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Global Higher Education Game-based Learning Market Size, Status and Forecast 2021-2027
Published Date: July 2021
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Report Code: QYRE-Auto-21W6043
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Global Higher Education Game based Learning Market Size Status and Forecast 2021 2027

Global Higher Education Game-based Learning Market Size, Status and Forecast 2021-2027

Code: QYRE-Auto-21W6043
Report
July 2021
Pages:106
QYResearch
Description
Table of Content
Tables & Figures

Higher Education Game Based Learning Market

Serious games used in higher education are an effective way to engage students in learning activities, since they stimulate cognitive processes like problem-solving and deductive and inductive reasoning abilities. They also improve skills, which are needed for success in professional life, such as decision-making and multitasking. They enable higher education students to acquire knowledge about complex and technical subject matter with greater interest by capturing the attention of students effectively. The learning stance of students is changed from passive learning to active participation.

Motion-sensing technology can be used to study the motion of the learner while the learning process is in progress and can record inferences accordingly. For instance, the eye-tracking feature can be used to deduce the focus level of the student, while the facial expressions and head positions can be studied to understand the learner’s engagement and also the focus level. This helps the instructor to modify the learning environment and content according to the preference of the students. Motion-sensing technology also helps learners practice physical skills or nuances, which can be implemented into the learning activity. For instance, the incorporation of physical movements or activities trains the learner about the optimum force or pressure required for a particular task. This will people the demand for the implementation of gamification in education, especially in the higher education sector.

The global Higher Education Game-based Learning market size is projected to reach US$ XX million by 2027, from US$ XX million in 2020, at a CAGR of XX% during 2021-2027.

With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Higher Education Game-based Learning market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Higher Education Game-based Learning market in terms of revenue.

On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Higher Education Game-based Learning market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Higher Education Game-based Learning market.

Higher Education Game-based Learning market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Higher Education Game-based Learning market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2016-2027.

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 Region

  • North America
  • US.
  • Canada
  • Europe
  • Germany
  • France
  • UK.
  • Italy
  • Russia
  • Nordic
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • South Korea
  • Southeast Asia
  • India
  • Australia
  • Rest of Asia
  • Latin America
  • Mexico
  • Brazil
  • Rest of Latin America
  • Middle East & Africa
  • Turkey
  • Saudi Arabia
  • UAE
  • Rest of MEA 

By Company

  • McGraw-Hill Education
  • PlayGen
  • Toolwire
  • Totem Learning
  • Lumos Labs
  • Triseum
  • Designing Digitally
  • Forio
  • Innovative Dutch
  • LearningWare 
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Higher Education Game-based Learning Market Size Growth Rate by Type: 2016 VS 2021 VS 2027
1.2.2 Rognitive Ability-Based Game-Based Learning
1.2.3 Language Learning-Related Game-Based Learning
1.2.4 Stem-Based Game-Based Learning
1.3 Market by Application
1.3.1 Global Higher Education Game-based Learning Market Share by Application: 2016 VS 2021 VS 2027
1.3.2 Educational Institutions
1.3.3 Universities
1.3.4 Training Organizations
1.3.5 Others
1.4 Study Objectives
1.5 Years Considered
2 Global Growth Trends
2.1 Global Higher Education Game-based Learning Market Perspective (2016-2027)
2.2 Higher Education Game-based Learning Growth Trends by Regions
2.2.1 Higher Education Game-based Learning Market Size by Regions: 2016 VS 2021 VS 2027
2.2.2 Higher Education Game-based Learning Historic Market Share by Regions (2016-2021)
2.2.3 Higher Education Game-based Learning Forecasted Market Size by Regions (2022-2027)
2.3 Higher Education Game-based Learning Industry Dynamic
2.3.1 Higher Education Game-based Learning Market Trends
2.3.2 Higher Education Game-based Learning Market Drivers
2.3.3 Higher Education Game-based Learning Market Challenges
2.3.4 Higher Education Game-based Learning Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Higher Education Game-based Learning Players by Revenue
3.1.1 Global Top Higher Education Game-based Learning Players by Revenue (2016-2021)
3.1.2 Global Higher Education Game-based Learning Revenue Market Share by Players (2016-2021)
3.2 Global Higher Education Game-based Learning Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.3 Players Covered: Ranking by Higher Education Game-based Learning Revenue
3.4 Global Higher Education Game-based Learning Market Concentration Ratio
3.4.1 Global Higher Education Game-based Learning Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Higher Education Game-based Learning Revenue in 2020
3.5 Higher Education Game-based Learning Key Players Head office and Area Served
3.6 Key Players Higher Education Game-based Learning Product Solution and Service
3.7 Date of Enter into Higher Education Game-based Learning Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Higher Education Game-based Learning Breakdown Data by Type
4.1 Global Higher Education Game-based Learning Historic Market Size by Type (2016-2021)
4.2 Global Higher Education Game-based Learning Forecasted Market Size by Type (2022-2027)
5 Higher Education Game-based Learning Breakdown Data by Application
5.1 Global Higher Education Game-based Learning Historic Market Size by Application (2016-2021)
5.2 Global Higher Education Game-based Learning Forecasted Market Size by Application (2022-2027)
6 North America
6.1 North America Higher Education Game-based Learning Market Size (2016-2027)
6.2 North America Higher Education Game-based Learning Market Size by Type
6.2.1 North America Higher Education Game-based Learning Market Size by Type (2016-2021)
6.2.2 North America Higher Education Game-based Learning Market Size by Type (2022-2027)
6.2.3 North America Higher Education Game-based Learning Market Size by Type (2016-2027)
6.3 North America Higher Education Game-based Learning Market Size by Application
6.3.1 North America Higher Education Game-based Learning Market Size by Application (2016-2021)
6.3.2 North America Higher Education Game-based Learning Market Size by Application (2022-2027)
6.3.3 North America Higher Education Game-based Learning Market Size by Application (2016-2027)
6.4 North America Higher Education Game-based Learning Market Size by Country
6.4.1 North America Higher Education Game-based Learning Market Size by Country (2016-2021)
6.4.2 North America Higher Education Game-based Learning Market Size by Country (2022-2027)
6.4.3 United States
6.4.4 Canada
7 Europe
7.1 Europe Higher Education Game-based Learning Market Size (2016-2027)
7.2 Europe Higher Education Game-based Learning Market Size by Type
7.2.1 Europe Higher Education Game-based Learning Market Size by Type (2016-2021)
7.2.2 Europe Higher Education Game-based Learning Market Size by Type (2022-2027)
7.2.3 Europe Higher Education Game-based Learning Market Size by Type (2016-2027)
7.3 Europe Higher Education Game-based Learning Market Size by Application
7.3.1 Europe Higher Education Game-based Learning Market Size by Application (2016-2021)
7.3.2 Europe Higher Education Game-based Learning Market Size by Application (2022-2027)
7.3.3 Europe Higher Education Game-based Learning Market Size by Application (2016-2027)
7.4 Europe Higher Education Game-based Learning Market Size by Country
7.4.1 Europe Higher Education Game-based Learning Market Size by Country (2016-2021)
7.4.2 Europe Higher Education Game-based Learning Market Size by Country (2022-2027)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic
8 Asia-Pacific
8.1 Asia-Pacific Higher Education Game-based Learning Market Size (2016-2027)
8.2 Asia-Pacific Higher Education Game-based Learning Market Size by Type
8.2.1 Asia-Pacific Higher Education Game-based Learning Market Size by Type (2016-2021)
8.2.2 Asia-Pacific Higher Education Game-based Learning Market Size by Type (2022-2027)
8.2.3 Asia-Pacific Higher Education Game-based Learning Market Size by Type (2016-2027)
8.3 Asia-Pacific Higher Education Game-based Learning Market Size by Application
8.3.1 Asia-Pacific Higher Education Game-based Learning Market Size by Application (2016-2021)
8.3.2 Asia-Pacific Higher Education Game-based Learning Market Size by Application (2022-2027)
8.3.3 Asia-Pacific Higher Education Game-based Learning Market Size by Application (2016-2027)
8.4 Asia-Pacific Higher Education Game-based Learning Market Size by Region
8.4.1 Asia-Pacific Higher Education Game-based Learning Market Size by Region (2016-2021)
8.4.2 Asia-Pacific Higher Education Game-based Learning Market Size by Region (2022-2027)
8.4.3 China
8.4.4 Japan
8.4.5 South Korea
8.4.6 Southeast Asia
8.4.7 India
8.4.8 Australia
9 Latin America
9.1 Latin America Higher Education Game-based Learning Market Size (2016-2027)
9.2 Latin America Higher Education Game-based Learning Market Size by Type
9.2.1 Latin America Higher Education Game-based Learning Market Size by Type (2016-2021)
9.2.2 Latin America Higher Education Game-based Learning Market Size by Type (2022-2027)
9.2.3 Latin America Higher Education Game-based Learning Market Size by Type (2016-2027)
9.3 Latin America Higher Education Game-based Learning Market Size by Application
9.3.1 Latin America Higher Education Game-based Learning Market Size by Application (2016-2021)
9.3.2 Latin America Higher Education Game-based Learning Market Size by Application (2022-2027)
9.3.3 Latin America Higher Education Game-based Learning Market Size by Application (2016-2027)
9.4 Latin America Higher Education Game-based Learning Market Size by Country
9.4.1 Latin America Higher Education Game-based Learning Market Size by Country (2016-2021)
9.4.2 Latin America Higher Education Game-based Learning Market Size by Country (2022-2027)
9.4.3 Mexico
9.4.4 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Higher Education Game-based Learning Market Size (2016-2027)
10.2 Middle East & Africa Higher Education Game-based Learning Market Size by Type
10.2.1 Middle East & Africa Higher Education Game-based Learning Market Size by Type (2016-2021)
10.2.2 Middle East & Africa Higher Education Game-based Learning Market Size by Type (2022-2027)
10.2.3 Middle East & Africa Higher Education Game-based Learning Market Size by Type (2016-2027)
10.3 Middle East & Africa Higher Education Game-based Learning Market Size by Application
10.3.1 Middle East & Africa Higher Education Game-based Learning Market Size by Application (2016-2021)
10.3.2 Middle East & Africa Higher Education Game-based Learning Market Size by Application (2022-2027)
10.3.3 Middle East & Africa Higher Education Game-based Learning Market Size by Application (2016-2027)
10.4 Middle East & Africa Higher Education Game-based Learning Market Size by Country
10.4.1 Middle East & Africa Higher Education Game-based Learning Market Size by Country (2016-2021)
10.4.2 Middle East & Africa Higher Education Game-based Learning Market Size by Country (2022-2027)
10.4.3 Turkey
10.4.4 Saudi Arabia
10.4.5 UAE
11 Key Players Profiles
11.1 McGraw-Hill Education
11.1.1 McGraw-Hill Education Company Details
11.1.2 McGraw-Hill Education Business Overview
11.1.3 McGraw-Hill Education Higher Education Game-based Learning Introduction
11.1.4 McGraw-Hill Education Revenue in Higher Education Game-based Learning Business (2016-2021)
11.1.5 McGraw-Hill Education Recent Development
11.2 PlayGen
11.2.1 PlayGen Company Details
11.2.2 PlayGen Business Overview
11.2.3 PlayGen Higher Education Game-based Learning Introduction
11.2.4 PlayGen Revenue in Higher Education Game-based Learning Business (2016-2021)
11.2.5 PlayGen Recent Development
11.3 Toolwire
11.3.1 Toolwire Company Details
11.3.2 Toolwire Business Overview
11.3.3 Toolwire Higher Education Game-based Learning Introduction
11.3.4 Toolwire Revenue in Higher Education Game-based Learning Business (2016-2021)
11.3.5 Toolwire Recent Development
11.4 Totem Learning
11.4.1 Totem Learning Company Details
11.4.2 Totem Learning Business Overview
11.4.3 Totem Learning Higher Education Game-based Learning Introduction
11.4.4 Totem Learning Revenue in Higher Education Game-based Learning Business (2016-2021)
11.4.5 Totem Learning Recent Development
11.5 Lumos Labs
11.5.1 Lumos Labs Company Details
11.5.2 Lumos Labs Business Overview
11.5.3 Lumos Labs Higher Education Game-based Learning Introduction
11.5.4 Lumos Labs Revenue in Higher Education Game-based Learning Business (2016-2021)
11.5.5 Lumos Labs Recent Development
11.6 Triseum
11.6.1 Triseum Company Details
11.6.2 Triseum Business Overview
11.6.3 Triseum Higher Education Game-based Learning Introduction
11.6.4 Triseum Revenue in Higher Education Game-based Learning Business (2016-2021)
11.6.5 Triseum Recent Development
11.7 Designing Digitally
11.7.1 Designing Digitally Company Details
11.7.2 Designing Digitally Business Overview
11.7.3 Designing Digitally Higher Education Game-based Learning Introduction
11.7.4 Designing Digitally Revenue in Higher Education Game-based Learning Business (2016-2021)
11.7.5 Designing Digitally Recent Development
11.8 Forio
11.8.1 Forio Company Details
11.8.2 Forio Business Overview
11.8.3 Forio Higher Education Game-based Learning Introduction
11.8.4 Forio Revenue in Higher Education Game-based Learning Business (2016-2021)
11.8.5 Forio Recent Development
11.9 Innovative Dutch
11.9.1 Innovative Dutch Company Details
11.9.2 Innovative Dutch Business Overview
11.9.3 Innovative Dutch Higher Education Game-based Learning Introduction
11.9.4 Innovative Dutch Revenue in Higher Education Game-based Learning Business (2016-2021)
11.9.5 Innovative Dutch Recent Development
11.10 LearningWare
11.10.1 LearningWare Company Details
11.10.2 LearningWare Business Overview
11.10.3 LearningWare Higher Education Game-based Learning Introduction
11.10.4 LearningWare Revenue in Higher Education Game-based Learning Business (2016-2021)
11.10.5 LearningWare Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
List of Tables
    Table 1. Global Higher Education Game-based Learning Market Size Growth Rate by Type (US$ Million):2016 VS 2021 VS 2027
    Table 2. Key Players of Rognitive Ability-Based Game-Based Learning
    Table 3. Key Players of Language Learning-Related Game-Based Learning
    Table 4. Key Players of Stem-Based Game-Based Learning
    Table 5. Global Higher Education Game-based Learning Market Size Growth by Application (US$ Million): 2016 VS 2021 VS 2027
    Table 6. Global Higher Education Game-based Learning Market Size by Regions (US$ Million): 2016 VS 2021 VS 2027
    Table 7. Global Higher Education Game-based Learning Market Size by Regions (2016-2021) & (US$ Million)
    Table 8. Global Higher Education Game-based Learning Market Share by Regions (2016-2021)
    Table 9. Global Higher Education Game-based Learning Forecasted Market Size by Regions (2022-2027) & (US$ Million)
    Table 10. Global Higher Education Game-based Learning Market Share by Regions (2022-2027)
    Table 11. Higher Education Game-based Learning Market Trends
    Table 12. Higher Education Game-based Learning Market Drivers
    Table 13. Higher Education Game-based Learning Market Challenges
    Table 14. Higher Education Game-based Learning Market Restraints
    Table 15. Global Higher Education Game-based Learning Revenue by Players (2016-2021) & (US$ Million)
    Table 16. Global Higher Education Game-based Learning Market Share by Players (2016-2021)
    Table 17. Global Top Higher Education Game-based Learning Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Higher Education Game-based Learning as of 2020)
    Table 18. Ranking of Global Top Higher Education Game-based Learning Companies by Revenue (US$ Million) in 2020
    Table 19. Global 5 Largest Players Market Share by Higher Education Game-based Learning Revenue (CR5 and HHI) & (2016-2021)
    Table 20. Key Players Headquarters and Area Served
    Table 21. Key Players Higher Education Game-based Learning Product Solution and Service
    Table 22. Date of Enter into Higher Education Game-based Learning Market
    Table 23. Mergers & Acquisitions, Expansion Plans
    Table 24. Global Higher Education Game-based Learning Market Size by Type (2016-2021) (US$ Million)
    Table 25. Global Higher Education Game-based Learning Revenue Market Share by Type (2016-2021)
    Table 26. Global Higher Education Game-based Learning Forecasted Market Size by Type (2022-2027) (US$ Million)
    Table 27. Global Higher Education Game-based Learning Revenue Market Share by Type (2022-2027) & (US$ Million)
    Table 28. Global Higher Education Game-based Learning Market Size Share by Application (2016-2021) & (US$ Million)
    Table 29. Global Higher Education Game-based Learning Revenue Market Share by Application (2016-2021)
    Table 30. Global Higher Education Game-based Learning Forecasted Market Size by Application (2022-2027) (US$ Million)
    Table 31. Global Higher Education Game-based Learning Revenue Market Share by Application (2022-2027) & (US$ Million)
    Table 32. North America Higher Education Game-based Learning Market Size by Type (2016-2021) (US$ Million)
    Table 33. North America Higher Education Game-based Learning Market Size by Type (2022-2027) & (US$ Million)
    Table 34. North America Higher Education Game-based Learning Market Size by Application (2016-2021) (US$ Million)
    Table 35. North America Higher Education Game-based Learning Market Size by Application (2022-2027) & (US$ Million)
    Table 36. North America Higher Education Game-based Learning Market Size by Country (2016-2021) & (US$ Million)
    Table 37. North America Higher Education Game-based Learning Market Size by Country (2022-2027) & (US$ Million)
    Table 38. Europe Higher Education Game-based Learning Market Size by Type (2016-2021) (US$ Million)
    Table 39. Europe Higher Education Game-based Learning Market Size by Type (2022-2027) & (US$ Million)
    Table 40. Europe Higher Education Game-based Learning Market Size by Application (2016-2021) (US$ Million)
    Table 41. Europe Higher Education Game-based Learning Market Size by Application (2022-2027) & (US$ Million)
    Table 42. Europe Higher Education Game-based Learning Market Size by Country (2016-2021) & (US$ Million)
    Table 43. Europe Higher Education Game-based Learning Market Size by Country (2022-2027) & (US$ Million)
    Table 44. Asia-Pacific Higher Education Game-based Learning Market Size by Type (2016-2021) (US$ Million)
    Table 45. Asia-Pacific Higher Education Game-based Learning Market Size by Type (2022-2027) & (US$ Million)
    Table 46. Asia-Pacific Higher Education Game-based Learning Market Size by Application (2016-2021) (US$ Million)
    Table 47. Asia-Pacific Higher Education Game-based Learning Market Size by Application (2022-2027) & (US$ Million)
    Table 48. Asia-Pacific Higher Education Game-based Learning Market Size by Region (2016-2021) & (US$ Million)
    Table 49. Asia-Pacific Higher Education Game-based Learning Market Size by Region (2022-2027) & (US$ Million)
    Table 50. Latin America Higher Education Game-based Learning Market Size by Type (2016-2021) (US$ Million)
    Table 51. Latin America Higher Education Game-based Learning Market Size by Type (2022-2027) & (US$ Million)
    Table 52. Latin America Higher Education Game-based Learning Market Size by Application (2016-2021) (US$ Million)
    Table 53. Latin America Higher Education Game-based Learning Market Size by Application (2022-2027) & (US$ Million)
    Table 54. Latin America Higher Education Game-based Learning Market Size by Country (2016-2021) & (US$ Million)
    Table 55. Latin America Higher Education Game-based Learning Market Size by Country (2022-2027) & (US$ Million)
    Table 56. Middle East & Africa Higher Education Game-based Learning Market Size by Type (2016-2021) (US$ Million)
    Table 57. Middle East & Africa Higher Education Game-based Learning Market Size by Type (2022-2027) & (US$ Million)
    Table 58. Middle East & Africa Higher Education Game-based Learning Market Size by Application (2016-2021) (US$ Million)
    Table 59. Middle East & Africa Higher Education Game-based Learning Market Size by Application (2022-2027) & (US$ Million)
    Table 60. Middle East & Africa Higher Education Game-based Learning Market Size by Country (2016-2021) & (US$ Million)
    Table 61. Middle East & Africa Higher Education Game-based Learning Market Size by Country (2022-2027) & (US$ Million)
    Table 62. McGraw-Hill Education Company Details
    Table 63. McGraw-Hill Education Business Overview
    Table 64. McGraw-Hill Education Higher Education Game-based Learning Product
    Table 65. McGraw-Hill Education Revenue in Higher Education Game-based Learning Business (2016-2021) & (US$ Million)
    Table 66. McGraw-Hill Education Recent Development
    Table 67. PlayGen Company Details
    Table 68. PlayGen Business Overview
    Table 69. PlayGen Higher Education Game-based Learning Product
    Table 70. PlayGen Revenue in Higher Education Game-based Learning Business (2016-2021) & (US$ Million)
    Table 71. PlayGen Recent Development
    Table 72. Toolwire Company Details
    Table 73. Toolwire Business Overview
    Table 74. Toolwire Higher Education Game-based Learning Product
    Table 75. Toolwire Revenue in Higher Education Game-based Learning Business (2016-2021) & (US$ Million)
    Table 76. Toolwire Recent Development
    Table 77. Totem Learning Company Details
    Table 78. Totem Learning Business Overview
    Table 79. Totem Learning Higher Education Game-based Learning Product
    Table 80. Totem Learning Revenue in Higher Education Game-based Learning Business (2016-2021) & (US$ Million)
    Table 81. Totem Learning Recent Development
    Table 82. Lumos Labs Company Details
    Table 83. Lumos Labs Business Overview
    Table 84. Lumos Labs Higher Education Game-based Learning Product
    Table 85. Lumos Labs Revenue in Higher Education Game-based Learning Business (2016-2021) & (US$ Million)
    Table 86. Lumos Labs Recent Development
    Table 87. Triseum Company Details
    Table 88. Triseum Business Overview
    Table 89. Triseum Higher Education Game-based Learning Product
    Table 90. Triseum Revenue in Higher Education Game-based Learning Business (2016-2021) & (US$ Million)
    Table 91. Triseum Recent Development
    Table 92. Designing Digitally Company Details
    Table 93. Designing Digitally Business Overview
    Table 94. Designing Digitally Higher Education Game-based Learning Product
    Table 95. Designing Digitally Revenue in Higher Education Game-based Learning Business (2016-2021) & (US$ Million)
    Table 96. Designing Digitally Recent Development
    Table 97. Forio Company Details
    Table 98. Forio Business Overview
    Table 99. Forio Revenue in Higher Education Game-based Learning Business (2016-2021) & (US$ Million)
    Table 100. Forio Recent Development
    Table 101. Innovative Dutch Company Details
    Table 102. Innovative Dutch Business Overview
    Table 103. Innovative Dutch Higher Education Game-based Learning Product
    Table 104. Innovative Dutch Revenue in Higher Education Game-based Learning Business (2016-2021) & (US$ Million)
    Table 105. Innovative Dutch Recent Development
    Table 106. LearningWare Company Details
    Table 107. LearningWare Business Overview
    Table 108. LearningWare Higher Education Game-based Learning Product
    Table 109. LearningWare Revenue in Higher Education Game-based Learning Business (2016-2021) & (US$ Million)
    Table 110. LearningWare Recent Development
    Table 111. Research Programs/Design for This Report
    Table 112. Key Data Information from Secondary Sources
    Table 113. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global Higher Education Game-based Learning Market Share by Type: 2020 VS 2027
    Figure 2. Rognitive Ability-Based Game-Based Learning Features
    Figure 3. Language Learning-Related Game-Based Learning Features
    Figure 4. Stem-Based Game-Based Learning Features
    Figure 5. Global Higher Education Game-based Learning Market Share by Application: 2020 VS 2027
    Figure 6. Educational Institutions Case Studies
    Figure 7. Universities Case Studies
    Figure 8. Training Organizations Case Studies
    Figure 9. Others Case Studies
    Figure 10. Higher Education Game-based Learning Report Years Considered
    Figure 11. Global Higher Education Game-based Learning Market Size (US$ Million), Year-over-Year: 2016-2027
    Figure 12. Global Higher Education Game-based Learning Market Size (US$ Million), 2016 VS 2021 VS 2027
    Figure 13. Global Higher Education Game-based Learning Market Share by Regions: 2020 VS 2027
    Figure 14. Global Higher Education Game-based Learning Market Share by Regions (2022-2027)
    Figure 15. Global Higher Education Game-based Learning Market Share by Players in 2020
    Figure 16. Global Top Higher Education Game-based Learning Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Higher Education Game-based Learning as of 2020
    Figure 17. The Top 10 and 5 Players Market Share by Higher Education Game-based Learning Revenue in 2020
    Figure 18. Global Higher Education Game-based Learning Revenue Market Share by Type (2016-2021)
    Figure 19. Global Higher Education Game-based Learning Revenue Market Share by Type (2022-2027)
    Figure 20. North America Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 21. North America Higher Education Game-based Learning Market Share by Type (2016-2027)
    Figure 22. North America Higher Education Game-based Learning Market Share by Application (2016-2027)
    Figure 23. North America Higher Education Game-based Learning Market Share by Country (2016-2027)
    Figure 24. United States Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 25. Canada Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 26. Europe Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 27. Europe Higher Education Game-based Learning Market Share by Type (2016-2027)
    Figure 28. Europe Higher Education Game-based Learning Market Share by Application (2016-2027)
    Figure 29. Europe Higher Education Game-based Learning Market Share by Country (2016-2027)
    Figure 30. Germany Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 31. France Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 32. U.K. Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 33. Italy Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 34. Russia Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 35. Nordic Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 36. Asia-Pacific Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 37. Asia-Pacific Higher Education Game-based Learning Market Share by Type (2016-2027)
    Figure 38. Asia-Pacific Higher Education Game-based Learning Market Share by Application (2016-2027)
    Figure 39. Asia-Pacific Higher Education Game-based Learning Market Share by Region (2016-2027)
    Figure 40. China Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 41. Japan Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 42. South Korea Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 43. Southeast Asia Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 44. India Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 45. Australia Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 46. Latin America Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 47. Latin America Higher Education Game-based Learning Market Share by Type (2016-2027)
    Figure 48. Latin America Higher Education Game-based Learning Market Share by Application (2016-2027)
    Figure 49. Latin America Higher Education Game-based Learning Market Share by Country (2016-2027)
    Figure 50. Mexico Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 51. Brazil Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 52. Middle East & Africa Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 53. Middle East & Africa Higher Education Game-based Learning Market Share by Type (2016-2027)
    Figure 54. Middle East & Africa Higher Education Game-based Learning Market Share by Application (2016-2027)
    Figure 55. Middle East & Africa Higher Education Game-based Learning Market Share by Country (2016-2027)
    Figure 56. Turkey Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 57. Saudi Arabia Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 58. UAE Higher Education Game-based Learning Market Size YoY Growth (2016-2027) & (US$ Million)
    Figure 59. McGraw-Hill Education Revenue Growth Rate in Higher Education Game-based Learning Business (2016-2021)
    Figure 60. PlayGen Revenue Growth Rate in Higher Education Game-based Learning Business (2016-2021)
    Figure 61. Toolwire Revenue Growth Rate in Higher Education Game-based Learning Business (2016-2021)
    Figure 62. Totem Learning Revenue Growth Rate in Higher Education Game-based Learning Business (2016-2021)
    Figure 63. Lumos Labs Revenue Growth Rate in Higher Education Game-based Learning Business (2016-2021)
    Figure 64. Triseum Revenue Growth Rate in Higher Education Game-based Learning Business (2016-2021)
    Figure 65. Designing Digitally Revenue Growth Rate in Higher Education Game-based Learning Business (2016-2021)
    Figure 66. Forio Revenue Growth Rate in Higher Education Game-based Learning Business (2016-2021)
    Figure 67. Innovative Dutch Revenue Growth Rate in Higher Education Game-based Learning Business (2016-2021)
    Figure 68. LearningWare Revenue Growth Rate in Higher Education Game-based Learning Business (2016-2021)
    Figure 69. Bottom-up and Top-down Approaches for This Report
    Figure 70. Data Triangulation
    Figure 71. Key Executives Interviewed
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