Global K-12 Game-based Learning Market Insight 2020, Forecast to 2030
- Report Code : WOR1772607
- Published On: Jun, 2020
- Category : Internet Software & Services
- Pages : 132
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The K-12 Game-based Learning market was valued at US$ xx in 2019, prior to COVID-19. Whereas post-COVID-19 scenario, the market for K-12 Game-based Learning is projected to grow from US$ xx million in 2020, and is projected to reach xx by 2025, at a CAGR of xx% during the forecast period. Projected and forecast revenue values are in constant U.S. dollars, unadjusted for inflation. Product values are estimated based on manufacturers' revenue.
The report offers detailed coverage of K-12 Game-based Learning industry and main market trends. The market research includes historical and forecast market data, demand, application details, price trends, and company shares of the leading K-12 Game-based Learning by geography. The report splits the market size, by volume and value, on the basis of application type and geography.
In addition to this data, the report provides insight into drivers of market demand and strategies of suppliers. Key players are profiled, and their market shares in the global K-12 Game-based Learning market are discussed.
The market is segmented by types:
Subject-Specific Games
Language Learning Games
Others
It can be also divided by applications:
Pre-primary School
Primary School
Middle School
High School
And this report covers the historical situation, present status and the future prospects of the global K-12 Game-based Learning market for 2015-2025. In this report, we analyze global market from 5 geographies: Asia-Pacific, Europe, North America, Middle East & Africa, South America.
Finally, the report provides detailed profile and data information analysis of leading company.
GlassLab
Microsoft
Osmo
PlayGen
Banzai Labs
BrainQuake
Filament Games
Gameloft
iCivics
Infinite Dreams
Schell Games
Report Includes:
- xx data tables and xx additional tables
- An overview of global K-12 Game-based Learning market
- An detailed key players analysis across regions
- Analyses of global market trends, with historical data, estimates for 2020 and projections of compound annual growth rates (CAGRs) through 2025
- Insights into regulatory and environmental developments
- Information on the supply and demand scenario and evaluation of technological and investment opportunities in the K-12 Game-based Learning market
- Profiles of major players in the industry, including GlassLab, Microsoft, Osmo, PlayGen, Banzai Labs..
Research objectives
To study and analyze the global K-12 Game-based Learning consumption (value & volume) by key regions/countries, product type and application, history data from 2015 to 2019, and forecast to 2025.
To understand the structure of K-12 Game-based Learning market by identifying its various subsegments.
Focuses on the key global K-12 Game-based Learning manufacturers, to define, describe and analyze the sales volume, value, market share, market competition landscape, Porter's five forces analysis, SWOT analysis and development plans in next few years.
To analyze the K-12 Game-based Learning with respect to individual growth trends, future prospects, and their contribution to the total market.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To project the consumption of K-12 Game-based Learning submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.
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With tables and figures helping analyze worldwide Global K 12 Game based Learning market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.
Global K-12 Game-based Learning Market Report 2020, Forecast to 2025
1 Scope of the Study1.1 K-12 Game-based Learning Introduction
1.2 Research Programs
1.3 Analysis of Macroeconomic Indicators
1.4 Years Considered
1.5 Methodology
1.6 Data Source
1.7 Research Objectives
2 K-12 Game-based Learning Industry Overview2.1 Global K-12 Game-based Learning Market Size (Million USD) Comparison by Regions (2020-2025)
2.1.1 K-12 Game-based Learning Global Main Region Market Analysis2.2 Market Analysis by Type
2.2.1 Subject-Specific Games
2.2.2 Language Learning Games
2.2.3 Others2.3 Market Analysis by Application
2.3.1 Pre-primary School
2.3.2 Primary School
2.3.3 Middle School
2.3.4 High School2.4 Global K-12 Game-based Learning Revenue, Sales and Market Share by Manufacturer
2.4.1 Global K-12 Game-based Learning Sales and Market Share by Manufacturer (2018-2020)
2.4.2 Global K-12 Game-based Learning Revenue and Market Share by Manufacturer (2018-2020)
2.4.3 Global K-12 Game-based Learning Industry Concentration Ratio (CR5 and HHI)
2.4.4 Top 5 K-12 Game-based Learning Manufacturer Market Share
2.4.5 Top 10 K-12 Game-based Learning Manufacturer Market Share
2.4.6 Date of Key Manufacturers Enter into K-12 Game-based Learning Market
2.4.7 Key Manufacturers K-12 Game-based Learning Product Offered
2.4.8 Mergers & Acquisitions Planning2.5 K-12 Game-based Learning Historical Development Overview
2.6 Market Dynamics
2.6.1 Market Opportunities
2.6.2 Market Risk
2.6.3 Market Driving Force
2.6.4 Porter's Five Forces Analysis
2.7 Coronavirus Disease 2019 (Covid-19): K-12 Game-based Learning Industry Impact
2.7.1 How the Covid-19 is Affecting the K-12 Game-based Learning Industry
2.7.2 K-12 Game-based Learning Business Impact Assessment - Covid-19
2.7.3 Market Trends and K-12 Game-based Learning Potential Opportunities in the COVID-19 Landscape
2.7.4 Measures / Proposal against Covid-19
3 Related Market Analysis3.1 Related Market Overview
3.2 Macro Analysis of Upstream Markets
3.3 Key Players in Related Markets
3.4 Related Markets Trend Analysis
4 Global K-12 Game-based Learning Market Size Categorized by Regions4.1 Global K-12 Game-based Learning Revenue and Market Share by Regions
4.1.1 Global K-12 Game-based Learning Sales and Market Share by Regions (2015-2020)
4.1.2 Global K-12 Game-based Learning Revenue and Market Share by Regions (2015-2020)4.2 Europe K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
4.3 APAC K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
4.4 North America K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
4.5 South America K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
4.6 Middle East & Africa K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
5 Europe K-12 Game-based Learning Market Size Categorized by Countries5.1 Europe K-12 Game-based Learning Revenue and Market Share by Countries
5.1.1 Europe K-12 Game-based Learning Revenue by Countries (2015-2020)
5.1.2 Germany K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
5.1.3 UK K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
5.1.4 France K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
5.1.5 Russia K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
5.1.6 Italy K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
5.1.7 Spain K-12 Game-based Learning Revenue and Growth Rate (2015-2020)5.2 Europe K-12 Game-based Learning Revenue (Value) by Manufacturers (2018-2020)
5.3 Europe K-12 Game-based Learning Revenue and Market Share by Type (2015-2020)
5.4 Europe K-12 Game-based Learning Revenue and Market Share by Application (2015-2020)
6 Asia-Pacific K-12 Game-based Learning Market Size Categorized by Countries6.1 Asia-Pacific K-12 Game-based Learning Revenue and Market Share by Countries
6.1.1 Asia-Pacific K-12 Game-based Learning Revenue by Countries (2015-2020)
6.1.2 China K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
6.1.3 Japan K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
6.1.4 Korea K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
6.1.5 India K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
6.1.6 Southeast Asia K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
6.1.7 Australia K-12 Game-based Learning Revenue and Growth Rate (2015-2020)6.2 Asia-Pacific K-12 Game-based Learning Revenue (Value) by Players (2018-2020)
6.3 Asia-Pacific K-12 Game-based Learning Revenue and Market Share by Type (2015-2020)
6.4 Asia-Pacific K-12 Game-based Learning Revenue and Market Share by Application (2015-2020)
7 North America K-12 Game-based Learning Market Size Categorized by Countries7.1 North America K-12 Game-based Learning Revenue and Market Share by Countries
7.1.1 North America K-12 Game-based Learning Revenue by Countries (2015-2020)
7.1.2 United States K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
7.1.3 Canada K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
7.1.4 Mexico K-12 Game-based Learning Revenue and Growth Rate (2015-2020)7.2 North America K-12 Game-based Learning Revenue (Value) by Players (2018-2020)
7.3 North America K-12 Game-based Learning Revenue and Market Share by Type (2015-2020)
7.4 North America K-12 Game-based Learning Revenue and Market Share by Application (2015-2020)
8 South America K-12 Game-based Learning Market Size Categorized by Countries8.1 South America K-12 Game-based Learning Revenue and Market Share by Countries
8.1.1 South America K-12 Game-based Learning Revenue by Countries (2015-2020)
8.1.2 Brazil K-12 Game-based Learning Revenue and Growth Rate (2015-2020)8.2 South America K-12 Game-based Learning Revenue (Value) by Players (2018-2020)
8.3 South America K-12 Game-based Learning Revenue and Market Share by Type (2015-2020)
8.4 South America K-12 Game-based Learning Revenue and Market Share by Application (2015-2020)
9 Middle East and Africa K-12 Game-based Learning Market Size Categorized by Countries9.1 Middle East and Africa K-12 Game-based Learning Revenue and Market Share by Countries
9.1.1 Middle East and Africa K-12 Game-based Learning Revenue by Countries (2015-2020)
9.1.2 GCC Countries K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
9.1.3 Turkey K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
9.1.4 Egypt K-12 Game-based Learning Revenue and Growth Rate (2015-2020)
9.1.5 South Africa K-12 Game-based Learning Revenue and Growth Rate (2015-2020)9.2 Middle East and Africa K-12 Game-based Learning Revenue (Value) by Players (2018-2020)
9.3 Middle East and Africa K-12 Game-based Learning Revenue and Market Share by Type (2015-2020)
9.4 Middle East and Africa K-12 Game-based Learning Revenue and Market Share by Application (2015-2020)
10 Global K-12 Game-based Learning Market Segment by Type10.1 Global K-12 Game-based Learning Revenue and Market Share by Type (2015-2020)
10.2 Global K-12 Game-based Learning Market Forecast by Type (2020-2025)
10.3 Subject-Specific Games Revenue Growth Rate
10.4 Language Learning Games Revenue Growth Rate
10.5 Others Revenue Growth Rate
11 Global K-12 Game-based Learning Market Segment by Application11.1 Global K-12 Game-based Learning Revenue Market Share by Application (2015-2020)
11.2 Global K-12 Game-based Learning Market Forecast by Application (2020-2025)
11.3 Pre-primary School Revenue Growth Rate (2015-2025)
11.4 Primary School Revenue Growth Rate (2015-2025)
11.5 Middle School Revenue Growth Rate (2015-2025)
11.6 High School Revenue Growth Rate (2015-2025)
12 Market Forecast for K-12 Game-based Learning12.1 Global K-12 Game-based Learning Market Size Forecast (2020-2025)
12.2 K-12 Game-based Learning Market Forecast by Regions (2020-2025)
12.3 Europe K-12 Game-based Learning Revenue Market Forecast (2020-2025)
12.4 APAC K-12 Game-based Learning Revenue Market Forecast (2020-2025)
12.5 North America K-12 Game-based Learning Revenue Market Forecast (2020-2025)
12.6 South America K-12 Game-based Learning Revenue Market Forecast (2020-2025)
12.7 Middle East & Africa K-12 Game-based Learning Revenue Market Forecast (2020-2025)
13 Analysis of K-12 Game-based Learning Industry Key Vendors13.1 GlassLab
13.1.1 Company Details
13.1.2 Product Information
13.1.3 GlassLab K-12 Game-based Learning Revenue and Gross Margin (2018-2020)
13.1.4 Main Business Overview
13.1.5 GlassLab News13.2 Microsoft
13.2.1 Company Details
13.2.2 Product Information
13.2.3 Microsoft K-12 Game-based Learning Revenue and Gross Margin (2018-2020)
13.2.4 Main Business Overview
13.2.5 Microsoft News13.3 Osmo
13.3.1 Company Details
13.3.2 Product Information
13.3.3 Osmo K-12 Game-based Learning Revenue and Gross Margin (2018-2020)
13.3.4 Main Business Overview
13.3.5 Osmo News13.4 PlayGen
13.4.1 Company Details
13.4.2 Product Information
13.4.3 PlayGen K-12 Game-based Learning Revenue and Gross Margin (2018-2020)
13.4.4 Main Business Overview
13.4.5 PlayGen News13.5 Banzai Labs
13.5.1 Company Details
13.5.2 Product Information
13.5.3 Banzai Labs K-12 Game-based Learning Revenue and Gross Margin (2018-2020)
13.5.4 Main Business Overview
13.5.5 Banzai Labs News13.6 BrainQuake
13.6.1 Company Details
13.6.2 Product Information
13.6.3 BrainQuake K-12 Game-based Learning Revenue and Gross Margin (2018-2020)
13.6.4 Main Business Overview
13.6.5 BrainQuake News
13.7 Filament Games
13.7.1 Company Details
13.7.2 Product Information
13.7.3 Filament Games K-12 Game-based Learning Revenue and Gross Margin (2018-2020)
13.7.4 Main Business Overview
13.7.5 Filament Games News
13.8 Gameloft
13.8.1 Company Details
13.8.2 Product Information
13.8.3 Gameloft K-12 Game-based Learning Revenue and Gross Margin (2018-2020)
13.8.4 Main Business Overview
13.8.5 Gameloft News
13.9 iCivics
13.9.1 Company Details
13.9.2 Product Information
13.9.3 iCivics K-12 Game-based Learning Revenue and Gross Margin (2018-2020)
13.9.4 Main Business Overview
13.9.5 iCivics News13.10 Infinite Dreams
13.10.1 Company Details
13.10.2 Product Information
13.10.3 Infinite Dreams K-12 Game-based Learning Revenue and Gross Margin (2018-2020)
13.10.4 Main Business Overview
13.10.5 Infinite Dreams News
13.11 Schell Games
13.11.1 Company Details
13.11.2 Product Information
13.11.3 Schell Games K-12 Game-based Learning Revenue and Gross Margin (2018-2020)
13.11.4 Main Business Overview
13.11.5 Schell Games News
14 Research Findings and Conclusion
15 Appendix
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The Global K 12 Game based Learning Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.
Report Objectives / Segmentation Covered :
By Companies / players:
By Regions:
By Type:
By Application:
Frequently asked questions(FAQ's):
Companies in the Global K 12 Game based Learning Industry will need to adapt swiftly to the behavioral changes that are reshaping consumer decision journeys.
Global K 12 Game based Learning has a wide range of applications, including
According to the report, the Global K 12 Game based Learning Industry will grow to USD XXX Million by 2029, with a YY% CAGR.
The value of the Global K 12 Game based Learning Market is estimated to be USD XXX million.
The Global K 12 Game based Learning Market is expected to reach a considerable market valuation.