Industry Growth Insights published a new data on “Higher Education Game-based Learning Market”. The research report is titled “Higher Education Game-based Learning Market research by Types (Rognitive Ability-Based Game-Based Learning, Language Learning-Related Game-Based Learning, Stem-Based Game-Based Learning), By Applications (Educational Institutions, Universities, Training Organizations, Others), By Players/Companies McGraw-Hill Education, PlayGen, Toolwire, Totem Learning, Lumos Labs, Triseum, Designing Digitally, Forio, Innovative Dutch, LearningWare”.
Scope Of The Report
Report Attributes
Report Details
Report Title
Higher Education Game-based Learning Market Research Report
By Type
Rognitive Ability-Based Game-Based Learning, Language Learning-Related Game-Based Learning, Stem-Based Game-Based Learning
By Application
Educational Institutions, Universities, Training Organizations, Others
By Companies
McGraw-Hill Education, PlayGen, Toolwire, Totem Learning, Lumos Labs, Triseum, Designing Digitally, Forio, Innovative Dutch, LearningWare
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
176
Number of Tables & Figures
124
Customization Available
Yes, the report can be customized as per your need.
Global Higher Education Game-based Learning Market Report Segments:
The global Higher Education Game-based Learning market is segmented on the basis of:
Types
Rognitive Ability-Based Game-Based Learning, Language Learning-Related Game-Based Learning, Stem-Based Game-Based Learning
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Educational Institutions, Universities, Training Organizations, Others
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- McGraw-Hill Education
- PlayGen
- Toolwire
- Totem Learning
- Lumos Labs
- Triseum
- Designing Digitally
- Forio
- Innovative Dutch
- LearningWare
Highlights of The Higher Education Game-based Learning Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Rognitive Ability-Based Game-Based Learning
- Language Learning-Related Game-Based Learning
- Stem-Based Game-Based Learning
- By Application:
- Educational Institutions
- Universities
- Training Organizations
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Higher Education Game-based Learning Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Higher education game-based learning (HEGL) is a pedagogical approach to teaching and learning in which students use digital games or simulations as tools for exploring topics in science, mathematics, engineering, and other disciplines. HEGL can be used to engage students in hands-on problem solving, critical thinking skills, teamwork development and communication.
Some of the major companies in the higher education game-based learning market are McGraw-Hill Education, PlayGen, Toolwire, Totem Learning, Lumos Labs, Triseum, Designing Digitally, Forio, Innovative Dutch, LearningWare.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Higher Education Game-based Learning Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Higher Education Game-based Learning Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Higher Education Game-based Learning Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Higher Education Game-based Learning Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Higher Education Game-based Learning Market Size & Forecast, 2018-2028 4.5.1 Higher Education Game-based Learning Market Size and Y-o-Y Growth 4.5.2 Higher Education Game-based Learning Market Absolute $ Opportunity
Chapter 5 Global Higher Education Game-based Learning Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Higher Education Game-based Learning Market Size Forecast by Type
5.2.1 Rognitive Ability-Based Game-Based Learning
5.2.2 Language Learning-Related Game-Based Learning
5.2.3 Stem-Based Game-Based Learning
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Higher Education Game-based Learning Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Higher Education Game-based Learning Market Size Forecast by Applications
6.2.1 Educational Institutions
6.2.2 Universities
6.2.3 Training Organizations
6.2.4 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Higher Education Game-based Learning Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Higher Education Game-based Learning Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Higher Education Game-based Learning Analysis and Forecast
9.1 Introduction
9.2 North America Higher Education Game-based Learning Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Higher Education Game-based Learning Market Size Forecast by Type
9.6.1 Rognitive Ability-Based Game-Based Learning
9.6.2 Language Learning-Related Game-Based Learning
9.6.3 Stem-Based Game-Based Learning
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Higher Education Game-based Learning Market Size Forecast by Applications
9.10.1 Educational Institutions
9.10.2 Universities
9.10.3 Training Organizations
9.10.4 Others
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Higher Education Game-based Learning Analysis and Forecast
10.1 Introduction
10.2 Europe Higher Education Game-based Learning Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Higher Education Game-based Learning Market Size Forecast by Type
10.6.1 Rognitive Ability-Based Game-Based Learning
10.6.2 Language Learning-Related Game-Based Learning
10.6.3 Stem-Based Game-Based Learning
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Higher Education Game-based Learning Market Size Forecast by Applications
10.10.1 Educational Institutions
10.10.2 Universities
10.10.3 Training Organizations
10.10.4 Others
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Higher Education Game-based Learning Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Higher Education Game-based Learning Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Higher Education Game-based Learning Market Size Forecast by Type
11.6.1 Rognitive Ability-Based Game-Based Learning
11.6.2 Language Learning-Related Game-Based Learning
11.6.3 Stem-Based Game-Based Learning
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Higher Education Game-based Learning Market Size Forecast by Applications
11.10.1 Educational Institutions
11.10.2 Universities
11.10.3 Training Organizations
11.10.4 Others
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Higher Education Game-based Learning Analysis and Forecast
12.1 Introduction
12.2 Latin America Higher Education Game-based Learning Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Higher Education Game-based Learning Market Size Forecast by Type
12.6.1 Rognitive Ability-Based Game-Based Learning
12.6.2 Language Learning-Related Game-Based Learning
12.6.3 Stem-Based Game-Based Learning
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Higher Education Game-based Learning Market Size Forecast by Applications
12.10.1 Educational Institutions
12.10.2 Universities
12.10.3 Training Organizations
12.10.4 Others
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Higher Education Game-based Learning Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Higher Education Game-based Learning Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Higher Education Game-based Learning Market Size Forecast by Type
13.6.1 Rognitive Ability-Based Game-Based Learning
13.6.2 Language Learning-Related Game-Based Learning
13.6.3 Stem-Based Game-Based Learning
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Higher Education Game-based Learning Market Size Forecast by Applications
13.10.1 Educational Institutions
13.10.2 Universities
13.10.3 Training Organizations
13.10.4 Others
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Higher Education Game-based Learning Market: Competitive Dashboard
14.2 Global Higher Education Game-based Learning Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 McGraw-Hill Education
14.3.2 PlayGen
14.3.3 Toolwire
14.3.4 Totem Learning
14.3.5 Lumos Labs
14.3.6 Triseum
14.3.7 Designing Digitally
14.3.8 Forio
14.3.9 Innovative Dutch
14.3.10 LearningWare