Category: Mobile Gaming

Game-based learning market 2015 to grow at a CAGR of 6.47% by 2019

Global Game-based Learning Market 2015

About Game-based Learning

Game-based learning or serious games refer to all digital applications that impart learning through games. Psychological susceptibility of humans to engage in gaming encourages learning while playing games. Game-based learning includes digital products such as e-learning courseware, online audio and video content, social games, and mobile games. It is primarily used in educational institutions, healthcare organizations, and the military. It is also used by corporates for their employee training programs.

Global game-based learning market to grow at a CAGR of 6.47% over the period 2014-2019.

Market growth can be attributed to the rise in internet penetration, growth in the sales of smartphones, and increasing popularity of the social media. Most gaming developers are now creating educational gaming apps for mobile devices and social media, which gradually increase the penetration of the game-based learning market. Growing preference for e-learning in developed economies coupled with increasing adoption of games by government educational organizations have also augmented the demand for educational games.

“Gamification is a significant trend that has emerged in recent years. It includes game mechanics and game design techniques in a non-gaming context. It is a powerful tool that engages individuals by helping them develop problem-solving and cooperation skills,”.

“Educational institutions are deploying mobile-gaming platforms and apps to engage students and motivate learning. There are various software developers that offer gaming solutions to schools and colleges.”

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Covered in this Report

This report covers the present scenario and the growth prospects of the global game-based learning market for the period 2015-2019. To calculate the market size, the report considers revenue generated from global game-based learning worldwide.

Global Game-based Learning Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers North America, APAC, Europe, and ROW; it also covers the global game-based learning market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

Key Market Drivers:

Increased Use of Mobile Educational Games.
Emergence of Social Media.
Growing Demand for E-learning.
Increase in Venture Capital Investments.

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Key Market Trends:

Increase in Gamification.
Increased Use of Tablets.
Increase in Online Content Development.

Key Market Vendors:

BreakAway Games Ltd.
LearningWare Inc.
Lumos Labs Inc.
PlayGen.com

To define the market circumstances in the next 3-4 years, Our analysts have conducted in-depth analysis of the impact of market drivers, challenges and trends featuring data on product segmentations, vendor shares, growth rate by revenue and an evaluation of the different buying criteria in the order of importance.

Mobile Gambling Market 2015 review, research, trends, industry size, share and forecast 2019

Global Mobile Gambling Market 2015-2019

About mobile gambling

Mobile gambling involves participating in gambling activities such as betting, gaming, and lottery through mobile devices such as smartphones or tablets. The revenue generated through betting includes the wagers put on outdoor sports such as football, tennis, cricket, basketball, and horse racing. Revenue from gaming includes money spent on casino games and slot machines. Lottery generates revenue from games such as bingo, lotto, and gaming machines.

Global mobile gambling market to grow at a CAGR of 43.08% in terms of total annual wagers over the period 2014-2019. By GGY, the global mobile gambling market is expected to grow at a CAGR of 18.36% during the forecast period.

Mobile gambling market segmentation including category and geography

Additionally, analysts have segmented market projections by key geography, including EMEA, the Americas, and the APAC region.

“In the UK, 68% of the women participated in gambling activities in 2012 and this segment tends to prefer online gambling over traditional gambling. There has also been an increase in the number of gambling app downloads. Social gambling is expected to be a significant market driver in the future,”.

Mobile gambling: Market scope and calculation of market size

This report covers the present scenario and growth prospects for the global mobile gambling market from 2015-2019. To calculate the market size, We considers the revenue generated through gambling activities on mobile devices, in terms of gross gaming yield per year and the total amount of wagers raised by players annually.

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Covered in this report

The report covers the present scenario and the growth prospects of the global mobile gambling market for the period 2015-2019. To calculate the market size, it considers the revenue generated through the gambling activities in terms of gross gaming yield per year and the total amount of wagers raised by the players annually. The report segments the market into three categories: betting, gaming, and lottery. The report also provides 2014 market share of each category and the factors responsible for the position that each segment holds. It also presents the geographical segmentation of the market.

Global Mobile Gambling Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

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Industry analysis includes:

Key Vendors:

Betfair Group plc
Bwin.Party Digital Entertainment
Camelot
Hong Kong Jockey Club
INTRALOT
Ladbrokes
Scientific Games
Unibet
William Hill