Last Updated 22 Jun 2020

Global Game-Based Learning Market

Words 207 (1 page)

It is mainly used In educational institutions, healthcare organizations, and military organizations. It is also used in employee training programs in corporate business souses. Covered in this Report This report covers the present scenario and the growth prospects of the Global Game-based Learning market for the period 2013-2018. To calculate the market size, the report considers revenue generated from sales of learning or educational games in digital and mobile media.

It also presents the vendor landscape and a corresponding detailed analysis of the top four vendors In the Global Game-based Learning market. In addition, the report discusses the major drivers that Influence the growth of the market. It also outlines the challenges faced by the vendors and the arrest at large, as well as the key trends emerging in the market. View our full TCO here Key Regions OPAC North America Latin America Western Europe Eastern Europe MEA Key Vendors BreakAway Ltd.

Learning's Inc. Limos Labs Inc. Playpen. Com Other Prominent Vendors Corporate Internet Games Generating Health MAKE Technologies umbrages Management Possible/iii Workforce LLC Monte Crisis Ninth House Networks/Personnel Decisions International Corp.. Playpen. Com Rally SAVING Simulacra Transmitted Inc. Visual Purple LLC Will Interactive Inc. Key Market Driver Growth of Mobile-based Degases For a full, detailed list, view our report.

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