Global Game-based Learning Market 2012-2016

SKU ID :TNV-10282514 | Published Date: 26-Mar-2013 | No. of pages: 40
1. Executive Summary 2. Introduction 3. Market Coverage Market Overview Product Offerings 4. Market Landscape 4.1. Market Size and Forecast 4.2. Five Force Analysis 5. Geographical Segmentation 5.1. Game-based Learning Market in Asia Region 5.2. Game-based Learning Market in the Americas 5.3. Game-based Learning Market in the EMEA Region 6. Key Leading Countries China South Korea US 7. Vendor Landscape 7.1. Vendor Categorization 7.2. Competitive Landscape 8. Buying Criteria 9. Market Growth Drivers 10. Drivers and their Impact 11. Market Challenges 12. Impact of Drivers and Challenges 13. Market Trends 14. Key Vendor Analysis 14.1. LearningWare Inc. 14.1.1. Business Overview 14.1.2. Business Segmentation 14.1.3. Key Information 14.1.4. SWOT Analysis 14.2. Lumos Labs Inc. 14.2.1. Business Overview 14.2.2. Business Segmentation 14.2.3. Key Information 14.2.4. SWOT Analysis 14.3. BreakAway Ltd. 14.3.1. Business Overview 14.3.2. Business Segmentation 14.3.3. Key Information 14.3.4. SWOT Analysis 14.4. PlayGen.com 14.4.1. Business Overview 14.4.2. Business Segmentation 14.4.3. Key Information 14.4.4. SWOT Analysis 15. Other Reports in this Series List of Exhibits: Exhibit 1: Global Game-based Learning Market 2012–2016 (US$ billion) Exhibit 2: Global Game-based Learning Market by Geographical Segmentation 2012 Exhibit 3: Game-based Learning Market in the Asia (US$ million) Exhibit 4: Game-based Learning Market in the Americas (US$ million) Exhibit 5: Game-based Learning Market in the Americas by Regional Segmentation 2012 Exhibit 6: Game-based Learning Market in the EMEA Region (US$ million) Exhibit 7: Game-based Learning Market in EMEA Region by Regional Segmentation 2012 Exhibit 8: Business Segmentation of LearningWare Inc. Exhibit 9: Business Segmentation of Lumos Labs Inc. Exhibit 10: Business Segmentation of BreakAway Ltd. Exhibit 11: Business Segmentation of PlayGen.com
LearningWare Inc., Lumos Labs Inc., BreakAway Ltd., PlayGen.com, HealthTap, RallyOn, SCVNGR, Corporate internet Games, Games2Train, MAK Technologies, mbagames, Management Possible/ i2i Workforce LLC, Monte Cristo, Ninth House Networks/ Personnel Decisions International Corporation, SimuLearn, Transmedia Inc., Visual Purple LLC, and Will Interactive Inc.
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