MarketResearchNest.com adds “Global Higher Education Game-based Learning Market Size, Status and Forecast 2019-2025”new report to its research database. The report spread across 91 pages with multiple tables and figures in it.
This report studies the Higher Education Game-based Learning market with many aspects of the industry like the market size, market status, market trends and forecast, the report also provides brief information of the competitors and the specific growth opportunities with key market drivers. Find the complete Higher Education Game-based Learning market analysis segmented by companies, region, type and applications in the report.
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.
In 2018, the global Higher Education Game-based Learning market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.This report focuses on the global Higher Education Game-based Learning status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Higher Education Game-based Learning development in United States, Europe and China.
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The key players covered in this study
- McGraw-Hill Education
- Totem Learning
- Lumos Labs
- Designing Digitally
- Innovative Dutch
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
- Training Organizations
Market segment by Regions/Countries, this report covers
United States, Europe, China, Japan, Southeast Asia, India, Central and South America
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Higher Education Game-based Learning in its database, which provides an expert and in-depth analysis of key business trends and future market development prospects, key drivers and restraints, profiles of major market players, segmentation and forecasting. A Higher Education Game-based Learning Market provides an extensive view of size; trends and shape have been developed in this report to identify factors that will exhibit a significant impact in boosting the sales of Higher Education Game-based Learning Market in the near future.
The research report provides in-depth analysis on:
- The estimated growth rate along with size and share of the Higher Education Game-based Learning Market during the forecast period.
- The prime factors expected to drive the Higher Education Game-based Learning Market for the estimated period.
- The major market leaders and what has been their business winning strategy for success so far.
- Significant trends shaping the growth prospects of the Higher Education Game-based Learning Market.
The study objectives of this report are:
- To analyze global Higher Education Game-based Learning status, future forecast, growth opportunity, key market and key players.
- To present the Higher Education 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.
In this study, the years considered estimating the market size of Higher Education Game-based Learning are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
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