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Global Higher Education Game-based Learning Market 2016-2020 – Key Vendors, Market Trend, Drivers, Challenges – Research and Markets

Thursday, October 20, 2016 12:19
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Higher Education Game-based Learning Market report 2016-2020 focuses on the major drivers and restraints for the key players. Higher Education Game-based Learning research report also provides granular analysis of the market share, segmentation, revenue forecasts and geographic regions of the market.  The Higher Education Game-based Learning market research report is a professional and in-depth study on the current state of Higher Education Game-based Learning Industry.

Analysts forecast the global Higher Education Game-based Learning market to grow at a CAGR of 13.95% during the period 2016-2020.

Browse Detailed TOC, Tables, Figures, Charts and Companies Mentioned in Global Higher Education Game-based Learning market research report @ http://www.360marketupdates.com/10292898

The Higher Education Game-based Learning Market research report covers the present scenario and the growth prospects of the global Higher Education Game-based Learning industry for 2016-2020.

Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.

Key Vendors of Higher Education Game-based Learning Market:

• McGraw-Hill Education

• PlayGen

• Toolwire

• Totem Learning

And many more…

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Higher Education Game-based Learning market report provides key statistics on the market status of the Higher Education Game-based Learning manufacturers and is a valuable source of guidance and direction for companies and individuals interested in the Higher Education Game-based Learning industry.

The Higher Education Game-based Learning market report also presents the vendor landscape and a corresponding detailed analysis of the major vendors operating in the market. Higher Education Game-based Learning market report analyses the market potential for each geographical region based on the growth rate, macroeconomic parameters, consumer buying patterns, and market demand and supply scenarios.

Regions of Higher Education Game-based Learning market:

  • North America
  • APAC
  • Europe
  • ROW

Through the statistical analysis, the report depicts the global Higher Education Game-based Learning market including capacity, production, production value, cost/profit, supply/demand and import/export. The total market is further divided by company, by country, and by application/type for the competitive landscape analysis.

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Key questions answered in Higher Education Game-based Learning market report:

  • What will the market size be in 2020 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?

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Market driver

• Rising enhancement of student and faculty experience

Market challenge

• Weak metrics to assess effectiveness of games

Market trend

• Rising use of AR and VR in game-based learning

The report then estimates 2016-2020 market development trends of Higher Education Game-based Learning market. Analysis of upstream raw materials, downstream demand, and current market dynamics is also carried out. In the end, the report makes some important proposals for a new project of Higher Education Game-based Learning market before evaluating its feasibility.

Price of Report: $2500 (Single User License)

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List of Exhibits in Higher Education Game-based Learning market report:

  • Exhibit 01: Product offerings
  • Exhibit 02: Impact of drivers
  • Exhibit 03: Impact of drivers and challenges
  • Exhibit 04: Key countries in each region
  • Exhibit 05: Global Higher Education Game-based Learning market shares by geographies 2015
  • Exhibit 06: Global Higher Education Game-based Learning market shares by geographies 2020
  • Exhibit 07: Geographical segmentation by revenue 2015

And continued….

 

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