高等教育向けゲームベース学習の世界市場2016-2020...市場調査レポートについてご紹介

【英文タイトル】Global Higher Education Game-based Learning Market 2016-2020

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【レポートの概要(一部)】

PART 01: Executive summary
• Highlights

PART 02: Scope of the report
• Market overview
• Top-vendor offerings

PART 03: Market research methodology
• Research methodology
• Economic indicators

PART 04: Introduction
• Key market highlights

PART 05: Market drivers
• Rising enhancement of student and faculty experience
• Increase in venture capital investments
• Improvement in game development engines
• Growing use of motion-sensing technology in game-based learning

PART 06: Impact of drivers

PART 07: Market challenges
• Weak metrics to assess effectiveness of games
• Skewed awareness of game-based learning
• Limitations on curriculum integration
• Threat from simulation-based learning market

PART 08: Impact of drivers and challenges

PART 09: Market trends
• Rising use of AR and VR in game-based learning
• Growth in adoption of tablets
• Stronger focus on experiential and inquiry-based learning
• Pressure on higher education institutions to produce outcomes

PART 10: Market landscape
• Global higher education market
• Global game-based learning market
• Global higher education game-based learning market
• Five forces analysis

PART 11: Market segmentation by product

PART 12: Geographical segmentation
• Global higher education game-based learning market by geography
• Higher education game-based learning market in North America
• Higher education game-based learning market in Europe
• Higher education game-based learning market in APAC
• Higher education game-based learning market in ROW

PART 13: Vendor landscape
• Competitive scenario
• Competitive benchmarking

PART 14: Key vendor analysis
• McGraw-Hill Education
• PlayGen
• Toolwire
• Totem Learning

PART 15: Other prominent vendors

PART 16: Appendix
• List of abbreviations

PART 17: Explore Technavio

[List of Exhibits]

Exhibit 01: Product offerings
Exhibit 02: Effectiveness of prominent learning methods
Exhibit 03: Average retention rates of teaching methods (% of enrollments)
Exhibit 04: Private investment funding in global game-based learning market 2013-2015 ($ millions)
Exhibit 05: Process of educational game creation
Exhibit 06: Major game engines in the market
Exhibit 07: Impact of drivers
Exhibit 08: Global simulation learning in higher education market 2015-2020($ millions)
Exhibit 09: Impact of drivers and challenges
Exhibit 10: Global AR and VR markets 2015-2020 ($ billions)
Exhibit 11: Expenditure on digital educational solutions by global higher education segment 2015-2020 ($ billions)
Exhibit 12: Operating expenditure for leading US universities 2014 ($ millions)
Exhibit 13: Enrollment in India by type of higher education institution 2014 (%)
Exhibit 14: Enrollments in higher education in China 2015-2020 (in millions)
Exhibit 15: Enrollment by major APAC countries in HarvardX courses (as a % of global enrollment)
Exhibit 16: Distribution in Middle East and North Africa education market (%)
Exhibit 17: Global game-based learning market 2015-2020 ($ billions)
Exhibit 18: Global game-based learning market by consumer segments 2015 and 2020 (% share)
Exhibit 19: Technological trends in global higher education market as per year of adoption and impact
Exhibit 20: Global higher education game-based learning market 2015-2020 ($ billions)
Exhibit 21: Additional features offered by vendors in higher education game-based learning market
Exhibit 22: Sources of funding for game-based learning companies
Exhibit 23: Five forces analysis
Exhibit 24: Global higher education game-based learning market by product 2015 (% share)
Exhibit 25: Average annual income of non-STEM graduates in US by major 2014 ($)
Exhibit 26: Global higher education game-based learning market by geography 2015-2020 (% share)
Exhibit 27: Global higher education game-based learning market by geography 2015-2020 ($ millions)
Exhibit 28: Higher education game-based learning market in North America 2015-2020 ($ millions)
Exhibit 29: Distribution of education market in North America by segment 2015 (% share)
Exhibit 30: Higher education game-based learning market in Europe ($ millions)
Exhibit 31: Approximate number of engineering graduates in UK by degree 2013
Exhibit 32: IT spending in higher education in APAC 2015-2020 ($ billions)
Exhibit 33: Higher education game-based learning market in APAC ($ millions)
Exhibit 34: Higher education game-based learning market in ROW 2015-2020 ($ millions)
Exhibit 35: Vendor matrix
Exhibit 36: Key vendors: Strategic initiatives overview
Exhibit 37: McGraw-Hill Education: Business segmentation
Exhibit 38: PlayGen: Product offerings in higher education
Exhibit 39: Toolwire: Key offerings in games and simulations
Exhibit 40: Totem Learning: Product offerings in higher education


【レポート販売概要】

■ タイトル:高等教育向けゲームベース学習の世界市場2016-2020
■ 英文:Global Higher Education Game-based Learning Market 2016-2020
■ 発行日:2016年7月25日
■ 調査会社:Technavio
■ 商品コード:IRTNTR9897
■ 調査対象地域:グローバル
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