ゲーム基盤学習(シリアスゲーム)の世界市場:セルフペース学習、機関内学習、企業内教育

Technavioが発行した調査報告書(IRTNTR6208)
◆英語タイトル:Global Game-based Learning Market 2015-2019
◆商品コード:IRTNTR6208
◆発行会社(リサーチ会社):Technavio
◆発行日:2015年7月1日
◆ページ数:67
◆レポート形式:英語 / pdf
◆納品方法:Eメール
◆調査対象地域:グローバル
◆産業分野:教育
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当調査レポートでは、ゲーム基盤学習(シリアスゲーム)の世界市場について調査・分析し、エグゼクティブサマリー、市場概観、業界の構造分析、ゲーム基盤学習(シリアスゲーム)の世界市場規模及び予測、製品別分析、需要先別分析、市場シェア、地域別分析、購買基準、市場成長要因、市場の課題、市場動向、競争状況、主要企業(ベンダー)分析などの情報をお届けいたします。

・エグゼクティブサマリー
・市場概観
・業界の構造分析
・ゲーム基盤学習(シリアスゲーム)の世界市場:市場規模及び予測
・ゲーム基盤学習(シリアスゲーム)の世界市場:製品別分析
・ゲーム基盤学習(シリアスゲーム)の世界市場:需要先別分析
・ゲーム基盤学習(シリアスゲーム)の世界市場:地域別分析
・市場シェア
・購買基準
・市場成長要因
・市場の課題
・市場動向
・競争状況
・主要企業(ベンダー)分析
...

※上記の和訳は最新内容ではない場合があります。
【レポートの概要】

About Game-based Learning
Game-based learning or serious games refer to all digital applications that impart learning through games. Psychological susceptibility of humans to engage in gaming encourages learning while playing games. Game-based learning includes digital products such as e-learning courseware, online audio and video content, social games, and mobile games. It is primarily used in educational institutions, healthcare organizations, and the military. It is also used by corporates for their employee training programs.
Technavio’s analysts forecast global game-based learning market to grow at a CAGR of 6.47% over the period 2014-2019.

[Covered in this Report]
This report covers the present scenario and the growth prospects of the global game-based learning market for the period 2015-2019. To calculate the market size, the report considers revenue generated from global game-based learning worldwide.
Technavio’s report, Global Game-based Learning Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers North America, APAC, Europe, and ROW; it also covers the global game-based learning market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

[Key Regions]
• APAC
• Europe
• North Americas
• ROW

[Key Vendors]
• BreakAway
• LearningWare
• Lumos Labs
• PlayGen.com

[Other Prominent Vendors]
• Corporate Gameware
• MAK Technologies
• RallyOn
• Sava Transmedia
• Visual Purple

[Market Driver]
• Increased Use of Mobile Educational Games
• For a full, detailed list, view our report

[Market Challenge]
• Limitations in Commercial Development
• For a full, detailed list, view our report

[Market Trend]
• Increasing Adoption of Gamification
• For a full, detailed list, view our report

[Key Questions Answered in this Report]
• What will the market size be in 2019 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

【レポートの目次】

01. Executive Summary

02.Scope of the Report
02.1 Market Overview
02.2 Product Offerings

03.Market Research Methodology
03.1 Market Research Process
03.2 Research Methodology

04.Introduction

05.Market Landscape
05.1 Market Overview
05.2 Market Size and Forecast
05.3 Five Forces Analysis

06.Market Segmentation by Product
06.1 Global Game-Based Learning Market by Product
06.2 Global Self-Paced Learning Market
06.2.1 Market Size and Forecast
06.3 Global Institutional Learning Market
06.3.1 Market Size and Forecast
06.4 Global Corporate Training Market
06.4.1 Market Size and Forecast

07.Geographical Segmentation
07.1 Global Game-Based Learning Market Segmentation by Region 2014-2019
07.2 Game-Based Learning Market in APAC
07.2.1 Market Size and Forecast
07.3 Game-Based Learning Market in North America
07.3.1 Market Size and Forecast
07.4 Game-Based Learning Market in Europe
07.4.1 Market Size and Forecast
07.5 Game-Based Learning Market in ROW
07.5.1 Market Size and Forecast

08.Buying Criteria

09.Market Growth Drivers

10.Drivers and Their Impact

11.Market Challenges

12.Impact of Drivers and Challenges

13.Market Trends

14.Trends and Their Impact

15.Vendor Landscape
15.1 Competitive Scenario
15.2 Market Share Analysis 2014
15.3 Other Prominent Vendors

16.Key Vendor Analysis
16.1 BreakAway Games
16.1.1 Key Facts
16.1.2 Business Overview
16.1.3 SWOT Analysis
16.2 LearningWare
16.2.1 Key Facts
16.2.2 Business Overview
16.2.3 Product Segmentation
16.2.4 SWOT Analysis
16.3 Lumos Labs
16.3.1 Key Facts
16.3.2 Business Overview
16.3.3 Business Strategy
16.3.4 Recent Developments
16.3.5 SWOT Analysis
16.4 PlayGen
16.4.1 Key Facts
16.4.2 Business Overview
16.4.3 Services
16.4.4 Business Strategy
16.4.5 SWOT Analysis

17.Other Prominent Vendors
17.1 Corporate Gameware
17.2 Rallyon
17.3 Sava Transmedia
17.4 Visual Purple
17.5 VT MÄK

18.Other Reports in This Series

[List of Exhibits]

Exhibit 1: Market Research Methodology
Exhibit 2: Global Game-Based Learning Market 2015-2019 ($ millions)
Exhibit 3: Global Game-Based Learning Market Segmentation by Product 2014
Exhibit 4: Global Game-Based Learning Market Segmentation by Product 2019
Exhibit 5: Global Game-Based Learning Market Segmentation by Product 2014-2019 ($ millions)
Exhibit 6: Global Game-Based Learning Market Segmentation by Product 2014-2019
Exhibit 7: Global Self-Paced Learning Market 2014-2019 ($ millions)
Exhibit 8: Global Institutional Learning Market 2014-2019 ($ millions)
Exhibit 9: Global Corporate Training Market 2014-2019 ($ millions)
Exhibit 10: Global Game-Based Learning Market Segmentation by Product 2014-2019 ($ millions)
Exhibit 11: Global Game-Based Learning Market Segmentation by End-User 2014-2019
Exhibit 12: Global Game-Based Learning Market Segmentation by Region 2014-2019 ($ millions)
Exhibit 13: Global Game-Based Learning Market Segmentation by Region 2014-2019 ($ millions)
Exhibit 14: Global Game-Based Learning Market Segmentation by Region 2014-2019 ($ millions)
Exhibit 15: Global Game-Based Learning Market Segmentation by Region 2014-2019
Exhibit 16: Game-Based Learning Market Segmentation in APAC 2014-2019 ($ millions)
Exhibit 17: Game-Based Learning Market Segmentation in North America 2014-2019 ($ millions)
Exhibit 18: Game-Based Learning Market Segmentation in Europe 2014-2019 ($ millions)
Exhibit 19: Game-Based Learning Market Segmentation in ROW 2014-2019 ($ millions)
Exhibit 20: Global Game-Based Learning Market Segmentation by Region 2014-2019 ($ millions)
Exhibit 21: Global Game-Based Learning Market Segmentation by Region 2014-2019
Exhibit 22: Mobile Educational Games Market in North America 2014-2019 ($ millions)
Exhibit 23: Global E-learning Market 2014-2019 ($ billions)
Exhibit 24: LearningWare: Product Segmentation 2013
Exhibit 25: PlayGen: Services



【掲載企業】

BreakAway, LearningWare, Lumos Labs, PlayGen.com, Corporate Gameware, MAK Technologies, RallyOn, Sava Transmedia, Visual Purple

【レポートのキーワード】

ゲーム基盤学習(シリアスゲーム)、セルフペース学習、機関内学習、企業内教育、eラーニング、学習コンテンツ、モバイルゲーム、教育機関、医療機関、従業員教育、企業トレーニング

【リサーチ方法】

一次資料による調査(業界専門家、ベンダー、代理店、顧客等を対象にしたデプスインタビュー調査など)及び二次資料による調査(Technavio独自のプラットフォーム、産業書籍、企業報告書、ニュース記事、アナリストレポート、貿易協会、政府機関発行データなど)

【免責事項】
http://www.globalresearch.jp/disclaimer

★リサーチレポート[ ゲーム基盤学習(シリアスゲーム)の世界市場:セルフペース学習、機関内学習、企業内教育(Global Game-based Learning Market 2015-2019)]についてメールでお問い合わせはこちらでお願いします。


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