Global Higher Education Game-based Learning Market 2016-2020
SKU ID :TNV-10292898 | Published Date: 25-Jul-2016 | No. of pages: 64Description
TOC
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
PART 11: Market segmentation by product
PART 12: Geographical segmentation
• Global higher education game-based learning market by geography
• Higher education game-based learning market in North America
• Higher education game-based learning market in Europe
• Higher education game-based learning market in APAC
• Higher education game-based learning market in ROW
PART 13: Vendor landscape
• Competitive scenario
• Competitive benchmarking
PART 14: Key vendor analysis
• McGraw-Hill Education
• PlayGen
• Toolwire
• Totem Learning
PART 15: Other prominent vendors
PART 16: Appendix
• List of abbreviations
PART 17: Explore Technavio
Exhibit 01: Product offerings
Exhibit 02: Effectiveness of prominent learning methods
Exhibit 03: Average retention rates of teaching methods (% of enrollments)
Exhibit 04: Private investment funding in global game-based learning market 2013-2015 ($ millions)
Exhibit 05: Process of educational game creation
Exhibit 06: Major game engines in the market
Exhibit 07: Impact of drivers
Exhibit 08: Global simulation learning in higher education market 2015-2020($ millions)
Exhibit 09: Impact of drivers and challenges
Exhibit 10: Global AR and VR markets 2015-2020 ($ billions)
Exhibit 11: Expenditure on digital educational solutions by global higher education segment 2015-2020 ($ billions)
Exhibit 12: Operating expenditure for leading US universities 2014 ($ millions)
Exhibit 13: Enrollment in India by type of higher education institution 2014 (%)
Exhibit 14: Enrollments in higher education in China 2015-2020 (in millions)
Exhibit 15: Enrollment by major APAC countries in HarvardX courses (as a % of global enrollment)
Exhibit 16: Distribution in Middle East and North Africa education market (%)
Exhibit 17: Global game-based learning market 2015-2020 ($ billions)
Exhibit 18: Global game-based learning market by consumer segments 2015 and 2020 (% share)
Exhibit 19: Technological trends in global higher education market as per year of adoption and impact
Exhibit 20: Global higher education game-based learning market 2015-2020 ($ billions)
Exhibit 21: Additional features offered by vendors in higher education game-based learning market
Exhibit 22: Sources of funding for game-based learning companies
Exhibit 23: Five forces analysis
Exhibit 24: Global higher education game-based learning market by product 2015 (% share)
Exhibit 25: Average annual income of non-STEM graduates in US by major 2014 ($)
Exhibit 26: Global higher education game-based learning market by geography 2015-2020 (% share)
Exhibit 27: Global higher education game-based learning market by geography 2015-2020 ($ millions)
Exhibit 28: Higher education game-based learning market in North America 2015-2020 ($ millions)
Exhibit 29: Distribution of education market in North America by segment 2015 (% share)
Exhibit 30: Higher education game-based learning market in Europe ($ millions)
Exhibit 31: Approximate number of engineering graduates in UK by degree 2013
Exhibit 32: IT spending in higher education in APAC 2015-2020 ($ billions)
Exhibit 33: Higher education game-based learning market in APAC ($ millions)
Exhibit 34: Higher education game-based learning market in ROW 2015-2020 ($ millions)
Exhibit 35: Vendor matrix
Exhibit 36: Key vendors: Strategic initiatives overview
Exhibit 37: McGraw-Hill Education: Business segmentation
Exhibit 38: PlayGen: Product offerings in higher education
Exhibit 39: Toolwire: Key offerings in games and simulations
Exhibit 40: Totem Learning: Product offerings in higher education
Tables & Figures
Companies
McGraw-Hill Education, PlayGen, Toolwire, Totem Learning, Lumos Labs, Triseum, Designing Digitally, Forio, Innovative Dutch, LearningWare, OakTree Simulations, Rosetta Stone, Triad Interactive Media.
- PRICE
-
$2500$4000