Global Corporate Game-Based Learning Market - Analysis, Technologies & Forecasts to 2021 - Increased Employee Engagement During Training - Research and Markets

DUBLIN--()--Research and Markets has announced the addition of the "Global Corporate Game-Based Learning Market 2017-2021" report to their offering.

The global corporate game based learning market to grow at a CAGR of 11.68% during the period 2017-2021.

The report, Global Corporate Game Based Learning Market 2017-2021, 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.

One trend in market is analytical applications in game-based learning. Big data plays a crucial role in every phase of online training provided to employees and has immense implications for the corporate sector. Various methods of providing training are followed with the help of online platform. Among them game-based learning is gaining exposure in varied sectors, including corporate sector.

The adoption of these methods in workplaces produces large amounts of data about employee feedback, types of courses undertaken, and difficulties faced in understanding the training material. Organizations can extract and analyze the data with the help of learning analytics tools. Organizations can use the technology to monitor the learning activities of their employees. They can analyze the learning support required by employees as well as the enterprise areas needing additional focus that can result in modifying learning programs. The data collected offer a critical insight into the knowledge gaps that exists within organization employees as knowledge of such gaps only will lead to resolving the issues.

Key vendors

  • BreakAway Games
  • G-Cube
  • Growth Engineering
  • PlayGen

Other prominent vendors

  • Gamelearn
  • Indusgeeks Solutions
  • mLevel
  • StratBeans Consulting
  • Wrainb

Key Topics Covered:

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

PART 05: Market landscape

PART 06: Market segmentation by product

PART 07: Geographical segmentation

PART 08: Decision framework

PART 09: Drivers and challenges

PART 10: Market trends

PART 11: Vendor landscape

PART 12: Key vendor analysis

PART 13: Other prominent vendors

PART 14: Appendix

For more information about this report visit http://www.researchandmarkets.com/research/jnzjl5/global_corporate

Contacts

Research and Markets
Laura Wood, Senior Manager
press@researchandmarkets.com
For E.S.T. Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
Related Topics: Professional Development and Training, Gaming

Contacts

Research and Markets
Laura Wood, Senior Manager
press@researchandmarkets.com
For E.S.T. Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
Related Topics: Professional Development and Training, Gaming