14. Competitive Landscape

  • 14.1. Market Structure
  • 14.2. Key Players
  • 14.3. Profiles of Key Players
    • 14.3.1. Badgeville
    • 14.3.2. Bunchball
    • 14.3.3. Classcraft Studios
    • 14.3.4. GoGo Labs
    • 14.3.5. 6waves
    • 14.3.6. Recurrence
    • 14.3.7. Fundamentor
    • 14.3.8. Gametize
    • 14.3.9. GradeCraft
    • 14.3.10. . Kuato Studios
    • 14.3.11. BreakAway Games
    • 14.3.12. Filament Games
    • 14.3.13. LearningWare
    • 14.3.14. Playgen
    • 14.3.15. Tangible Play
    • 14.3.16. Toolwire
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