+353-1-416-8900REST OF WORLD
1-800-526-8630U.S. (TOLL FREE)

Global Higher Education Game-based Learning Market 2016-2020

  • ID: 3795225
  • Report
  • July 2016
  • Region: Global
  • 64 pages
  • TechNavio
1 of 6

FEATURED COMPANIES

  • Designing Digitally
  • Innovative Dutch
  • Lumos Labs
  • OakTree Simulations
  • Rosetta Stone
  • Totem Learning
  • MORE
 
One Hour Free Analyst Time

Speak directly to the analyst to clarify any post sales queries you may have.

About Higher Education Game-Based Learning

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.

The analysts forecast the global higher education game-based learning market to grow at a CAGR of 13.95%. during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global higher education game-based learning market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of digital serious and simulation games, catering to the higher education segment.

The market is divided into the following segments based on geography:

- APAC
- Europe
- North America
- ROW

The report, Global Higher Education Game-Based Learning Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
- McGraw-Hill Education
- PlayGen
- Toolwire
- Totem Learning

Other prominent vendors
- Lumos Labs
- Triseum
- Designing Digitally
- Forio
- Innovative Dutch
- LearningWare
- OakTree Simulations
- Rosetta Stone
- Triad Interactive Media

Market drivers
- Rising enhancement of student and faculty experience

Market challenges
- Weak metrics to assess effectiveness of games

Market trends
- Rising use of AR and VR in game-based learning

Key questions answered in this report
- What will the market size be in 2020 and what will the growth rate be?
- 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 the key vendors?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.
READ MORE
Note: Product cover images may vary from those shown
2 of 6

Loading
LOADING...

3 of 6

FEATURED COMPANIES

  • Designing Digitally
  • Innovative Dutch
  • Lumos Labs
  • OakTree Simulations
  • Rosetta Stone
  • Totem Learning
  • MORE
 
One Hour Free Analyst Time

Speak directly to the analyst to clarify any post sales queries you may have.

PART 01: Executive summary
- Highlights

PART 02: Scope of the report
- Market overview
- Top-vendor offerings

PART 03: Market research methodology
- Research methodology
- Economic indicators

PART 04: Introduction
- Key market highlights

PART 05: Market drivers
- Rising enhancement of student and faculty experience
- Increase in venture capital investments
- Improvement in game development engines
- Growing use of motion-sensing technology in game-based learning

PART 06: Impact of drivers

PART 07: Market challenges
- Weak metrics to assess effectiveness of games
- Skewed awareness of game-based learning
- Limitations on curriculum integration
- Threat from simulation-based learning market

PART 08: Impact of drivers and challenges

PART 09: Market trends
- Rising use of AR and VR in game-based learning
- Growth in adoption of tablets
- Stronger focus on experiential and inquiry-based learning
- Pressure on higher education institutions to produce outcomes

PART 10: Market landscape
- Global higher education market
- Global game-based learning market
- Global higher education game-based learning market
- Five forces analysis

PART 11: Market segmentation by product

PART 12: Geographical segmentation
- Global higher education game-based learning market by geography
- Higher education game-based learning market in North America
- Higher education game-based learning market in Europe
- Higher education game-based learning market in APAC
- Higher education game-based learning market in ROW

PART 13: Vendor landscape
- Competitive scenario
- Competitive benchmarking

PART 14: Key vendor analysis
- McGraw-Hill Education
- PlayGen
- Toolwire
- Totem Learning

PART 15: Other prominent vendors

PART 16: Appendix
- List of abbreviations

PART 17: About the Author

List of Exhibits

Exhibit 01: Product offerings
Exhibit 02: Effectiveness of prominent learning methods
Exhibit 03: Average retention rates of teaching methods (% of enrollments)
Exhibit 04: Private investment funding in global game-based learning market 2013-2015 ($ millions)
Exhibit 05: Process of educational game creation
Exhibit 06: Major game engines in the market
Exhibit 07: Impact of drivers
Exhibit 08: Global simulation learning in higher education market 2015-2020($ millions)
Exhibit 09: Impact of drivers and challenges
Exhibit 10: Global AR and VR markets 2015-2020 ($ billions)
Exhibit 11: Expenditure on digital educational solutions by global higher education segment 2015-2020 ($ billions)
Exhibit 12: Operating expenditure for leading US universities 2014 ($ millions)
Exhibit 13: Enrollment in India by type of higher education institution 2014 (%)
Exhibit 14: Enrollments in higher education in China 2015-2020 (in millions)
Exhibit 15: Enrollment by major APAC countries in HarvardX courses (as a % of global enrollment)
Exhibit 16: Distribution in Middle East and North Africa education market (%)
Exhibit 17: Global game-based learning market 2015-2020 ($ billions)
Exhibit 18: Global game-based learning market by consumer segments 2015 and 2020 (% share)
Exhibit 19: Technological trends in global higher education market as per year of adoption and impact
Exhibit 20: Global higher education game-based learning market 2015-2020 ($ billions)
Exhibit 21: Additional features offered by vendors in higher education game-based learning market
Exhibit 22: Sources of funding for game-based learning companies
Exhibit 23: Five forces analysis
Exhibit 24: Global higher education game-based learning market by product 2015 (% share)
Exhibit 25: Average annual income of non-STEM graduates in US by major 2014 ($)
Exhibit 26: Global higher education game-based learning market by geography 2015-2020 (% share)
Exhibit 27: Global higher education game-based learning market by geography 2015-2020 ($ millions)
Exhibit 28: Higher education game-based learning market in North America 2015-2020 ($ millions)
Exhibit 29: Distribution of education market in North America by segment 2015 (% share)
Exhibit 30: Higher education game-based learning market in Europe ($ millions)
Exhibit 31: Approximate number of engineering graduates in UK by degree 2013
Exhibit 32: IT spending in higher education in APAC 2015-2020 ($ billions)
Exhibit 33: Higher education game-based learning market in APAC ($ millions)
Exhibit 34: Higher education game-based learning market in ROW 2015-2020 ($ millions)
Exhibit 35: Vendor matrix
Exhibit 36: Key vendors: Strategic initiatives overview
Exhibit 37: McGraw-Hill Education: Business segmentation
Exhibit 38: PlayGen: Product offerings in higher education
Exhibit 39: Toolwire: Key offerings in games and simulations
Exhibit 40: Totem Learning: Product offerings in higher education
Note: Product cover images may vary from those shown
4 of 6

FEATURED COMPANIES

  • Designing Digitally
  • Innovative Dutch
  • Lumos Labs
  • OakTree Simulations
  • Rosetta Stone
  • Totem Learning
  • MORE
 
One Hour Free Analyst Time

Speak directly to the analyst to clarify any post sales queries you may have.

New Report Released: - Global Higher Education Game-Based Learning Market 2016-2020

The author of the report recognizes the following companies as the key players in the global higher education game-based learning market: McGraw-Hill Education, PlayGen, Toolwire, and Totem Learning.

Other Prominent Vendors in the market are: Lumos Labs, Triseum, Designing Digitally, Forio, Innovative Dutch, LearningWare, OakTree Simulations, Rosetta Stone, and Triad Interactive Media.

Commenting on the report, an analyst from the research team said: “Growth in adoption of tablets will be a key trend for market growth. In recent years, the global game-based learning market has been witnessing an increase in the demand for tablets in the academic sector because of their inherent benefits. Tablets are overtaking notebooks and desktop PCs because of their comparatively low cost. Vendors are manufacturing educational tablets that incorporate unique features suitable to the needs of students and teachers. Tablets are more convenient than notebooks because they are easier to carry, have fewer moving parts, and offer more benefits as a mobile computing device.”

According to the report, one of the key drivers for market growth will be improvement in game development engines. With the evolution in game-design engines, vendors in the game-based learning market have tools to incorporate more functionalities and graphics into their serious and simulation games at their disposal. While Microsoft XNA was the predominantly used game engine earlier, with more funding and demands for quality in features, vendors are switching to building games on the Unity 3D and Unreal Development Kit engines. Such developments will encourage small and medium game-based learning companies, which have limited financial competencies but strong skills in gaming concepts to enter the education market with innovative digital games.

Further, the report states that the limitations on curriculum integration will be one of the major challenges acting against the market growth. Given the significantly high costs involved, most institutions are skeptical in utilizing game-based learning to its fullest potential. The higher education sector has a lack of qualified professionals who can optimize the utility of the corresponding infrastructure. Furthermore, inadequate ICT infrastructure is potentially detrimental to the growth of the market.

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.
Note: Product cover images may vary from those shown
5 of 6
 
One Hour Free Analyst Time

Speak directly to the analyst to clarify any post sales queries you may have.

- McGraw-Hill Education
- PlayGen
- Toolwire
- Totem Learning
- Lumos Labs
- Triseum
- Designing Digitally
- Forio
- Innovative Dutch
- LearningWare
- OakTree Simulations
- Rosetta Stone
- Triad Interactive Media
Note: Product cover images may vary from those shown
6 of 6
Note: Product cover images may vary from those shown
Adroll
adroll