Game-based Learning Market in the US 2018-2022

◆상품코드 : IRTNTR20870
◆발행일 : 2018년 2월
◆페이지수 : 109
◆보고서 형식 : PDF / 영문
◆납품 방식 : Email
◆조사대상 지역 : 미국
◆산업분야 : 미분류
◆발행회사(조사회사) : Technavio
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[조사보고서 개요]

This market research report presents a comprehensive analysis of the game-based learning market in the US based on product (knowledge and skill-based games, cognitive ability-based games, and other games) and end-user (academic and non-academic).
Technavio’s market research analysts predict that the market will grow at a CAGR of more than 17% by 2022.
Key questions answered in the report include
• What will the market size and the growth rate be in 2022?
• What are the key factors driving the game-based learning market in the US?
• What are the key market trends impacting the growth of the game-based learning market in the US?
• What are the challenges to market growth?
• Who are the key vendors in the game-based learning market in the US?
• What are the market opportunities and threats faced by the vendors in the game-based learning market in the US?
• What are the trending factors influencing the market shares of the US?
• What are the key outcomes of the five forces analysis of the game-based learning market in the US?

[조사보고서 목차]

Table of Contents
PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

PART 03: RESEARCH METHODOLOGY

PART 04: MARKET LANDSCAPE
• Market ecosystem
• Market characteristics
• Market segmentation analysis

PART 05: MARKET SIZING
• Market definition
• Market sizing 2017
• Market size and forecast 2017-2022

PART 06: FIVE FORCES ANALYSIS
• Bargaining power of buyers
• Bargaining power of suppliers
• Threat of new entrants
• Threat of substitutes
• Threat of rivalry
• Market condition in 2017

PART 07: MARKET SEGMENTATION BY PRODUCT
• Overview
• Comparison by product
• Knowledge and skill-based games– Market size and forecast 2017-2022
• Cognitive ability-based games – Market size and forecast 2017-2022
• Other games – Market size and forecast 2017-2022
• Market opportunity by product

PART 08: CUSTOMER LANDSCAPE

PART 09: MARKET SEGMENTATION BY END-USER
• Overview
• Comparison by end-user
• Academic– Market size and forecast 2017-2022
• Non-academic – Market size and forecast 2017-2022
• Market opportunity by end-user

PART 10: DECISION FRAMEWORK

PART 11: DRIVERS AND CHALLENGES
• Market drivers
• Market challenges

PART 12: MARKET TRENDS
• Increasing popularity of mobile technologies
• Growing integration of visual technologies such as AR and VR
• Rising focus on personalized learning
• Surging demand for IoT and wearable devices
• Increasing adoption in US military and healthcare sectors

PART 13: VENDOR LANDSCAPE
• Overview
• Landscape disruption
• Competitive scenario

PART 14: VENDOR ANALYSIS
• Vendors covered
• Vendor classification
• Market positioning of vendors
• BreakAway Games
• Filament Games
• LearningWare
• Playgen
• Toolwire
• Tangible Play

PART 15: APPENDIX
• List of abbreviations
Exhibit 01: EdTech impact
Exhibit 02: Parent market
Exhibit 03: Parent market: Global education technology market
Exhibit 04: Market characteristics
Exhibit 05: Market segments
Exhibit 06: Market definition – Inclusions and exclusions checklist
Exhibit 07: Market size 2017
Exhibit 08: Validation techniques employed for market sizing 2017
Exhibit 09: Game-based learning market in the US – Market size and forecast 2017-2022 ($ mn)
Exhibit 10: Year-over-year growth 2018-2022 (%)
Exhibit 11: Five forces analysis 2017
Exhibit 12: Five forces analysis 2022
Exhibit 13: Bargaining power of buyers
Exhibit 14: Bargaining power of suppliers
Exhibit 15: Threat of new entrants
Exhibit 16: Threat of substitutes
Exhibit 17: Threat of rivalry
Exhibit 18: Market condition – Five forces 2017
Exhibit 19: Product – Market share 2017-2022 (%)
Exhibit 20: Comparison by product
Exhibit 21: Knowledge and skill-based games – Market size and forecast 2017-2022 ($ mn)
Exhibit 22: Knowledge and skill-based games – Year-over-year growth 2018-2022 (%)
Exhibit 23: Cognitive ability-based games – Market size and forecast 2017-2022 ($ mn)
Exhibit 24: Cognitive ability games – Year-over-year growth 2018-2022 (%)
Exhibit 25: Other games – Market size and forecast 2017-2022 ($ mn)
Exhibit 26: Other games – Year-over-year growth 2018-2022 (%)
Exhibit 27: Market opportunity by product
Exhibit 28: Customer landscape
Exhibit 29: End-user – Market share 2017-2022 (%)
Exhibit 30: Comparison by end-user
Exhibit 31: Academic – Market size and forecast 2017-2022 ($ mn)
Exhibit 32: Academic – Year-over-year growth 2018-2022 (%)
Exhibit 33: Non-academic – Market size and forecast 2017-2022 ($ mn)
Exhibit 34: Non-academic – Year-over-year growth 2018-2022 (%)
Exhibit 35: Market opportunity by end-user
Exhibit 36: Vendor landscape
Exhibit 37: Landscape disruption
Exhibit 38: Vendors covered
Exhibit 39: Vendor classification
Exhibit 40: Market positioning of vendors
Exhibit 41: Vendor overview
Exhibit 42: BreakAway Games – Business segments
Exhibit 43: BreakAway Games – Organizational developments
Exhibit 44: BreakAway Games – Key offerings
Exhibit 45: Vendor overview
Exhibit 46: Filament Games – Business segments
Exhibit 47: Filament Games – Organizational developments
Exhibit 48: Filament Games – Key offerings
Exhibit 49: Vendor overview
Exhibit 50: LearningWare – Business segments
Exhibit 51: LearningWare – Organizational developments
Exhibit 52: LearningWare – Key offerings
Exhibit 53: Vendor overview
Exhibit 54: Playgen – Business segments
Exhibit 55: Playgen – Organizational developments
Exhibit 56: Playgen – Key offerings
Exhibit 57: Vendor overview
Exhibit 58: Toolwire – Business segments
Exhibit 59: Toolwire – Organizational developments
Exhibit 60: Toolwire – Key offerings
Exhibit 61: Vendor overview
Exhibit 62: Tangible Play – Business segments
Exhibit 63: Tangible Play – Organizational developments
Exhibit 64: Tangible Play – Key offerings



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세계시장규모, 세그멘트별 시장규모, 시장동향, 시장예측, 관련 기업정보 등

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