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【英文タイトル】Global Education Gamification Market: Research Report 2015-2019

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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 landscape
Evolution of gamification
Process of gamification
Application areas of gamification

PART 06: Market overview
Cognitive
Emotional
Social
Market size and forecast
Five forces analysis

PART 07: Market segmentation by end-user
Global education gamification market segmentation by end-user
Global education gamification market by K-12 schools
Global education gamification market by higher education institutes

PART 08: Geographical segmentation
Global education gamification market by geography 2015-2019
Global education gamification market in Americas
Global education gamification market in EMEA
Global education gamification market in APAC

PART 09: Market drivers

PART 10: Impact of drivers

PART 11: Market challenges

PART 12: Impact of drivers and challenges

PART 13: Market trends

PART 14: Vendor landscape
Competitive scenario
Competitor analysis

PART 15: Key vendor analysis
Badgeville
Bunchball
Gigya
Kuato Studios
Lithium Technologies

PART 16: Other prominent vendorsBig Door

PART 17: Appendix

PART 18: Explore Technavio

[List of Exhibits]

Exhibit 01: Product offerings
Exhibit 02: Process of gamification
Exhibit 03: Global gamification education market 2015-2019 ($ millions)
Exhibit 04: Five forces analysis
Exhibit 05: Segmentation of global education gamification market by end-user 2014
Exhibit 06: Segmentation of global education gamification market by end-user 2019
Exhibit 07: Segmentation of global education gamification market by end-user 2014-2019 ($ millions)
Exhibit 08: Segmentation of global education gamification market by end-user 2014-2019
Exhibit 09: Global education gamification market by K-12 schools ($ millions)
Exhibit 10: Global education gamification market by higher education institutes 2014-2019 ($ millions)
Exhibit 11: Segmentation of global education gamification market by end-user 2014-2019 ($ millions)
Exhibit 12: Segmentation of global education gamification market by end-user 2014-2019
Exhibit 13: Segmentation of global education gamification market by geography 2015
Exhibit 14: Segmentation of global education gamification market by geography 2019
Exhibit 15: Segmentation of global education gamification market by geography 2015-2019 ($ millions)
Exhibit 16: Segmentation of global education gamification market by geography 2015-2019
Exhibit 17: Global education gamification market in Americas 2015-2019 ($ millions)
Exhibit 18: Global education gamification market in EMEA ($ millions)
Exhibit 19: Global education gamification market in APAC ($ millions)
Exhibit 20: Segmentation of global education gamification market by geography 2014-2019 ($ millions)
Exhibit 21: Segmentation of global education gamification market by geography 2014-2019
Exhibit 22: Game-based learning market by educational institutions 2015-2019 ($ millions)
Exhibit 23: Impact of drivers
Exhibit 24: Impact of drivers and challenges
Exhibit 25: Global education tablet revenue ($ billions)
Exhibit 26: Global e-learning market 2015-2019 ($ billions)
Exhibit 27: Badgeville: Product segmentation
Exhibit 28: Gigya: Product portfolio
Exhibit 29: Kuato: Product segmentation
Exhibit 30: Lithium Technologies: Products and services segmentation


【レポート販売概要】

■ タイトル:教育向けゲーミフィケーションソリューションの世界市場
■ 英文:Global Education Gamification Market: Research Report 2015-2019
■ 発行日:2015年9月23日
■ 調査会社:Technavio
■ 商品コード:IRTNTR7080
■ 調査対象地域:グローバル
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