Higher Education Game-based Learning Market 2018 Global Industry – Key Players, Size, Trends, Opportunities, Growth- Analysis to 2025

Global Higher Education Game-based Learning Market 2018-2025
Wiseguyreports.Com Publish New Market Research Report On -“Higher Education Game-based Learning Market – Global Industry Analysis, Size, Share, Trends, Growth and Forecast 2018 – 2025”

Higher Education Game-based Learning Market 2018

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

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. 

 

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This report focuses on the global top players, covered 
McGraw-Hill Education 
PlayGen 
Toolwire 
Totem Learning 
Lumos Labs 
Triseum 
Designing Digitally 
Forio 
Innovative Dutch 
LearningWare

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 
Rognitive Ability-Based Game-Based Learning 
Language Learning-Related Game-Based Learning 
Stem-Based Game-Based Learning

Market segment by Application, split into 
Educational Institutions 
Universities 
Training Organizations 
Others

 

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Table of Contents –Analysis of Key Points

Global Higher Education Game-based Learning Market Size, Status and Forecast 2025 
1 Industry Overview of Higher Education Game-based Learning 
1.1 Higher Education Game-based Learning Market Overview 
1.1.1 Higher Education Game-based Learning Product Scope 
1.1.2 Market Status and Outlook 
1.2 Global Higher Education Game-based Learning Market Size and Analysis by Regions (2013-2018) 
1.3 Higher Education Game-based Learning Market by Type 
1.4 Higher Education Game-based Learning Market by End Users/Application 

2 Global Higher Education Game-based Learning Competition Analysis by Players 
2.1 Higher Education 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 McGraw-Hill Education 
3.1.1 Company Profile 
3.1.2 Main Business/Business Overview 
3.1.3 Products, Services and Solutions 
3.1.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018) 
3.2 PlayGen 
3.2.1 Company Profile 
3.2.2 Main Business/Business Overview 
3.2.3 Products, Services and Solutions 
3.2.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018) 
3.3 Toolwire 
3.3.1 Company Profile 
3.3.2 Main Business/Business Overview 
3.3.3 Products, Services and Solutions 
3.3.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018) 
3.4 Totem Learning 
3.4.1 Company Profile 
3.4.2 Main Business/Business Overview 
3.4.3 Products, Services and Solutions 
3.4.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018) 
3.5 Lumos Labs 
3.5.1 Company Profile 
3.5.2 Main Business/Business Overview 
3.5.3 Products, Services and Solutions 
3.5.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018) 
3.6 Triseum 
3.6.1 Company Profile 
3.6.2 Main Business/Business Overview 
3.6.3 Products, Services and Solutions 
3.6.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018) 
3.7 Designing Digitally 
3.7.1 Company Profile 
3.7.2 Main Business/Business Overview 
3.7.3 Products, Services and Solutions 
3.7.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018) 
3.8 Forio 
3.8.1 Company Profile 
3.8.2 Main Business/Business Overview 
3.8.3 Products, Services and Solutions 
3.8.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018) 
3.9 Innovative Dutch 
3.9.1 Company Profile 
3.9.2 Main Business/Business Overview 
3.9.3 Products, Services and Solutions 
3.9.4 Higher Education Game-based Learning Revenue (Million USD) (2013-2018) 
……..

4 Global Higher Education Game-based Learning Market Size by Type and Application (2013-2018) 
4.1 Global Higher Education Game-based Learning Market Size by Type (2013-2018) 
4.2 Global Higher Education Game-based Learning Market Size by Application (2013-2018) 
4.3 Potential Application of Higher Education Game-based Learning in Future 
4.4 Top Consumer/End Users of Higher Education Game-based Learning

5 United States Higher Education Game-based Learning Development Status and Outlook 

6 Europe Higher Education Game-based Learning Development Status and Outlook 

7 China Higher Education Game-based Learning Development Status and Outlook 

8 Japan Higher Education Game-based Learning Development Status and Outlook 

9 Southeast Asia Higher Education Game-based Learning Development Status and Outlook

10 India Higher Education Game-based Learning Development Status and Outlook 

11 Market Forecast by Regions, Type and Application (2018-2025) 

12 Higher Education Game-based Learning Market Dynamics 
12.1 Higher Education Game-based Learning Market Opportunities 
12.2 Higher Education Game-based Learning Challenge and Risk 
12.2.1 Competition from Opponents 
12.2.2 Downside Risks of Economy 
12.3 Higher Education Game-based Learning Market Constraints and Threat 
12.3.1 Threat from Substitute 
12.3.2 Government Policy 
12.3.3 Technology Risks 
12.4 Higher Education Game-based Learning Market Driving Force 
12.4.1 Growing Demand from Emerging Markets 
12.4.2 Potential Application

Continued…..

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