Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Higher Education Game-based Learning 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) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Higher Education Game-based Learning 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) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 301453 4200 Service & Software 377 176 Pages 4.7 (49)
                                          

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 Industry Outlook


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:

  1. McGraw-Hill Education
  2. PlayGen
  3. Toolwire
  4. Totem Learning
  5. Lumos Labs
  6. Triseum
  7. Designing Digitally
  8. Forio
  9. Innovative Dutch
  10. LearningWare

Global Higher Education Game-based Learning Market Overview


Highlights of The Higher Education Game-based Learning Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Rognitive Ability-Based Game-Based Learning
    2. Language Learning-Related Game-Based Learning
    3. Stem-Based Game-Based Learning
  1. By Application:

    1. Educational Institutions
    2. Universities
    3. Training Organizations
    4. Others
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. 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:

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Global Higher Education Game-based Learning Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. 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 â€“ 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

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