DUBLIN--(BUSINESS WIRE)--The "Global Game-Based Learning Market - Forecasts from 2017 to 2022" report has been added to Research and Markets' offering.
The global game-based learning market was valued at US$3.487 billion in 2017 and is expected to grow at a CAGR of 19.60% to reach a market size of US$8.532 billion by the year 2022.
Game-based learning is a task to keep the trainees and students engaged or motivated throughout the training or learning sessions in traditional classroom based training. Within the environment of game based learning, a goal is selected and it is achieved by choosing actions and experiencing the consequences of those actions along the way. In this process, the students or trainees get engaged and practice behaviours along with thought processes that can be easily transferred from simulated environment to real life.
The major factor driving the global game based learning market is ongoing technological advancement coupled with rising adoption of technology in education sector. Moreover, increase in use of mobile educational games and continuous launch of game based learning software do enhance the market growth significantly. Rise in spending by institutes for better leaning and modernization of educational institute's further augment the market growth. Increase in adoption of gamification provides opportunities for future growth. However, factors like limitation in commercial development and high initial cost do hamper the market growth.
- Self-Paced Learning
- Institutional Learning
- Corporate Training
- Lumos Labs
- BreakAway Games
- LearningWare, Inc.
For more information about this report visit https://www.researchandmarkets.com/research/p6vmsb/global_gamebased