Global Game-based Learning Market 2013 Report


Dublin, Nov. 18, 2013 (GLOBE NEWSWIRE) -- Research and Markets (http://www.researchandmarkets.com/research/kq4q99/global_gamebased) has announced the addition of the "Global Game-based Learning Market 2012-2016" report to their offering.

Global Game-Based Learning Market To Grow At A CAGR Of 15.6 Percent Over The Period 2012-2016

This report, the Global Game-based Learning Market 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, the EMEA and APAC regions; it also covers the Global Game-based Learning market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

Commenting on the report, an analyst from the Enterprise Computing team said: ''In 2012, social media constituted a share of more than 30 percent of the online display ad impressions. Every second, millions of people visit Facebook from all over the world. Witnessing the increase in the social media inventory, several game developers have either developed or are in the process of developing learning games for social media. These games are offered to people of varied age groups. Some of the social media games, including Farmville, Angry Birds, and Treasure Hunt, have achieved significant success rates in the past, encouraging other players to participate in the games. Those in the 18-22 age group are the most active players of social games. Game developers are looking to capitalize on this market trend. ''

According to the report, one of the major drivers is the growth of mobile-based edugames. Greater ease in developing gaming applications for mobiles, tablets, and other devices through the use of advanced application development technology is helping organizations develop mobile-based edugames in less time.

Key Topics Covered

1. Executive Summary
2. Introduction
3. Market Coverage
4. Market Landscape
5. Geographical Segmentation
6. Key Leading Countries
7. Vendor Landscape
8. Buying Criteria
9. Market Growth Drivers
10. Drivers and their Impact
11. Market Challenges
12. Impact of Drivers and Challenges
13. Market Trends
14. Key Vendor Analysis
15. Other Reports in this Series

Companies Mentioned

  • BreakAway
  • Corporate internet Games
  • Games2Train
  • HealthTap
  • LearningWare
  • Lumos Labs
  • MAK Technologies
  • Management Possible/ i2i Workforce
  • mbagames
  • Monte Cristo
  • Ninth House Networks/ Personnel Decisions International Corporation
  • PlayGen.com
  • RallyOn
  • SCVNGR
  • SimuLearn
  • Transmedia
  • Visual Purple
  • Will Interactive 

For more information visit http://www.researchandmarkets.com/research/kq4q99/global_gamebased

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Sector: Gaming