Global Corporate Game-Based Learning Market 2017-2021
発行: TechNavio (Infiniti Research Ltd.)
ページ情報: 英文 70 Pages
世界の企業向けゲームベースラーニング市場は、2017年～2021年のCAGR (複合年間成長率) で、11.68％の成長が予測されています。
Game -based learning or serious games refer to all digital applications that are developed to impart learning through games. This encourages learning in players by sharpening their psychological receptivity, when engaged in gaming. Game-based learning utilizes various digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. The game-based learning products and services are increasingly demanded by the organizations as they provide learning integrated with game elements. The penetration of mobile devices in workplaces is playing a critical role in the adoption of game-based learning, as learners can independently play games while acquiring knowledge.
Technavio's analysts forecast the global corporate game based learning market to grow at a CAGR of 11.68% during the period 2017-2021.
The report covers the present scenario and the growth prospects of the global corporate game based learning market for 2017-2021. To calculate the market size, the report provides actionable intelligence alongside the market size of various segments. To detail the major factors influencing the market (drivers, opportunities, industry-specific challenges, and other critical issues) and to track the competitive landscape of the market.
The market is divided into the following segments based on geography:
Technavio's report, Global Corporate Game Based Learning Market 2017-2021, 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.
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