K-12 Game-based Learning Market Future Crucial Factors Affecting Growth By 2025: GlassLab, Microsoft, Osmo, PlayGen, Banzai Labs, BrainQuake, Filament Games, Gameloft

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 and analyses the market potential for each geographical region based on the growth rate, macroeconomic parameters, consumer buying patterns, and market demand and supply scenarios.

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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Posted by on Friday March 15 2019, 1:04 AM EDT. All trademarks acknowledged. Filed under Business Services, Featured Press Release, Media, Software & Services, Technology, Media, & Telecommunications, Telecommunication. Comments and Trackbacks are open. Follow responses: RSS 2.0

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