According to the report, Game-Based Professional Training
is one of the primary growth factors for the market. Increasing Popularity of Mobile Technologies
is also expected to contribute significantly to the Game based Learning market. Overall, Corporate & Companies
applications of Game based Learning, and the growing awareness of them, is what makes this segment of the industry important to its overall growth. The Platform, such as Online, is boosting the Game based Learning market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.
AMAs Analyst on the Global Game based Learning market identified that the demand is rising in many different parts of the world as "The Emergence of a New Generation of Gamified Mental Exercises
". Furthermore, some recent industry insights like "Recently, Gamelearn, which develops video games to deliver corporate training, has scored 5 million USD in Series A funding. Participating in the new financing round is previous backer Kibo Ventures, along with Oak3Capital, All Iron Ventures, UL Invest, and Inveready. The transaction is expected to develop video games for corporate training." is constantly making the industry dynamic.
The report provides an in-depth analysis and forecast about the industry covering the following key features: o Industry outlook including current and future market trends, drivers, restraints, and emerging technologies o Analyses the Global Game based Learning market according to Type, Application, and regions o Analyzes the top 10 players in terms of market reach, business strategy, and business focus o Provides stakeholders insights and key drivers & trends of the market
Market Size Estimation In market engineering method, both top-down and bottom-up approaches have been used, along with various data triangulation process, to predict and validate the market size of the Game based Learning market and other related sub-markets covered in the study.
o Key & emerging players in the market have been observed through secondary research. o The industrys supply chain and overall market size, in terms of value, have been derived through primary and secondary research processes. o All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources.
Data Triangulation The overall market size is calculated using market estimation process, the market was further split into various segments and sub-segments. To complete the overall market engineering and arriving at the exact statistics for all segments and sub-segments, the market breakdown and data triangulation procedures have been utilized, wherever applicable. The data have been triangulated by studying various influencing factors and trends identified from both demand and supply sides of various applications involved in the study. Along with this, the market size has been validated using both top-down and bottom-up approaches.