【レポートの概要(一部)】
01. Executive Summary
02.List of Abbreviations
03.Scope of the Report
03.1 Market Overview
Market Overview
03.2 Product Offerings
04.Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology
05.Introduction
06.Market Landscape
06.1 Market Overview
06.2 Market Size and Forecast
06.3 Five Forces Analysis
07.Market Segmentation by End-users
07.1 Global Game-based Learning Market by End-users 2013
07.2 Global Game-based Learning Market by Consumers
07.2.1 Market Size and Forecast
07.3 Global Game-based Learning Market by Prek-12
07.3.1 Market Size and Forecast
07.4 Global Game-based Learning Market by Government
07.4.1 Market Size and Forecast
07.5 Global Game-based Learning Market by Healthcare
07.5.1 Market Size and Forecast
07.6 Global Game-based Learning Market by Corporate
07.6.1 Market Size and Forecast
07.7 Global Game-based Learning Market by NGOs and Non-Profit Organizations
07.7.1 Market Size and Forecast
07.8 Global Game-based Learning Market by Higher Education
07.8.1 Market Size and Forecast
08.Geographical Segmentation
08.1 Global Game-based Learning Market by Geographical Segmentation 2013
08.2 Game-based Learning Market in the APAC Region
08.2.1 Market Size and Forecast
08.3 Game-based Learning Market in North America
08.3.1 Market Size and Forecast
08.4 Game-based Learning Market in Latin America
08.4.1 Market Size and Forecast
08.5 Game-based Learning Market in the EMEA Region
08.6 Game-based Learning Market in Western Europe
08.6.1 Market Size and Forecast
08.7 Game-based Learning Market in Eastern Europe
08.7.1 Market Size and Forecast
08.8 Game-based Learning Market in MEA
08.8.1 Market Size and Forecast
09.Key Leading Countries
09.1 US
09.2 Japan
09.3 South Korea
10.Buying Criteria
11.Market Growth Drivers
12.Drivers and their Impact
13.Market Challenges
14.Impact of Drivers and Challenges
15.Market Trends
16.Trends and their Impact
17.Vendor Landscape
17.1 Competitive Scenario
17.2 Market Share Analysis 2013
17.3 Other Prominent Vendors
18.Key Vendor Analysis
18.1 BreakAway
18.1.1 Key Facts
18.1.2 Business Overview
18.1.3 SWOT Analysis
18.2 LearningWare
18.2.1 Key Facts
18.2.2 Business Overview
18.2.3 Product Segmentation
18.2.4 SWOT Analysis
18.3 Lumos Labs
18.3.1 Key Facts
18.3.2 Business Overview
18.3.3 Business Strategy
18.3.4 Recent Developments
18.3.5 SWOT Analysis
18.4 PlayGen
18.4.1 Key Facts
18.4.2 Business Overview
18.4.3 Services
18.4.4 Business Strategy
18.4.5 SWOT Analysis
[List of Exhibits]
Exhibit 1: Market Research Methodology
Exhibit 2: Global Game-based Learning Market US$ million (2014-2018)
Exhibit 3: Global Game-based Learning Market by End-users 2013
Exhibit 4: Global Game-based Learning Market by Consumers US$ million (2013-2018)
Exhibit 5: Global Game-based Learning Market by Prek-12 US$ million (2013-2018)
Exhibit 6: Global Game-based Learning Market by Government US$ million (2013-2018)
Exhibit 7: Global Game-based Learning Market by Healthcare US$ million (2013-2018)
Exhibit 8: Global Game-based Learning Market by Corporate US$ millions (2013-2018)
Exhibit 9: Global Game-based Learning Market by NGOs and Non-Profit Organizations US$ million (2013-2018)
Exhibit 10: Global Game-based Learning Market by Higher Education US$ millions (2013-2018)
Exhibit 11: Global Game-based Learning Market by Geographical Segmentation 2013
Exhibit 12: Game-based Learning Market in the APAC Region US$ million (2013-2018)
Exhibit 13: Game-based Learning Market in North America US$ million (2013-2018)
Exhibit 14: Game-based Learning Market in Latin America US$ million (2013-2018)
Exhibit 15: Game-based Learning Market in Western Europe US$ million (2013-2018)
Exhibit 16: Game-based Learning Market in Eastern Europe US$ million (2013-2018)
Exhibit 17: Game-based Learning Market in MEA US$ million (2013-2018)
Exhibit 18: LearningWare: Product Segmentation 2013
Exhibit 19: PlayGen: Services
【レポート販売概要】
■ タイトル:ゲームベースドラーニング(シリアスゲーム)の世界市場■ 英文:Global Game-based Learning Market 2014-2018
■ 発行日:2014年11月12日
■ 調査会社:Technavio
■ 商品コード:IRTNTR4380
■ 調査対象地域:グローバル
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