Game-based learning or serious game refers to all digital applications that are developed to impart learning through games.
Scope of the Report:
This report studies the Corporate Game-Based Learning market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Corporate Game-Based Learning market by product type and applications/end industries.
The North America to dominate the corporate game-based learning market. The high generation of jobs in the IT, banking, and healthcare industry is the major reason for the growth of the corporate game-based learning market in the region.
The global Corporate Game-Based Learning market is valued at xx million USD in 2017 and is expected to reach xx million USD by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.
The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Corporate Game-Based Learning.
Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.
Market Segment by Companies, this report covers
PlayGen
Gamelearn
BreakAway Games
G-Cube
Growth Engineering
Indusgeeks Solutions
mLevel
StratBeans Consulting
Wrainb
Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
Market Segment by Type, covers
Generic Product
Packaged Product
Market Segment by Applications, can be divided into
Under 25 Years
25-55 Years
Over 55 Years
The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.
Market is segmented on the basis:
The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.
The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.
Table of Contents
1 Corporate Game-Based Learning Market Overview
1.1 Product Overview and Scope of Corporate Game-Based Learning
1.2 Classification of Corporate Game-Based Learning by Types
1.2.1 Global Corporate Game-Based Learning Revenue Comparison by Types (2017-2023)
1.2.2 Global Corporate Game-Based Learning Revenue Market Share by Types in 2017
1.2.3 Generic Product
1.2.4 Packaged Product
1.3 Global Corporate Game-Based Learning Market by Application
1.3.1 Global Corporate Game-Based Learning Market Size and Market Share Comparison by Applications (2013-2023)
1.3.2 Under 25 Years
1.3.3 25-55 Years
1.3.4 Over 55 Years
1.4 Global Corporate Game-Based Learning Market by Regions
1.4.1 Global Corporate Game-Based Learning Market Size (Million USD) Comparison by Regions (2013-2023)
1.4.1 North America (USA, Canada and Mexico) Corporate Game-Based Learning Status and Prospect (2013-2023)
1.4.2 Europe (Germany, France, UK, Russia and Italy) Corporate Game-Based Learning Status and Prospect (2013-2023)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Corporate Game-Based Learning Status and Prospect (2013-2023)
1.4.4 South America (Brazil, Argentina, Colombia) Corporate Game-Based Learning Status and Prospect (2013-2023)
1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Corporate Game-Based Learning Status and Prospect (2013-2023)
1.5 Global Market Size of Corporate Game-Based Learning (2013-2023)
2 Manufacturers Profiles
2.1 PlayGen
2.1.1 Business Overview
2.1.2 Corporate Game-Based Learning Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 PlayGen Corporate Game-Based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.2 Gamelearn
2.2.1 Business Overview
2.2.2 Corporate Game-Based Learning Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 Gamelearn Corporate Game-Based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.3 BreakAway Games
2.3.1 Business Overview
2.3.2 Corporate Game-Based Learning Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 BreakAway Games Corporate Game-Based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.4 G-Cube
2.4.1 Business Overview
2.4.2 Corporate Game-Based Learning Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 G-Cube Corporate Game-Based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.5 Growth Engineering
2.5.1 Business Overview
2.5.2 Corporate Game-Based Learning Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 Growth Engineering Corporate Game-Based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.6 Indusgeeks Solutions
2.6.1 Business Overview
2.6.2 Corporate Game-Based Learning Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 Indusgeeks Solutions Corporate Game-Based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.7 mLevel
2.7.1 Business Overview
2.7.2 Corporate Game-Based Learning Type and Applications
2.7.2.1 Product A
2.7.2.2 Product B
2.7.3 mLevel Corporate Game-Based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.8 StratBeans Consulting
2.8.1 Business Overview
2.8.2 Corporate Game-Based Learning Type and Applications
2.8.2.1 Product A
2.8.2.2 Product B
2.8.3 StratBeans Consulting Corporate Game-Based Learning Revenue, Gross Margin and Market Share (2016-2017)
2.9 Wrainb
2.9.1 Business Overview
2.9.2 Corporate Game-Based Learning Type and Applications
2.9.2.1 Product A
2.9.2.2 Product B
2.9.3 Wrainb Corporate Game-Based Learning Revenue, Gross Margin and Market Share (2016-2017)
3 Global Corporate Game-Based Learning Market Competition, by Players
3.1 Global Corporate Game-Based Learning Revenue and Share by Players (2013-2018)
3.2 Market Concentration Rate
3.2.1 Top 5 Corporate Game-Based Learning Players Market Share
3.2.2 Top 10 Corporate Game-Based Learning Players Market Share
3.3 Market Competition Trend
4 Global Corporate Game-Based Learning Market Size by Regions
4.1 Global Corporate Game-Based Learning Revenue and Market Share by Regions
4.2 North America Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
4.3 Europe Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
4.4 Asia-Pacific Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
4.5 South America Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
4.6 Middle East and Africa Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
5 North America Corporate Game-Based Learning Revenue by Countries
5.1 North America Corporate Game-Based Learning Revenue by Countries (2013-2018)
5.2 USA Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
5.3 Canada Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
5.4 Mexico Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
6 Europe Corporate Game-Based Learning Revenue by Countries
6.1 Europe Corporate Game-Based Learning Revenue by Countries (2013-2018)
6.2 Germany Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
6.3 UK Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
6.4 France Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
6.5 Russia Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
6.6 Italy Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
7 Asia-Pacific Corporate Game-Based Learning Revenue by Countries
7.1 Asia-Pacific Corporate Game-Based Learning Revenue by Countries (2013-2018)
7.2 China Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
7.3 Japan Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
7.4 Korea Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
7.5 India Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
7.6 Southeast Asia Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
8 South America Corporate Game-Based Learning Revenue by Countries
8.1 South America Corporate Game-Based Learning Revenue by Countries (2013-2018)
8.2 Brazil Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
8.3 Argentina Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
8.4 Colombia Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
9 Middle East and Africa Revenue Corporate Game-Based Learning by Countries
9.1 Middle East and Africa Corporate Game-Based Learning Revenue by Countries (2013-2018)
9.2 Saudi Arabia Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
9.3 UAE Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
9.4 Egypt Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
9.5 Nigeria Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
9.6 South Africa Corporate Game-Based Learning Revenue and Growth Rate (2013-2018)
10 Global Corporate Game-Based Learning Market Segment by Type
10.1 Global Corporate Game-Based Learning Revenue and Market Share by Type (2013-2018)
10.2 Global Corporate Game-Based Learning Market Forecast by Type (2018-2023)
10.3 Generic Product Revenue Growth Rate (2013-2023)
10.4 Packaged Product Revenue Growth Rate (2013-2023)
11 Global Corporate Game-Based Learning Market Segment by Application
11.1 Global Corporate Game-Based Learning Revenue Market Share by Application (2013-2018)
11.2 Corporate Game-Based Learning Market Forecast by Application (2018-2023)
11.3 Under 25 Years Revenue Growth (2013-2018)
11.4 25-55 Years Revenue Growth (2013-2018)
11.5 Over 55 Years Revenue Growth (2013-2018)
12 Global Corporate Game-Based Learning Market Size Forecast (2018-2023)
12.1 Global Corporate Game-Based Learning Market Size Forecast (2018-2023)
12.2 Global Corporate Game-Based Learning Market Forecast by Regions (2018-2023)
12.3 North America Corporate Game-Based Learning Revenue Market Forecast (2018-2023)
12.4 Europe Corporate Game-Based Learning Revenue Market Forecast (2018-2023)
12.5 Asia-Pacific Corporate Game-Based Learning Revenue Market Forecast (2018-2023)
12.6 South America Corporate Game-Based Learning Revenue Market Forecast (2018-2023)
12.7 Middle East and Africa Corporate Game-Based Learning Revenue Market Forecast (2018-2023)
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Data Source
List of Tables and Figures
Figure Corporate Game-Based Learning Picture
Table Product Specifications of Corporate Game-Based Learning
Table Global Corporate Game-Based Learning and Revenue (Million U