- Language: English
- 120 Pages
- Published: October 2012
- Region: China
Mobile Edugame Market in North America 2012-2016
- ID: 2510386
- March 2013
- Region: America, North America, United States
- 42 Pages
The Mobile Edugame market in North America to grow at a CAGR of 17.22 percent over the period 2012-2016. One of the key factors contributing to this market growth is the increasing development initiatives of enterprises. The Mobile Edugame market in North America has also been witnessing an increasing focus on health. However, maintaining high growth levels could pose a challenge to the growth of this market.
The report has been prepared based on an in-depth market analysis with inputs from industry experts. The report focuses on the North America region; it covers the Mobile Edugame market in North America landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.
The key vendors dominating this space are Glu Mobile Inc., InViVo Communications Inc., Lumos Labs Inc., and Nintendo Co. Ltd.
The other vendors mentioned in the report are Pfizer Inc., Sanofi S.A., HealthTap Inc., Posit Science Corp., Dakim Inc., CogniFit Ltd., Scientific Learning Corp., and Vivity Labs Inc.
Key questions answered in this report:
- What will the market size be in 2016 and what will be the growth rate?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of each of these key vendors?
The report is also available as part of our annual subscription offer. Please get in touch with our customer service team in order to find out more.
01. Executive Summary
02. List of Abbreviations
04. Research Methodology
05. Scope of the Report
06. Market Landscape
06.1 Market Size and Forecast
06.2 Market Structure
06.3 Market Segmentation
06.4 Mobile Edugames Market in North America Size and Forecast
06.5 End-user Segmentation
06.6 Five Forces Analysis
07. Country-wise Segmentation
07.1 Mobile Edugames Market in the US Size and Forecast
07.2 Mobile Edugames Market in Canada Size and Forecast
8. Vendor Landscape
9. Buying Criteria
10. Market Growth Drivers
11. Drivers and their Impact
12. Market Challenges
13. Impact of Drivers and Challenges
14. Market Trends
15. Key Vendor Analysis
15.1 Glu Mobile Inc.
15.2 InViVo Communications Inc.
15.3 Lumos Labs Inc..
15.4 Nintendo Co. Ltd.
16. Other Reports in this Series
List of Exhibits
Exhibit 1: Edugame-based Learning Market in North America 2012-2016 (US$ million)
Exhibit 2: Game-based Learning Market in North America by Macro Area-wise Segmentation 2012
Exhibit 3: Game-based Learning Market in North America by Macro Area Segmentation (percent)
Exhibit 4: Game-based Learning Market in North America by Macro Area Segmentation (US$ million)
Exhibit 5: Mobile Edugames Market in North America 2012-2016 (US$ million)
Exhibit 6: Mobile Edugames market in North America by End-user Segmentation 2012
Exhibit 7: Mobile Edugames Market in North America by Country-wise Segmentation 2012
Exhibit 8: Mobile Edugames Market in North America by Country-wise Segmentation (percent)
Exhibit 9: Mobile Edugames Market in North America by Country-wise Segmentation (US$ million)
Exhibit 10: Mobile Edugames Market in the US 2012-2016 (US$ million)
Exhibit 11: Mobile Edugames Market in Canada 2012-2016 (US$ million)
Exhibit 12: Broadband Subscribers in the US per 100 Residents 2012-2016
Exhibit 13: Broadband Subscribers in Canada per 100 Residents 2012-2016
The report Mobile Edugame Market in North America 2012-2016 is based on an in-depth analysis covering the North American region. The report aims to aid decision makers' understanding of the present and future landscape of the market.
Commenting on the report, an analyst from the researchers' team said: 'Health is one of the primary issues of concern for people living in the North America region, and in a relatively short period of time, games have become an important way in which to maintain health. Also, there is an increasing amount of edugames coming onto the market to serve as important tools for training professionals, such as paramedics. Vendors are also increasingly focusing on creating custom content for health professionals. Recently, HealthTap, which is an interactive medical community, raised a fund of US$11.5 million, bringing its overall funding to US$14 million, in order to gamify the process of doctors answering questions related to health as well as to hire personnel and to involve more physicians and patients in the community.
Hence due to the increasing focus on custom application development to gamify the health improvement process, the Mobile Edugames market in North America is expected to further develop during the forecast period.'
According to the report, the growing penetration of tablets and smartphones is driving the growth of the Mobile Edugames market in North America, because these devices are the most sought-after platforms for entertainment. Due to consumers being able to access high-speed internet connectivity, online gaming activities have risen over a relatively short period of time.
Further, the report states that although global economic conditions are stabilizing, the recent US credit downgrade by credit rating agencies is a cause of concern for gaming firms. Due to their high dependency on the US market, adverse economic conditions could possibly deter the expansion plans of mobile edugame vendors.
The report also includes a discussion of the key vendors operating in this market. The key vendors dominating this market space are Nintendo Co. Ltd., Lumos Labs Inc., InViVo Communications Inc., and Glu Mobile Inc.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
- CogniFit Ltd.
- Dakim Inc.
- Glu Mobile Inc.
- HealthTap Inc.
- InViVo Communications Inc.
- Lumos Labs Inc.
- Nintendo Co. Ltd.
- Pfizer Inc.
- Posit Science Corp.
- Sanofi S.A.
- Scientific Learning Corp.
- Vivity Labs Inc.