Global K-12 Game-based Learning Market Size, Status By top Key Players, Industry Growth, Revenue, Analysis, Application and Future Forecast To 2018-2025

Albany, USA, 2018-Aug-21 — /EPR Network/ —

An up-to-date research report has been disclosed by Market Research Hub highlighting the title “Global K-12 Game-based Learning Market Size, Status and Forecast 2018-2025” which provides an outlook for current market value as well as the expected growth of K-12 Game-based Learning during 2018-2025. The report studies the casing heads market worldwide, especially in North America, China, Europe, Southeast Asia, Japan and India, with production, size, growth, revenue, consumption, import and export in these regions.

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 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.
In 2017, the global K-12 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.

The key players covered in this study
GlassLab
Microsoft
Osmo
PlayGen
Banzai Labs
BrainQuake
Filament Games
Gameloft
iCivics
Infinite Dreams
Schell Games

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

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

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Table of Contents

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global K-12 Game-based Learning Market Size Growth Rate by Type (2013-2025)
1.4.2 Subject-Specific Games
1.4.3 Language Learning Games
1.4.4 Others
1.5 Market by Application
1.5.1 Global K-12 Game-based Learning Market Share by Application (2013-2025)
1.5.2 Pre-primary School
1.5.3 Primary School
1.5.4 Middle School
1.5.5 High School
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 K-12 Game-based Learning Market Size
2.2 K-12 Game-based Learning Growth Trends by Regions
2.2.1 K-12 Game-based Learning Market Size by Regions (2013-2025)
2.2.2 K-12 Game-based Learning Market Share by Regions (2013-2018)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities

……..read more

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