Game-based Learning Market in the US 2018-2022

ゲームベースラーニングの米国市場

◆タイトル:Game-based Learning Market in the US 2018-2022
◆商品コード:IRTNTR20870
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2018年2月28日
◆ページ数:109
◆資料形式:PDF / 英語
◆納品方法:Eメール(受注後24時間以内)
◆調査対象地域:米国
◆産業分野:教育
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【資料の概要】

本調査レポートでは、"ゲームベースラーニングの米国市場"について調査・分析し、エグゼクティブサマリー、市場規模及び予測、製品別分析、需要先別分析、市場の課題、市場動向、競争状況等の情報をお届けいたします。

About Game-based Learning
Game-based learning (GBL) is a type of gameplay that has defined learning outcomes. GBL is designed to balance subject matter with gameplay and enable players to retain and apply the learnings to the real world.
Technavio’s analysts forecast the Game-based Learning Market in the US to grow at a CAGR of 17.09% during the period 2017-2022.

[Covered in this report]
The report covers the present scenario and the growth prospects of the Game-based Learning Market in the US 2018-2022. To calculate the market size, the report considers the revenue generated from the by the vendors from their game-based learning solutions, which include the products and services offered to various customers in the academic and non-academic segments in the US.
The market is divided into the following segments based on geography:
• US

Technavio’s report Game-based Learning Market in the US 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
• BreakAway Games
• Filament Games
• LearningWare
• Playgen
• Toolwire
• Tangible Play
Market driver
• Increasing investments from venture capitalists
• For a full, detailed list, view our report

Market challenge
• High development costs
• For a full, detailed list, view our report

Market trend
• Increasing popularity of mobile technologies
• For a full, detailed list, view our report

Key questions answered in this report
• What will the market size be in 2022 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

【資料の目次】

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



【掲載企業】

• BreakAway Games
• Filament Games
• LearningWare
• Playgen
• Toolwire
• Tangible Play



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