企業向けゲームベース学習の世界市場2017-2021...市場調査レポートについてご紹介

【英文タイトル】Global Corporate Game-Based Learning Market 2017-2021

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【レポートの概要(一部)】

Table of Contents
PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction
• Key market highlights

PART 05: Market landscape
• Global corporate e-learning market: overview
• Market size and forecast
• Five forces analysis

PART 06: Market segmentation by product
• Global corporate game-based learning market by product
• Global corporate game-based learning market by generic product
• Global corporate game-based learning market by packaged product

PART 07: Geographical segmentation
• Global corporate game-based learning market by geography
• Corporate game-based learning market in North America
• Corporate game-based learning market in Europe
• Corporate game-based learning market in APAC
• Corporate game-based learning market in ROW

PART 08: Decision framework

PART 09: Drivers and challenges
• Market drivers
• Impact of drivers on key customer segments
• Market challenges
• Impact of challenges on key customer segments

PART 10: Market trends
• Analytical applications in game-based learning
• Emergence of wearable technology
• Continuous learning opportunities

PART 11: Vendor landscape
• Competitive scenario
• Competitive benchmarking

PART 12: Key vendor analysis
• BreakAway Games
• G-Cube
• Growth Engineering
• PlayGen

PART 13: Other prominent vendors
• Designing Digitally
• Gamelearn
• Indusgeeks Solutions
• mLevel
• StratBeans Consulting
• Wrainbo

PART 14: Appendix
• List of abbreviations

[List of Exhibits]

Exhibit 01: Benefits of game-based learning
Exhibit 02: Global corporate game-based learning market ($ millions)
Exhibit 03: Five forces analysis
Exhibit 04: Global corporate game-based learning market by product
Exhibit 05: Global corporate game-based learning market by generic product 2016-2021 ($ millions)
Exhibit 06: Global corporate game-based learning market by packaged product 2016-2021 ($ millions)
Exhibit 07: Global corporate game-based learning market by geography
Exhibit 08: Corporate game-based learning market in North America 2016-2021 ($ millions)
Exhibit 09: Corporate game-based learning market in Europe 2016-2021 ($ millions)
Exhibit 10: Corporate game-based learning market in APAC 2016-2021 ($ millions)
Exhibit 11: Corporate game-based learning market in the ROW 2016-2021 ($ millions)
Exhibit 12: Impact of drivers
Exhibit 13: Impact of challenges
Exhibit 14: Vendor analysis
Exhibit 15: Key vendors: Strategic initiatives overview
Exhibit 16: BreakAway Games: Product categories
Exhibit 17: G-Cube: Service Segmentation
Exhibit 18: Growth Engineering: Product segmentation
Exhibit 19: PlayGen: Service offerings


【レポート販売概要】

■ タイトル:企業向けゲームベース学習の世界市場2017-2021
■ 英文:Global Corporate Game-Based Learning Market 2017-2021
■ 発行日:2017年4月5日
■ 調査会社:Technavio
■ 商品コード:IRTNTR12393
■ 調査対象地域:グローバル
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