K-12 Game-based Learning Market Growth Analysis and Technological Innovation 2025
ReportsWeb.com has announced the addition of the “Global K-12 Game-based Learning Market Size Status and Forecast 2018-2025” report detailed insights about the aspects responsible for augmenting as well as restraining market growth
(EMAILWIRE.COM, September 03, 2018 ) This report focuses on the global K-12 Game-based Learning status, future forecast, growth opportunity, key market and key players. The study objectives are to present the K-12 Game-based Learning development in United States, Europe and China.
Game-based Learning is games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play.
Game types include board, card, and video games. An educational game is a game designed to teach humans about a specific subject and to teach them a skill. As educators, governments, and parents realize the psychological need and benefits of gaming have on learning, this educational tool has become mainstream. Games are interactive play that teach us goals, rules, adaptation, problem solving, interaction, all represented as a story.
The key players covered in this study
GlassLab
Microsoft
Osmo
PlayGen
Banzai Labs
BrainQuake
Filament Games
Gameloft
iCivics
Infinite Dreams
Schell Games
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Market segment by Type, the product can be split into
Subject-Specific Games
Language Learning Games
Others
Market segment by Application, split into
Pre-primary School
Primary School
Middle School
High School
The study objectives of this report are:
To analyze global K-12 Game-based Learning status, future forecast, growth opportunity, key market and key players.
To present the K-12 Game-based Learning development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
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Table of Content
Global K-12 Game-based Learning Market Size, Status and Forecast 2025
1 Report Overview
2 Global Growth Trends
3 Market Share by Key Players
4 Breakdown Data by Type and Application
5 United States
6 Europe
7 China
8 Japan
9 Southeast Asia
10 India
11 Central & South America
12 International Players Profiles
12.1 GlassLab
12.1.1 GlassLab Company Details
12.1.2 Company Description and Business Overview
12.1.3 K-12 Game-based Learning Introduction
12.1.4 GlassLab Revenue in K-12 Game-based Learning Business (2013-2018)
12.1.5 GlassLab Recent Development
12.2 Microsoft
12.2.1 Microsoft Company Details
12.2.2 Company Description and Business Overview
12.2.3 K-12 Game-based Learning Introduction
12.2.4 Microsoft Revenue in K-12 Game-based Learning Business (2013-2018)
12.2.5 Microsoft Recent Development
12.3 Osmo
12.3.1 Osmo Company Details
12.3.2 Company Description and Business Overview
12.3.3 K-12 Game-based Learning Introduction
12.3.4 Osmo Revenue in K-12 Game-based Learning Business (2013-2018)
12.3.5 Osmo Recent Development
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Game-based Learning is games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play.
Game types include board, card, and video games. An educational game is a game designed to teach humans about a specific subject and to teach them a skill. As educators, governments, and parents realize the psychological need and benefits of gaming have on learning, this educational tool has become mainstream. Games are interactive play that teach us goals, rules, adaptation, problem solving, interaction, all represented as a story.
The key players covered in this study
GlassLab
Microsoft
Osmo
PlayGen
Banzai Labs
BrainQuake
Filament Games
Gameloft
iCivics
Infinite Dreams
Schell Games
Request for the Sample Report Here: http://www.reportsweb.com/inquiry&RW00012195189/sample
Market segment by Type, the product can be split into
Subject-Specific Games
Language Learning Games
Others
Market segment by Application, split into
Pre-primary School
Primary School
Middle School
High School
The study objectives of this report are:
To analyze global K-12 Game-based Learning status, future forecast, growth opportunity, key market and key players.
To present the K-12 Game-based Learning development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
Ask for Discount on Report @ http://www.reportsweb.com/inquiry&RW00012195189/discount
Table of Content
Global K-12 Game-based Learning Market Size, Status and Forecast 2025
1 Report Overview
2 Global Growth Trends
3 Market Share by Key Players
4 Breakdown Data by Type and Application
5 United States
6 Europe
7 China
8 Japan
9 Southeast Asia
10 India
11 Central & South America
12 International Players Profiles
12.1 GlassLab
12.1.1 GlassLab Company Details
12.1.2 Company Description and Business Overview
12.1.3 K-12 Game-based Learning Introduction
12.1.4 GlassLab Revenue in K-12 Game-based Learning Business (2013-2018)
12.1.5 GlassLab Recent Development
12.2 Microsoft
12.2.1 Microsoft Company Details
12.2.2 Company Description and Business Overview
12.2.3 K-12 Game-based Learning Introduction
12.2.4 Microsoft Revenue in K-12 Game-based Learning Business (2013-2018)
12.2.5 Microsoft Recent Development
12.3 Osmo
12.3.1 Osmo Company Details
12.3.2 Company Description and Business Overview
12.3.3 K-12 Game-based Learning Introduction
12.3.4 Osmo Revenue in K-12 Game-based Learning Business (2013-2018)
12.3.5 Osmo Recent Development
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Contact Information:
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Rajat Sahni
Tel: +1-646-491-9876
Email us
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ReportsWeb.com
Rajat Sahni
Tel: +1-646-491-9876
Email us
----
This press release is posted on EmailWire.com -- a global newswire that provides Press Release Distribution Services with Guaranteed Results