教育用ゲーミフィケーションの世界市場2016-2020...市場調査レポートについてご紹介

【英文タイトル】Global Education Gamification 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
• Other prominent vendors

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

PART 04: Introduction
• Key market highlights

PART 05: Market landscape
• Market overview
• Five forces analysis

PART 06: Market segmentation by end-user
• Global education gamification market segmentation by end-users
• Global K-12 education gamification market
• Global higher education gamification market

PART 07: Geographical segmentation
• Global education gamification market by geography
• Education gamification market in Americas
• Education gamification market in EMEA
• Education gamification market in APAC

PART 08: Market drivers
• Stronger focus on experiential and inquiry-based learning
• Rise of digital badges as credentials
• Improvement in game development engines
• Need for improved student and faculty experience

PART 09: Impact of drivers

PART 10: Market challenges
• Threat from simulation-based learning market
• Limitations on curriculum integration
• Weak metrics to assess effectiveness of gamification
• Skewed awareness of education gamification

PART 11: Impact of drivers and challenges

PART 12: Market trends
• Increase in e-learning
• Increased awareness among teachers due to professional development
• Rising use of AR and VR in education gamification

PART 13: Vendor landscape
• Competitive scenario
• Competitive benchmarking

PART 14: Key vendor analysis
• Badgeville
• Bunchball
• Classcraft Studios
• GoGo Labs

PART 15: Appendix
• List of abbreviations

PART 16: Explore Technavio

[List of Exhibits]

Exhibit 01: Countries considered for market analysis
Exhibit 02: Product offerings
Exhibit 03: Other prominent vendors
Exhibit 04: Major differences between game-based learning and gamification.
Exhibit 05: Relation between game mechanics and game dynamics
Exhibit 06: Gamification implementation: Key steps
Exhibit 07: Impact areas of gamification in the education sector
Exhibit 08: Global education gamification market 2015-2020 ($ millions)
Exhibit 09: Five forces analysis
Exhibit 10: Global education gamification market segmentation by end-users 2015-2020 (%)
Exhibit 11: Global education gamification market segmentation by end-users 2015-2020 ($ millions)
Exhibit 12: Global K-12 education gamification market 2015-2020 ($ millions)
Exhibit 13: Global higher education gamification market 2015-2020 ($ millions)
Exhibit 14: Global education gamification market by geography 2015-2020 (% share)
Exhibit 15: Global education gamification market by geography 2015-2020 ($ millions)
Exhibit 16: Education gamification market in Americas 2015-2020 ($ millions)
Exhibit 17: Distribution of education market in North America by segment 2015 (% share)
Exhibit 18: Education gamification market in Europe 2015-2020 ($ millions)
Exhibit 19: Education gamification market in APAC 2015-2020 ($ millions)
Exhibit 20: IT spending in higher education in APAC 2015-2020 ($ billions)
Exhibit 21: Global digital badges in education market 2015-2020 ($ millions)
Exhibit 22: Process of educational game creation
Exhibit 23: Major game engines in the market
Exhibit 24: Comparison of effectiveness of prominent learning methods
Exhibit 25: Impact of drivers
Exhibit 26: Global simulation learning in higher education market 2015-2020 ($ millions)
Exhibit 27: Impact of drivers and challenges
Exhibit 28: Global e-learning market 2015-2020 ($ billions)
Exhibit 29: Vendor matrix
Exhibit 30: Strategic initiatives


【レポート販売概要】

■ タイトル:教育用ゲーミフィケーションの世界市場2016-2020
■ 英文:Global Education Gamification Market 2016-2020
■ 発行日:2016年11月25日
■ 調査会社:Technavio
■ 商品コード:IRTNTR10918
■ 調査対象地域:グローバル
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