Global K-12 Game-based Learning Market 2020 by Company, Regions, Type and Application, Forecast to 2025

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Market Overview

The global K-12 Game-based Learning market size is expected to gain market growth in the forecast period of 2020 to 2025, with a CAGR of xx% in the forecast period of 2020 to 2025 and will expected to reach USD xx million by 2025, from USD xx million in 2019.

The K-12 Game-based Learning market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

Market segmentation

K-12 Game-based Learning market is split by Type and by Application. For the period 2015-2025, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

By Type, K-12 Game-based Learning market has been segmented into:

Subject-Specific Games

Language Learning Games

Others

By Application, K-12 Game-based Learning has been segmented into:

Pre-primary School

Primary School

Middle School

High School

Regions and Countries Level Analysis

Regional analysis is another highly comprehensive part of the research and analysis study of the global K-12 Game-based Learning market presented in the report. This section sheds light on the sales growth of different regional and country-level K-12 Game-based Learning markets. For the historical and forecast period 2015 to 2025, it provides detailed and accurate country-wise volume analysis and region-wise market size analysis of the global K-12 Game-based Learning market.

The report offers in-depth assessment of the growth and other aspects of the K-12 Game-based Learning market in important countries (regions), including:

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia and Italy)

Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Australia)

South America (Brazil, Argentina, Colombia)

Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Competitive Landscape and K-12 Game-based Learning Market Share Analysis

K-12 Game-based Learning competitive landscape provides details by vendors, including company overview, company total revenue (financials), market potential, global presence, K-12 Game-based Learning sales and revenue generated, market share, price, production sites and facilities, SWOT analysis, product launch. For the period 2015-2020, this study provides the K-12 Game-based Learning sales, revenue and market share for each player covered in this report.

The major players covered in K-12 Game-based Learning are:

GlassLab

Gameloft

PlayGen

Microsoft

Filament Games

Osmo

Infinite Dreams

BrainQuake

Banzai Labs

iCivics

Schell Games

Table of Contents

1 K-12 Game-based Learning Market Overview

1.1 Product Overview and Scope of K-12 Game-based Learning

1.2 Classification of K-12 Game-based Learning by Type

1.2.1 Global K-12 Game-based Learning Revenue by Type: 2015 VS 2019 VS 2025

1.2.2 Global K-12 Game-based Learning Revenue Market Share by Type in 2019

1.2.3 Subject-Specific Games

1.2.4 Language Learning Games

1.2.5 Others

1.3 Global K-12 Game-based Learning Market by Application

1.3.1 Overview: Global K-12 Game-based Learning Revenue by Application: 2015 VS 2019 VS 2025

1.3.2 Pre-primary School

1.3.3 Primary School

1.3.4 Middle School

1.3.5 High School

1.4 Global K-12 Game-based Learning Market by Regions

1.4.1 Global K-12 Game-based Learning Market Size by Regions: 2015 VS 2019 VS 2025

1.4.2 Global Market Size of K-12 Game-based Learning (2015-2025)

1.4.3 North America (USA, Canada and Mexico) K-12 Game-based Learning Status and Prospect (2015-2025)

1.4.4 Europe (Germany, France, UK, Russia and Italy) K-12 Game-based Learning Status and Prospect (2015-2025)

1.4.5 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) K-12 Game-based Learning Status and Prospect (2015-2025)

1.4.6 South America (Brazil, Argentina, Colombia) K-12 Game-based Learning Status and Prospect (2015-2025)

1.4.7 Middle East & Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) K-12 Game-based Learning Status and Prospect (2015-2025)

2 Company Profiles

2.1 GlassLab

2.1.1 GlassLab Details

2.1.2 GlassLab Major Business and Total Revenue (Financial Highlights) Analysis

2.1.3 GlassLab SWOT Analysis

2.1.4 GlassLab Product and Services

2.1.5 GlassLab K-12 Game-based Learning Revenue, Gross Margin and Market Share (2018-2019)

2.2 Gameloft

2.2.1 Gameloft Details

2.2.2 Gameloft Major Business and Total Revenue (Financial Highlights) Analysis

2.2.3 Gameloft SWOT Analysis

2.2.4 Gameloft Product and Services

2.2.5 Gameloft K-12 Game-based Learning Revenue, Gross Margin and Market Share (2018-2019)

2.3 PlayGen

2.3.1 PlayGen Details

2.3.2 PlayGen Major Business and Total Revenue (Financial Highlights) Analysis

2.3.3 PlayGen SWOT Analysis

2.3.4 PlayGen Product and Services

2.3.5 PlayGen K-12 Game-based Learning Revenue, Gross Margin and Market Share (2018-2019)

2.4 Microsoft

2.4.1 Microsoft Details

2.4.2 Microsoft Major Business and Total Revenue (Financial Highlights) Analysis

2.4.3 Microsoft SWOT Analysis

2.4.4 Microsoft Product and Services

2.4.5 Microsoft K-12 Game-based Learning Revenue, Gross Margin and Market Share (2018-2019)

2.5 Filament Games

2.5.1 Filament Games Details

2.5.2 Filament Games Major Business and Total Revenue (Financial Highlights) Analysis

2.5.3 Filament Games SWOT Analysis

2.5.4 Filament Games Product and Services

2.5.5 Filament Games K-12 Game-based Learning Revenue, Gross Margin and Market Share (2018-2019)

2.6 Osmo

2.6.1 Osmo Details

2.6.2 Osmo Major Business and Total Revenue (Financial Highlights) Analysis

2.6.3 Osmo SWOT Analysis

2.6.4 Osmo Product and Services

2.6.5 Osmo K-12 Game-based Learning Revenue, Gross Margin and Market Share (2018-2019)

2.7 Infinite Dreams

2.7.1 Infinite Dreams Details

2.7.2 Infinite Dreams Major Business and Total Revenue (Financial Highlights) Analysis

2.7.3 Infinite Dreams SWOT Analysis

2.7.4 Infinite Dreams Product and Services

2.7.5 Infinite Dreams K-12 Game-based Learning Revenue, Gross Margin and Market Share (2018-2019)

2.8 BrainQuake

2.8.1 BrainQuake Details

2.8.2 BrainQuake Major Business and Total Revenue (Financial Highlights) Analysis

2.8.3 BrainQuake SWOT Analysis

2.8.4 BrainQuake Product and Services

2.8.5 BrainQuake K-12 Game-based Learning Revenue, Gross Margin and Market Share (2018-2019)

2.9 Banzai Labs

2.9.1 Banzai Labs Details

2.9.2 Banzai Labs Major Business and Total Revenue (Financial Highlights) Analysis

2.9.3 Banzai Labs SWOT Analysis

2.9.4 Banzai Labs Product and Services

2.9.5 Banzai Labs K-12 Game-based Learning Revenue, Gross Margin and Market Share (2018-2019)

2.10 iCivics

2.10.1 iCivics Details

2.10.2 iCivics Major Business and Total Revenue (Financial Highlights) Analysis

2.10.3 iCivics SWOT Analysis

2.10.4 iCivics Product and Services

2.10.5 iCivics K-12 Game-based Learning Revenue, Gross Margin and Market Share (2018-2019)

2.11 Schell Games

2.11.1 Schell Games Details

2.11.2 Schell Games Major Business and Total Revenue (Financial Highlights) Analysis

2.11.3 Schell Games SWOT Analysis

2.11.4 Schell Games Product and Services

2.11.5 Schell Games K-12 Game-based Learning Revenue, Gross Margin and Market Share (2018-2019)

3 Market Competition, by Players

3.1 Global K-12 Game-based Learning Revenue and Share by Players (2015-2020)

3.2 Market Concentration Rate

3.2.1 Top 5 K-12 Game-based Learning Players Market Share

3.2.2 Top 10 K-12 Game-based Learning Players Market Share

3.3 Market Competition Trend

4 Market Size by Regions

4.1 Global K-12 Game-based Learning Revenue and Market Share by Regions

4.2 North America K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

4.3 Europe K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

4.4 Asia-Pacific 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 North America K-12 Game-based Learning Revenue by Countries

5.1 North America K-12 Game-based Learning Revenue by Countries (2015-2020)

5.2 USA K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

5.3 Canada K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

5.4 Mexico K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

6 Europe K-12 Game-based Learning Revenue by Countries

6.1 Europe K-12 Game-based Learning Revenue by Countries (2015-2020)

6.2 Germany K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

6.3 UK K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

6.4 France K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

6.5 Russia K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

6.6 Italy K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

7 Asia-Pacific K-12 Game-based Learning Revenue by Countries

7.1 Asia-Pacific K-12 Game-based Learning Revenue by Countries (2015-2020)

7.2 China K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

7.3 Japan K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

7.4 Korea K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

7.5 India K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

7.6 Southeast Asia K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

8 South America K-12 Game-based Learning Revenue by Countries

8.1 South America K-12 Game-based Learning Revenue by Countries (2015-2020)

8.2 Brazil K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

8.3 Argentina K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

9 Middle East & Africa Revenue K-12 Game-based Learning by Countries

9.1 Middle East & Africa K-12 Game-based Learning Revenue by Countries (2015-2020)

9.2 Saudi Arabia K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

9.3 UAE K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

9.4 Egypt K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

9.5 South Africa K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

10 Market Size Segment by Type

10.1 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 (2019-2024)

10.3 Subject-Specific Games Revenue Growth Rate (2015-2025)

10.4 Language Learning Games Revenue Growth Rate (2015-2025)

10.5 Others Revenue Growth Rate (2015-2025)

11 Global K-12 Game-based Learning Market Segment by Application

11.1 Global K-12 Game-based Learning Revenue Market Share by Application (2015-2020)

11.2 K-12 Game-based Learning Market Forecast by Application (2019-2024)

11.3 Pre-primary School Revenue Growth (2015-2020)

11.4 Primary School Revenue Growth (2015-2020)

11.5 Middle School Revenue Growth (2015-2020)

11.6 High School Revenue Growth (2015-2020)

12 Global K-12 Game-based Learning Market Size Forecast (2021-2025)

12.1 Global K-12 Game-based Learning Market Size Forecast (2021-2025)

12.2 Global K-12 Game-based Learning Market Forecast by Regions (2021-2025)

12.3 North America K-12 Game-based Learning Revenue Market Forecast (2021-2025)

12.4 Europe K-12 Game-based Learning Revenue Market Forecast (2021-2025)

12.5 Asia-Pacific K-12 Game-based Learning Revenue Market Forecast (2021-2025)

12.6 South America K-12 Game-based Learning Revenue Market Forecast (2021-2025)

12.7 Middle East & Africa K-12 Game-based Learning Revenue Market Forecast (2021-2025)

13 Research Findings and Conclusion

14 Appendix

14.1 Methodology

14.2 Data Source

14.3 Disclaimer

14.4 About US


List of Tables

Table 1. Global K-12 Game-based Learning Revenue (USD Million) by Type: 2015 VS 2019 VS 2025

Table 2. Breakdown of K-12 Game-based Learning by Company Type (Tier 1, Tier 2 and Tier 3)

Table 3. Global K-12 Game-based Learning Revenue (USD Million) by Application: 2015 VS 2019 VS 2025

Table 4. Global Market K-12 Game-based Learning Revenue (Million USD) Comparison by Regions 2015-2025

Table 5. GlassLab Corporate Information, Location and Competitors

Table 6. GlassLab K-12 Game-based Learning Major Business

Table 7. GlassLab K-12 Game-based Learning Total Revenue (USD Million) (2017-2018)

Table 8. GlassLab SWOT Analysis

Table 9. GlassLab K-12 Game-based Learning Product and Solutions

Table 10. GlassLab K-12 Game-based Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)

Table 11. Gameloft Corporate Information, Location and Competitors

Table 12. Gameloft K-12 Game-based Learning Major Business

Table 13. Gameloft K-12 Game-based Learning Total Revenue (USD Million) (2018-2019)

Table 14. Gameloft SWOT Analysis

Table 15. Gameloft K-12 Game-based Learning Product and Solutions

Table 16. Gameloft K-12 Game-based Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)

Table 17. PlayGen Corporate Information, Location and Competitors

Table 18. PlayGen K-12 Game-based Learning Major Business

Table 19. PlayGen K-12 Game-based Learning Total Revenue (USD Million) (2017-2018)

Table 20. PlayGen SWOT Analysis

Table 21. PlayGen K-12 Game-based Learning Product and Solutions

Table 22. PlayGen K-12 Game-based Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)

Table 23. Microsoft Corporate Information, Location and Competitors

Table 24. Microsoft K-12 Game-based Learning Major Business

Table 25. Microsoft K-12 Game-based Learning Total Revenue (USD Million) (2017-2018)

Table 26. Microsoft SWOT Analysis

Table 27. Microsoft K-12 Game-based Learning Product and Solutions

Table 28. Microsoft K-12 Game-based Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)

Table 29. Filament Games Corporate Information, Location and Competitors

Table 30. Filament Games K-12 Game-based Learning Major Business

Table 31. Filament Games K-12 Game-based Learning Total Revenue (USD Million) (2017-2018)

Table 32. Filament Games SWOT Analysis

Table 33. Filament Games K-12 Game-based Learning Product and Solutions

Table 34. Filament Games K-12 Game-based Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)

Table 35. Osmo Corporate Information, Location and Competitors

Table 36. Osmo K-12 Game-based Learning Major Business

Table 37. Osmo K-12 Game-based Learning Total Revenue (USD Million) (2017-2018)

Table 38. Osmo SWOT Analysis

Table 39. Osmo K-12 Game-based Learning Product and Solutions

Table 40. Osmo K-12 Game-based Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)

Table 41. Infinite Dreams Corporate Information, Location and Competitors

Table 42. Infinite Dreams K-12 Game-based Learning Major Business

Table 43. Infinite Dreams K-12 Game-based Learning Total Revenue (USD Million) (2017-2018)

Table 44. Infinite Dreams SWOT Analysis

Table 45. Infinite Dreams K-12 Game-based Learning Product and Solutions

Table 46. Infinite Dreams K-12 Game-based Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)

Table 47. BrainQuake Corporate Information, Location and Competitors

Table 48. BrainQuake K-12 Game-based Learning Major Business

Table 49. BrainQuake K-12 Game-based Learning Total Revenue (USD Million) (2017-2018)

Table 50. BrainQuake SWOT Analysis

Table 51. BrainQuake K-12 Game-based Learning Product and Solutions

Table 52. BrainQuake K-12 Game-based Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)

Table 53. Banzai Labs Corporate Information, Location and Competitors

Table 54. Banzai Labs K-12 Game-based Learning Major Business

Table 55. Banzai Labs K-12 Game-based Learning Total Revenue (USD Million) (2017-2018)

Table 56. Banzai Labs SWOT Analysis

Table 57. Banzai Labs K-12 Game-based Learning Product and Solutions

Table 58. Banzai Labs K-12 Game-based Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)

Table 59. iCivics Corporate Information, Location and Competitors

Table 60. iCivics K-12 Game-based Learning Major Business

Table 61. iCivics K-12 Game-based Learning Total Revenue (USD Million) (2017-2018)

Table 62. iCivics SWOT Analysis

Table 63. iCivics K-12 Game-based Learning Product and Solutions

Table 64. iCivics K-12 Game-based Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)

Table 65. Schell Games Corporate Information, Location and Competitors

Table 66. Schell Games K-12 Game-based Learning Major Business

Table 67. Schell Games K-12 Game-based Learning Total Revenue (USD Million) (2017-2018)

Table 68. Schell Games SWOT Analysis

Table 69. Schell Games K-12 Game-based Learning Product and Solutions

Table 70. Schell Games K-12 Game-based Learning Revenue (USD Million), Gross Margin and Market Share (2018-2019)

Table 71. Global K-12 Game-based Learning Revenue (Million USD) by Players (2015-2020)

Table 72. Global K-12 Game-based Learning Revenue Share by Players (2015-2020)

Table 73. Global K-12 Game-based Learning Revenue (Million USD) by Regions (2015-2020)

Table 74. Global K-12 Game-based Learning Revenue Market Share by Regions (2015-2020)

Table 75. North America K-12 Game-based Learning Revenue by Countries (2015-2020)

Table 76. North America K-12 Game-based Learning Revenue Market Share by Countries (2015-2020)

Table 77. Europe K-12 Game-based Learning Revenue (Million USD) by Countries (2015-2020)

Table 78. Asia-Pacific K-12 Game-based Learning Revenue (Million USD) by Countries (2015-2020)

Table 79. South America K-12 Game-based Learning Revenue by Countries (2015-2020)

Table 80. South America K-12 Game-based Learning Revenue Market Share by Countries (2015-2020)

Table 81. Middle East and Africa K-12 Game-based Learning Revenue (Million USD) by Countries (2015-2020)

Table 82. Middle East and Africa K-12 Game-based Learning Revenue Market Share by Countries (2015-2020)

Table 83. Global K-12 Game-based Learning Revenue (Million USD) by Type (2015-2020)

Table 84. Global K-12 Game-based Learning Revenue Share by Type (2015-2020)

Table 85. Global K-12 Game-based Learning Revenue Forecast by Type (2021-2025)

Table 86. Global K-12 Game-based Learning Revenue by Application (2015-2020)

Table 87. Global K-12 Game-based Learning Revenue Share by Application (2015-2020)

Table 88. Global K-12 Game-based Learning Revenue Forecast by Application (2021-2025)

Table 89. Global K-12 Game-based Learning Revenue (Million USD) Forecast by Regions (2021-2025)

List of Figures

Figure 1. K-12 Game-based Learning Picture

Figure 2. Global K-12 Game-based Learning Revenue Market Share by Type in 2019

Figure 3. Subject-Specific Games Picture

Figure 4. Language Learning Games Picture

Figure 5. Others Picture

Figure 6. K-12 Game-based Learning Revenue Market Share by Application in 2019

Figure 7. Pre-primary School Picture

Figure 8. Primary School Picture

Figure 9. Middle School Picture

Figure 10. High School Picture

Figure 11. Global K-12 Game-based Learning Revenue (USD Million) and Growth Rate (2015-2025)

Figure 12. North America K-12 Game-based Learning Revenue (Million USD) and Growth Rate (2015-2025)

Figure 13. Europe K-12 Game-based Learning Revenue (Million USD) and Growth Rate (2015-2025)

Figure 14. Asia-Pacific K-12 Game-based Learning Revenue (Million USD) and Growth Rate (2015-2025)

Figure 15. South America K-12 Game-based Learning Revenue (Million USD) and Growth Rate (2015-2025)

Figure 16. Middle East and Africa K-12 Game-based Learning Revenue (Million USD) and Growth Rate (2015-2025)

Figure 17. Global K-12 Game-based Learning Revenue (Million USD) and Growth Rate (2015-2025)

Figure 18. Global K-12 Game-based Learning Revenue Share by Players in 2019

Figure 19. Global Top 5 Players K-12 Game-based Learning Revenue Market Share in 2019

Figure 20. Global Top 10 Players K-12 Game-based Learning Revenue Market Share in 2019

Figure 21. Key Players Market Share Trend

Figure 22. Global K-12 Game-based Learning Revenue (Million USD) and Growth Rate (%) (2015-2020)

Figure 23. Global K-12 Game-based Learning Revenue Market Share by Regions (2015-2020)

Figure 24. Global K-12 Game-based Learning Revenue Market Share by Regions in 2018

Figure 25. North America K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 26. Europe K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 27. Asia-Pacific K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 28. South America K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 29. Middle East and Africa K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 30. North America K-12 Game-based Learning Revenue Market Share by Countries (2015-2020)

Figure 31. North America K-12 Game-based Learning Revenue Market Share by Countries in 2019

Figure 32. USA K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 33. Canada K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 34. Mexico K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 35. Europe K-12 Game-based Learning Revenue Market Share by Countries (2015-2020)

Figure 36. Europe K-12 Game-based Learning Revenue Market Share by Countries in 2019

Figure 37. Germany K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 38. UK K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 39. France K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 40. Russia K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 41. Italy K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 42. Asia-Pacific K-12 Game-based Learning Revenue Market Share by Countries (2015-2020)

Figure 43. Asia-Pacific K-12 Game-based Learning Revenue Market Share by Countries in 2019

Figure 44. China K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 45. Japan K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 46. Korea K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 47. India K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 48. Southeast Asia K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 49. South America K-12 Game-based Learning Revenue Market Share by Countries (2015-2020)

Figure 50. South America K-12 Game-based Learning Revenue Market Share by Countries in 2019

Figure 51. Brazil K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 52. Argentina K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 53. Middle East and Africa K-12 Game-based Learning Revenue Market Share by Countries (2015-2020)

Figure 54. Middle East and Africa K-12 Game-based Learning Revenue Market Share by Countries in 2019

Figure 55. Saudi Arabia K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 56. UAE K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 57. Egypt K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 58. South Africa K-12 Game-based Learning Revenue and Growth Rate (2015-2020)

Figure 59. Global K-12 Game-based Learning Revenue Share by Type (2015-2020)

Figure 60. Global K-12 Game-based Learning Revenue Share by Type in 2019

Figure 61. Global K-12 Game-based Learning Market Share Forecast by Type (2021-2025)

Figure 62. Global Subject-Specific Games Revenue Growth Rate (2015-2020)

Figure 63. Global Language Learning Games Revenue Growth Rate (2015-2020)

Figure 64. Global Others Revenue Growth Rate (2015-2020)

Figure 65. Global K-12 Game-based Learning Revenue Share by Application (2015-2020)

Figure 66. Global K-12 Game-based Learning Revenue Share by Application in 2019

Figure 67. Global K-12 Game-based Learning Market Share Forecast by Application (2021-2025)

Figure 68. Global Pre-primary School Revenue Growth Rate (2015-2020)

Figure 69. Global Primary School Revenue Growth Rate (2015-2020)

Figure 70. Global Middle School Revenue Growth Rate (2015-2020)

Figure 71. Global High School Revenue Growth Rate (2015-2020)

Figure 72. Global K-12 Game-based Learning Revenue (Million USD) and Growth Rate Forecast (2021-2025)

Figure 73. Global K-12 Game-based Learning Revenue (Million USD) Forecast by Regions (2021-2025)

Figure 74. Global K-12 Game-based Learning Revenue Market Share Forecast by Regions (2021-2025)

Figure 75. North America K-12 Game-based Learning Revenue Market Forecast (2021-2025)

Figure 76. Europe K-12 Game-based Learning Revenue Market Forecast (2021-2025)

Figure 77. Asia-Pacific K-12 Game-based Learning Revenue Market Forecast (2021-2025)

Figure 78. South America K-12 Game-based Learning Revenue Market Forecast (2021-2025)

Figure 79. Middle East and Africa K-12 Game-based Learning Revenue Market Forecast (2021-2025)

Figure 80. Sales Channel: Direct Channel vs Indirect Channel

Research Methodology

Market research is a method of gathering, assessing and deducing data & information about a particular market. Market research is very crucial in these days. The techniques analyze about how a product/service can be offered to the market to its end-customers, observe the impact of that product/service based on the past customer experiences, and cater their needs and demands. Owing to the successful business ventures, accurate, relevant and thorough information is the base for all the organizations because market research report/study offers specific market related data & information about the industry growth prospects, perspective of the existing customers, and the overall market scenario prevailed in past, ongoing present and developing future. It allows the stakeholders and investors to determine the probability of a business before committing substantial resources to the venture. Market research helps in solving the marketing issues challenges that a business will most likely face.

Market research is valuable because of the following reasons:

  • Market research helps businesses strengthen a company’s position
  • Market research helps in minimizing the investment risks associated with the businesses in any industry vertical
  • Market research helps in identifying the potential threats and opportunities associated with the business industry
  • Market research aids in spotting the emerging trends and facilitates strategic planning in order to stay ahead in the competition

Our research report features both the aspects; qualitative and quantitative. Qualitative part provides insights about the market driving forces, potential opportunities, customer’s demands and requirement which in turn help the companies to come up with new strategies in order to survive in the long run competition. The quantitative segment offers the most credible information related to the industry. Based on the data gathering, we use to derive the market size and estimate their future growth prospects on the basis of global, region and country.

Our market research process involves with the four specific stages.

  • Data Collection
  • Data Synthesis
  • Market Deduction & Formulation
  • Data Screening & Validation

Data Collection: This stage of the market research process involves with the gathering and collecting of the market/industry related data from the sources. There are basically two types of research methods:

  • Primary Research: By conducting primary research, it involves with the two types of data gathering; exploratory and specific. Exploratory data is open-ended and helps us to define a particular problem involving surveys, and pilot study to the specific consumer group, knowing their needs and wants catering to the industry related product/service offering. Explanatory data gathering follows with the bit of unstructured way. Our analyst group leads the study by focusing on the key crowd, in this manner picking up bits of knowledge from them. In light of the points of view of the clients, this data is used to plan advertise techniques. In addition, showcase overviews causes us to comprehend the current scenario of the business. Specific data gathering on the hand, involves with the more structured and formal way. The primary research usually includes in telephonic conversations, E-mail collaborations and up close and personal meetings/interviews with the raw material suppliers, industrial wholesalers, and independent consultants/specialists. The interviews that we conduct offers important information on showcase size and industry development patterns. Our company likewise conducts interviews with the different business specialists so as to increase generally bits of knowledge of the business/showcase.
  • Secondary Research: The secondary research incorporates with the data gathering from the non-profit associations and organizations, for example, World bank, WHO, investor relations and their presentations, statistical databases, yearly(annual reports) reports, national government records, factual databases, websites, articles, white papers, press releases, blogs and others. From the annual report, we deduce an organization's income/revenue generation to comprehend the key product segment related to the market. We examine the organization sites and implement product mapping strategy which is significant for determining the segment revenue. In the product mapping technique, we choose and categorize the products offered by the companies catering to the industry specific market, derive the segment revenue for each of the organizations to get the market estimation. We also gather data & Information based on the supply and demand side of the value chain involved with the domain specific market. The supply side denotes the distributors, wholesalers, suppliers and the demand side denotes the end-consumers/customers of the value chain. The supply side of the market is analyzed by examining the product growth across industry in each of the region followed by its pricing analysis. The demand side is analyzed by the evaluating the penetration level and adoption rates of the product by referring to the historical/past data, examine the present usage and forecasting the future trends. 
  • Purchased Database: Our purchased data provides insights about the key market players/companies along with their financial analysis. Additionally, our data base also includes market related information. 
    • We also have the agreements with various reputed data providers, consultants and third party vendors who provide information which are not limited to:
      • Export & Import Data
      • Business Information related to trade and its statistics
      • Penetration level of a particular product/service based on geography mainly focusing on the unmet prerequisites of the customers.
  • In-house Library: Apart from these third-party sources, we have our in-house library of quantitative and qualitative data & information. Our in-house database includes market data for various industry and domains. These data are updated on regular basis as per the changing market scenario. Our library includes, internal audit reports, historic databases, archives and journal publications. Sometimes there are instances where there is no metadata or raw data available for any domain specific market. For those particular cases, we utilize our expertise to forecast and estimate the market size in order to generate comprehensive data sets. Our analyst team adopts a robust research technique in order to deduce the market size and its estimates:
  • Examining demographic along with psychographic segmentation for market evaluation
  • Analyzing the macro and micro-economic indicators for each demography
  • Evaluating the current industry trends popular in the market.

Data Synthesis: This stage includes the evaluation and assessment of all the data acquired from the primary and secondary research. It likewise includes in evaluating the information for any disparity watched while information gathering identified with the market. The data & information is gathered with consideration to the heterogeneity of sources. Scientific and statistical methods are implemented for synthesizing dissimilar information sets and provide the relevant data which is fundamental for formulating strategies. Our organization has broad involvement with information amalgamation where the information goes through different stages:

  • Information Screening: Information screening is the way toward examining information/data gathered from the sources for errors/mistakes and amending it before data integration process. The screening includes in looking at raw information, identifying and distinguishing mistakes and managing missing information. The reason for the information screening is to ensure information is effectively entered or not. Our organization utilizes objective and precise information screening grades through repetitive quality checks.
  • Data Integration: The data integration method involves with the incorporation of numerous information streams. The data streams is important so as to deliver investigate examines that give overall market scenario to the investors. These information streams originate from different research contemplates and our in house database. After the screening of the information, our analysts conduct efficient integration of the data streams, optimizing connections between integrated surveys and syndicated data sources. There are two research approaches that we follow so as to coordinate our information; top down methodology and bottom up methodology. 
    • Top-down analysis generally refers to using broad factors as a basis for decision making. The top-down approach helps in identifying the overall market scenario along with the external and internal factors effecting the market growth.
    • The bottom-up approach takes a completely different approach. Generally, the bottom-up approach focuses its analysis on micro attributes and specific characteristics of the domain specific market.

Market Formulation & Deduction: The last stage includes assigning the data & information in a suitable way in order to derive market size. Analyst reviews and domain based opinions based on holistic approach of market estimation combined with industry investigation additionally features a crucial role in this stage.

This stage includes with the finalization of the market size and numbers that we have gathered from primary and secondary research. With the data & information addition, we ensure that there is no gap in the market information. Market trend analysis is finished by our analysts by utilizing data extrapolation procedures, which give the most ideal figures to the market.

Data Validation: Validation is the most crucial step in the process. Validation & re-validation through scientifically designed technique and process that helps us finalize data-points to be used for final calculations. This stage also involves with the data triangulation process. Data triangulation generally implicates the cross validation and matching the data which has been collected from primary and secondary research methods.

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