Monday 10 April 2017

Global Corporate Game-Based Learning Market Trends 2017-2021

Report Global Corporate Game-Based Learning Market 2017-2021 is a new market research publication announced by Reportstack. 
Report Outline: Game -based learning or serious games refer to all digital applications that are developed to impart learning through games. This encourages learning in players by sharpening their psychological receptivity, when engaged in gaming. Game-based learning utilizes various digital learning products such as e-learning courseware, online audio and video content, social games, and mobile games. The game-based learning products and services are increasingly demanded by the organizations as they provide learning integrated with game elements. The penetration of mobile devices in workplaces is playing a critical role in the adoption of game-based learning, as learners can independently play games while acquiring knowledge.
For detailed report with TOC, please click here ​Global Corporate Game-Based Learning Market 2017-2021
Market Growth: The global corporate game based learning market to grow at a CAGR of 11.68% during the period 2017-2021.
Key vendors • BreakAway Games
• G-Cube
• Growth Engineering
• PlayGen
Other prominent vendors • Gamelearn
• Indusgeeks Solutions
• mLevel
• StratBeans Consulting
• Wrainb
Regions Covered:
• APAC
• Europe
• North America
• ROW
Companies Mentioned
BreakAway Games, G-Cube, Growth Engineering, PlayGen, Gamelearn, Indusgeeks Solutions, mLevel, StratBeans Consulting, and Wrainb.
Contact:
Debora White
Manager - Marketing
Ph: +1-888-789-6604
Reportstack Market Research
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