Global Higher Education Game-based Learning Market 2016-2020

SKU ID :TNV-10292898 | Published Date: 25-Jul-2016 | No. of pages: 64
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
McGraw-Hill Education, PlayGen, Toolwire, Totem Learning, Lumos Labs, Triseum, Designing Digitally, Forio, Innovative Dutch, LearningWare, OakTree Simulations, Rosetta Stone, Triad Interactive Media.
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