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Global Game-based Learning Market 2014-2018 with BreakAway, LearningWare, Lumos Labs & PlayGen.com Dominating

One major trend emerging in this market is the growth of the gamification market. Several gaming enterprises in the Education sector are realizing the importance of rewards and incentives, and are incorporating engagement programs into their games. According to the report, one of the major drivers is the growth of mobile-based edugames. Greater ease in developing gaming applications for mobiles, tablets, and other devices through the use of advanced application development technology is helping organizations develop mobile-based edugames in less time. Additionally, there is increased penetration of mobile devices, which is further accelerating the growth of the market. Further, the report states that the limitation in the commercial development of potential gaming ideas is one of the major challenges in this market. Individual educationalists are not experienced in graphics, animation, and accessing the software gaming platform, which is why they are often unable to implement their...
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One major trend emerging in this market is the growth of the gamification market. Several gaming enterprises in the Education sector are realizing the importance of rewards and incentives, and are incorporating engagement programs into their games.

According to the report, one of the major drivers is the growth of mobile-based edugames. Greater ease in developing gaming applications for mobiles, tablets, and other devices through the use of advanced application development technology is helping organizations develop mobile-based edugames in less time. Additionally, there is increased penetration of mobile devices, which is further accelerating the growth of the market.

Further, the report states that the limitation in the commercial development of potential gaming ideas is one of the major challenges in this market. Individual educationalists are not experienced in graphics, animation, and accessing the software gaming platform, which is why they are often unable to implement their ideas to increase the learning of their students.

To calculate the market size, the report covers the revenue generated from the following: individual consumers, Prek-12, government organizations, healthcare facilities, corporates, non-government organizations (NGOs), and non-profit organizations.




For more information visit http://www.researchandmarkets.com/research/cc6dnc/global_gamebased

Laura Wood , +353-1-481-1716, press@researchandmarkets.net

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