Global Corporate Game-Based Learning Market Status, Size, by Manufactures, Type, Demand, Application and Regions- Forecast 2025

Albany, US, 2018-Jul-13 — /EPR Network/ —The market Corporate Game-Based Learning Market is growing with the expansion of this Industry Sector Worldwide. Market Research Hub (MRH) has added a new report titled ”Global Corporate Game-Based Learning Market Size, Status and Forecast 2025” which offer details about the current trends and analysis, as well as scope for the near future. This research study also covers information about the production, consumption and market share based on different active regions. Furthermore, an anticipated growth at a double-digit CAGR for the Corporate Game-Based Learning Market is highlighted in the report which indicates a prosperous future.

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This report studies the global Corporate Game-Based Learning market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global Corporate Game-Based Learning market by companies, region, type and end-use industry.

Game-based learning or serious game refers to all digital applications that are developed to impart learning through games. The North America to dominate the corporate game-based learning market. The high generation of jobs in the IT, banking, and healthcare industry is the major reason for the growth of the corporate game-based learning market in the region. In 2017, the global Corporate Game-Based Learning market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2018-2025.

This report focuses on the global top players, covered
PlayGen
Gamelearn
BreakAway Games
G-Cube
Growth Engineering
Indusgeeks Solutions
mLevel
StratBeans Consulting
Wrainb

Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India

Market segment by Type, the product can be split into
Generic Product
Packaged Product

Market segment by Application, split into
Under 25 Years
25-55 Years
Over 55 Years

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Table of Contents

1 Industry Overview of Corporate Game-Based Learning
1.1 Corporate Game-Based Learning Market Overview
1.1.1 Corporate Game-Based Learning Product Scope
1.1.2 Market Status and Outlook
1.2 Global Corporate Game-Based Learning Market Size and Analysis by Regions (2013-2018)
1.2.1 United States
1.2.2 Europe
1.2.3 China
1.2.4 Japan
1.2.5 Southeast Asia
1.2.6 India
1.3 Corporate Game-Based Learning Market by Type
1.3.1 Generic Product
1.3.2 Packaged Product
1.4 Corporate Game-Based Learning Market by End Users/Application
1.4.1 Under 25 Years
1.4.2 25-55 Years
1.4.3 Over 55 Years

2 Global Corporate Game-Based Learning Competition Analysis by Players
2.1 Corporate Game-Based Learning Market Size (Value) by Players (2013-2018)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future

3 Company (Top Players) Profiles
3.1 PlayGen
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Corporate Game-Based Learning Revenue (Million USD) (2013-2018)
3.2 Gamelearn
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Corporate Game-Based Learning Revenue (Million USD) (2013-2018)
3.3 BreakAway Games
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 Corporate Game-Based Learning Revenue (Million USD) (2013-2018)
3.4 G-Cube

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