Game-Based Learning Trends: Market Research Report
'Games have been popular means for generations to build knowledge, skills and concepts. People have been playing popular games such as Yahtzee, Scrabble, Mastermind, Monopoly and Clue for developing maths, spellings, strategy, money and problem-solving skills, respectively. Game-based learning is an advanced approach for learning things by using computer-based game technology in order to offer interactive as well as enriching experience to learners.'
The report analyzes and presents an overview of Game-Based Learning market worldwide. Supported with 5 market data tables, the report provides a review of market trends, growth drivers, and strategic industry activities of major companies worldwide. The report further discusses about various types of Game-Based Learning including Edutainment Games, Training Simulators, and Serious Games. In addition, 105 companies operating in the Game-Based Learning arena worldwide including 7Seas Entertainment Ltd., Apple Inc., BlackBerry, BrainPOP, Game On! Learning, Gameloft, GNSE Group, Microsoft Corp., and others are profiled.
The report analyzes and presents an overview of Game-Based Learning market worldwide. Supported with 5 market data tables, the report provides a review of market trends, growth drivers, and strategic industry activities of major companies worldwide. The report further discusses about various types of Game-Based Learning including Edutainment Games, Training Simulators, and Serious Games. In addition, 105 companies operating in the Game-Based Learning arena worldwide including 7Seas Entertainment Ltd., Apple Inc., BlackBerry, BrainPOP, Game On! Learning, Gameloft, GNSE Group, Microsoft Corp., and others are profiled.
1. GAME-BASED LEARNING – AN OVERVIEW
A Prelude
Game-Based Learning - An Introduction
Game-Based Learning - Evolution
Types of Games in GBL Approach
Edutainment Games
Training Simulators
Serious Game
Key Components of Learning Games
Role of Games in Improving Learning Methodologies
Implementation of Games in Training Methods
The Concept of Generalization in GBL
Game-Based Learning - Benefits
Game-Based Learning - Drawbacks
Key Implementation Concerns
Major Application Areas
Popular Game-Based Learning Solutions
Technological Innovations
2. MARKET TRENDS
Market Overview
Growth Prospects
North American Market Scenario
US Market Scenario
Market Challenges
3. RECENT INDUSTRY ACTIVITY
E-Line Media Establishes New Game Development Studios in Phoenix and Seattle
Houghton Mifflin Harcourt Takes Over Tribal Nova
Infinitas Learning and Excelsoft Technologies Enter into Joint Venture
Institute of Play Establishes GLASS Lab
Learning Game Network Merges with ERIA Interactive
WeWantToKnow and Center for Game Science Ink Agreement
4. PRODUCT/SERVICE LAUNCHES
Mojang Launches Minecraft App
PoraOra Rolls Out New Educational Apps Range
The SuperGroup Launches Trace Effects 3D Video Game
Zynga. org Launches Ed Tech Games Accelerator
Mango Learning Introduces Decimals Series Learning Apps
Mindblown Labs Develops Mindblown Life Game
Wall Street Institute Rolls Out AppGrade Game
MissionV Launches Free Game-Based Learning Webinar Series
5. MARKET PARTICIPANTS
7SEAS ENTERTAINMENT LTD. (INDIA)
Activate Interactive Pte. , Ltd. (Singapore)
Advanced E-Learning Solutions, Inc. (USA)
Apple, Inc. (USA)
Applied Research Associates, Inc. (USA)
Arista Games LLC (USA)
Big Fish Games, Inc. (USA)
BlackBerry (Canada)
Blizzard Entertainment, Inc. (USA)
BrainPOP (USA)
BreakAway Ltd. (USA)
Caspian Learning (UK)
Decisive-Point (USA)
Designing Digitally, Inc. (USA)
DESQ (UK)
Dhruva Interactive (India)
Digi Ronin Games LLC (USA)
Digital Chocolate, Inc. (USA)
Digitec Interactive (USA)
DimensionU, Inc. (USA)
Dolphy, Inc. (USA)
Eduweb (USA)
Electronic Arts, Inc. (USA)
E-Line Media (USA)
Excelsoft Technologies Pvt. , Ltd. (India)
Filament Games (USA)
Focus Edumatics (India)
Funkitron, Inc. (USA)
Game Gurus (USA)
Game On! Learning (USA)
GameHouse, a division of RealNetworks (USA)
Gameloft (France)
Gameshastra Solutions Pvt. , Ltd. (India)
G-Cube (USA)
Glu Mobile, Inc. (USA)
GNSE Group (Egypt)
Hezmedia Interactive Sdn. Bhd. (Malaysia)
Highline Games LLC (USA)
Houghton Mifflin Harcourt - The Learning Company (USA)
Ibibo Web Pvt. , Ltd. (India)
Indiagames Ltd. (India)
Integra Software Services Pvt. , Ltd. (India)
Janus Research Group, Inc. (USA)
JumpStart (USA)
Kinect Education (USA)
Knowledge Adventure, Inc. (USA)
Kreeda Games India Pvt. , Ltd. (India)
LearningWare, Inc. (USA)
Legacy Interactive (USA)
Lumos Labs, Inc. (USA)
Mango Learning, Inc. (USA)
Microsoft Corporation (USA)
Milestone Interactive Group (India)
MindSnacks, Inc. (USA)
Mingoville (Denmark)
Morphonix LLC (USA)
Muuzii Technologies (China)
Nazara Technologies Pvt. , Ltd. (India)
Nextwave Multimedia Pvt. , Ltd. (India)
Nintendo Co. , Ltd. (Japan)
Nokia Corporation (Finland)
Numenko (UK)
Omega-R (Russia)
Piron Corporation (USA)
PIXELearning Ltd. (UK)
Play2Improve (UK)
PlayGen. com (UK)
PODD (Philippines)
Preloaded (UK)
QBInternational (USA)
Radical Entertainment (Canada)
Schell Games (USA)
Sealund & Associates Corporation (USA)
Serious Games Interactive (Denmark)
Serious Labs, Inc. (Canada)
Shrapnel Games, Inc. (USA)
SimAULA (Spain)
Simplified Learning (India)
Skidos (India)
Skills2Learn Ltd. (UK)
Spark Plug Games LLC (USA)
Spongelab Interactive (Canada)
Sterco Digitex Pvt. , Ltd. (India)
Strange Loop Games (USA)
Tata Interactive Systems (India)
The Crucial Media Group - Crucial Interactive (USA)
ThinkFun, Inc. (USA)
Tiger Tail Studio (India)
Tridat Technologies Pvt. , Ltd. (India)
Trine (India)
True Office (USA)
Ubisoft Entertainment (France)
URENCO Group (UK)
viaLearning (USA)
Vista Business Co. , Ltd. (Thailand)
Wewanttoknow AS (Norway)
WisdomTools (USA)
Wise Cells Learning Solutions LLP (India)
Wooga GmbH (Germany)
Zachtronics (USA)
ZEN Technologies Ltd. (India)
ZMQ Software Systems (India)
Zobble Solutions Pvt. , Ltd. (India)
Zondle Ltd. (UK)
Zynga, Inc. (USA)
6. APPENDIX
A Prelude
Game-Based Learning - An Introduction
Game-Based Learning - Evolution
Types of Games in GBL Approach
Edutainment Games
Training Simulators
Serious Game
Key Components of Learning Games
Role of Games in Improving Learning Methodologies
Implementation of Games in Training Methods
The Concept of Generalization in GBL
Game-Based Learning - Benefits
Game-Based Learning - Drawbacks
Key Implementation Concerns
Major Application Areas
Popular Game-Based Learning Solutions
Technological Innovations
2. MARKET TRENDS
Market Overview
Table 1. Game Based Educational Learning Market by Region Worldwide (2012-2017) in US$ Million for North America, Latin America, Europe, Asia, Middle East, and Africa
Growth Prospects
North American Market Scenario
Table 2. North American Game Based Educational Learning Market by Category (2012-2017) in US$ Million for Mobile Edu Games, and Non-Mobile Edugames
US Market Scenario
Table 3. US Game Based Educational Learning Market by Category (2012-2017) in US$ Million for Custom Content Development Services, and Mobile Packaged Edugames
Table 4. US Mobile Packaged Educational Games Market by Category (2012-2017) in US$ Million for Non-Mobile Educational Games, and Mobile Educational Games
Table 5. US Custom Content Development Services Educational Games Market by Category (2012-2017) in US$ Million for Non-Mobile Custom Development Services, and Mobile Custom Development Services
Market Challenges
3. RECENT INDUSTRY ACTIVITY
E-Line Media Establishes New Game Development Studios in Phoenix and Seattle
Houghton Mifflin Harcourt Takes Over Tribal Nova
Infinitas Learning and Excelsoft Technologies Enter into Joint Venture
Institute of Play Establishes GLASS Lab
Learning Game Network Merges with ERIA Interactive
WeWantToKnow and Center for Game Science Ink Agreement
4. PRODUCT/SERVICE LAUNCHES
Mojang Launches Minecraft App
PoraOra Rolls Out New Educational Apps Range
The SuperGroup Launches Trace Effects 3D Video Game
Zynga. org Launches Ed Tech Games Accelerator
Mango Learning Introduces Decimals Series Learning Apps
Mindblown Labs Develops Mindblown Life Game
Wall Street Institute Rolls Out AppGrade Game
MissionV Launches Free Game-Based Learning Webinar Series
5. MARKET PARTICIPANTS
7SEAS ENTERTAINMENT LTD. (INDIA)
Activate Interactive Pte. , Ltd. (Singapore)
Advanced E-Learning Solutions, Inc. (USA)
Apple, Inc. (USA)
Applied Research Associates, Inc. (USA)
Arista Games LLC (USA)
Big Fish Games, Inc. (USA)
BlackBerry (Canada)
Blizzard Entertainment, Inc. (USA)
BrainPOP (USA)
BreakAway Ltd. (USA)
Caspian Learning (UK)
Decisive-Point (USA)
Designing Digitally, Inc. (USA)
DESQ (UK)
Dhruva Interactive (India)
Digi Ronin Games LLC (USA)
Digital Chocolate, Inc. (USA)
Digitec Interactive (USA)
DimensionU, Inc. (USA)
Dolphy, Inc. (USA)
Eduweb (USA)
Electronic Arts, Inc. (USA)
E-Line Media (USA)
Excelsoft Technologies Pvt. , Ltd. (India)
Filament Games (USA)
Focus Edumatics (India)
Funkitron, Inc. (USA)
Game Gurus (USA)
Game On! Learning (USA)
GameHouse, a division of RealNetworks (USA)
Gameloft (France)
Gameshastra Solutions Pvt. , Ltd. (India)
G-Cube (USA)
Glu Mobile, Inc. (USA)
GNSE Group (Egypt)
Hezmedia Interactive Sdn. Bhd. (Malaysia)
Highline Games LLC (USA)
Houghton Mifflin Harcourt - The Learning Company (USA)
Ibibo Web Pvt. , Ltd. (India)
Indiagames Ltd. (India)
Integra Software Services Pvt. , Ltd. (India)
Janus Research Group, Inc. (USA)
JumpStart (USA)
Kinect Education (USA)
Knowledge Adventure, Inc. (USA)
Kreeda Games India Pvt. , Ltd. (India)
LearningWare, Inc. (USA)
Legacy Interactive (USA)
Lumos Labs, Inc. (USA)
Mango Learning, Inc. (USA)
Microsoft Corporation (USA)
Milestone Interactive Group (India)
MindSnacks, Inc. (USA)
Mingoville (Denmark)
Morphonix LLC (USA)
Muuzii Technologies (China)
Nazara Technologies Pvt. , Ltd. (India)
Nextwave Multimedia Pvt. , Ltd. (India)
Nintendo Co. , Ltd. (Japan)
Nokia Corporation (Finland)
Numenko (UK)
Omega-R (Russia)
Piron Corporation (USA)
PIXELearning Ltd. (UK)
Play2Improve (UK)
PlayGen. com (UK)
PODD (Philippines)
Preloaded (UK)
QBInternational (USA)
Radical Entertainment (Canada)
Schell Games (USA)
Sealund & Associates Corporation (USA)
Serious Games Interactive (Denmark)
Serious Labs, Inc. (Canada)
Shrapnel Games, Inc. (USA)
SimAULA (Spain)
Simplified Learning (India)
Skidos (India)
Skills2Learn Ltd. (UK)
Spark Plug Games LLC (USA)
Spongelab Interactive (Canada)
Sterco Digitex Pvt. , Ltd. (India)
Strange Loop Games (USA)
Tata Interactive Systems (India)
The Crucial Media Group - Crucial Interactive (USA)
ThinkFun, Inc. (USA)
Tiger Tail Studio (India)
Tridat Technologies Pvt. , Ltd. (India)
Trine (India)
True Office (USA)
Ubisoft Entertainment (France)
URENCO Group (UK)
viaLearning (USA)
Vista Business Co. , Ltd. (Thailand)
Wewanttoknow AS (Norway)
WisdomTools (USA)
Wise Cells Learning Solutions LLP (India)
Wooga GmbH (Germany)
Zachtronics (USA)
ZEN Technologies Ltd. (India)
ZMQ Software Systems (India)
Zobble Solutions Pvt. , Ltd. (India)
Zondle Ltd. (UK)
Zynga, Inc. (USA)
6. APPENDIX