Global Corporate Game-Based Learning Market Overview:
The form of learning approach used has a major influence on the degree of interest in corporate training. Learning by play, or game-based learning provides new and effective ways to improve the learning process. Those in charge of training and growth for thousands of businesses around the world are well aware of this. Games assist in the development of effective and cognitive potential, which are responsible for the soft skills that are so essential in corporate training. Game-based learning generates scenarios that are similar to real-life circumstances in which skills can be applied. Both of these factors are contributing to the market's expansion.
Attributes | Details |
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Study Period | 2018-2028 |
Base Year | 2022 |
Forecast Period | 2023-2028 |
Historical Period | 2018-2022 |
Unit | Value (USD Million) |
Customization Scope | Avail customization with purchase of this report. Add or modify country, region & or narrow down segments in the final scope subject to feasibility |
Influencing Trend:
The Emergence of Wearable Technology
Market Growth Drivers:
Increased Employee Engagement In Training and Growing Focus on Employee Skill and Performance Enhancement to Boost Productivity
Challenges:
Unawareness in Developing Regions
Restraints:
High Capital Investments
Opportunities:
Adoption of Cloud Technology in the Game-based Learning and Growth Potential in Emerging Countries
Competitive Landscape:
Leading key players are focusing on strategic partnerships to improve their products and services. Companies are focusing on increasing their client base to strengthen market position and to enhance product & service offerings.
Some of the key players profiled in the report are BreakAway Ltd. Inc. (United States), Designing Digitally Inc. (United States), EI Design Pvt Ltd. (India), Gamelearn S.L. (Spain), G-Cube (India), Webwide Software Pvt. Ltd. (India), Growth Engineering (United Kingdom), Indusgeeks USA Inc. (United States), MLevel Inc. (United States), Stratbeans Consulting Pvt. Ltd. (India) and Wrainbo Inc (United States). Analyst at AMA Research see United States Players to retain maximum share of Global Corporate Game-Based Learning market by 2028. Considering Market by Industry Vertical, the sub-segment i.e. Aerospace & Defense will boost the Corporate Game-Based Learning market.
In Feb 2018, Game-based learning platform Kahoot! announced the launch of Kahoot! Pro, a premium version of Kahoot! designed for salespeople, marketers, event managers and trainers to use with customers, partners, prospects and others outside the company.
What Can be Explored with the Corporate Game-Based Learning Market Study
Gain Market Understanding
Identify Growth Opportunities
Analyze and Measure the Global Corporate Game-Based Learning Market by Identifying Investment across various Industry Verticals
Understand the Trends that will drive Future Changes in Corporate Game-Based Learning
Understand the Competitive Scenario
- Track Right Markets
- Identify the Right Verticals
Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Corporate Game-Based Learning market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Corporate Game-Based Learning market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes New Entrants/Investors, Analysts and Strategic Business Planners, Corporate Game-Based Learning Providers, Venture Capitalists and Private Equity Firms, Government Regulatory and Research Organizations and End-Use Industry.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.