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1 Preface
2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4 Introduction
4.1 Overview
4.2 Key Industry Trends
5 Global Game-Based Learning Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Breakup by Platform
5.5 Market Breakup by Revenue Type
5.6 Market Breakup by End-User
5.7 Market Breakup by Region
5.8 Market Forecast
6 Market Breakup by Platform
6.1 Online
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Offline
6.2.1 Market Trends
6.2.2 Market Forecast
7 Market Breakup by Revenue Type
7.1 Game Purchase
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 Advertising
7.2.1 Market Trends
7.2.2 Market Forecast
7.3 Others
7.3.1 Market Trends
7.3.2 Market Forecast
8 Market Breakup by End-User
8.1 K-12 Game-Based Learning
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 Higher Game-Based Learning
8.2.1 Market Trends
8.2.2 Market Forecast
9 Market Breakup by Region
9.1 North America
9.1.1 Market Trends
9.1.2 Market Forecast
9.2 Europe
9.2.1 Market Trends
9.2.2 Market Forecast
9.3 Asia Pacific
9.3.1 Market Trends
9.3.2 Market Forecast
9.4 Middle East and Africa
9.4.1 Market Trends
9.4.2 Market Forecast
9.5 Latin America
9.5.1 Market Trends
9.5.2 Market Forecast
10 Global Game-Based Learning Industry: SWOT Analysis
10.1 Overview
10.2 Strengths
10.3 Weaknesses
10.4 Opportunities
10.5 Threats
11 Global Game-Based Learning Industry: Value Chain Analysis
12 Global Game-Based Learning Industry: Porters Five Forces Analysis
12.1 Overview
12.2 Bargaining Power of Buyers
12.3 Bargaining Power of Suppliers
12.4 Degree of Competition
12.5 Threat of New Entrants
12.6 Threat of Substitutes
13 Global Game-Based Learning Industry: Price Analysis
14 Competitive Landscape
14.1 Market Structure
14.2 Key Players
14.3 Profiles of Key Players
14.3.1 Badgeville (CallidusCloud)
14.3.2 Bunchball (BI WORLDWIDE)
14.3.3 Classcraft Studios Inc.
14.3.4 Six Waves Inc.
14.3.5 Recurrence, Inc.
14.3.6 Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
14.3.7 Gametize Pte. Ltd.
14.3.8 GradeCraft (The Regents of the University of Michigan)
14.3.9 Kuato Studios
14.3.10 BreakAway Ltd., Inc.
14.3.11 Filament Games
14.3.12 LearningWare, Inc.
14.3.13 Osmo (Tangible Play, Inc.)
14.3.14 Toolwire, Inc