The Evolving Concept of Gamification Drives Demand for Game-Based Learning, According to a New Trend Report Published by Global Industry Analysts, Inc.

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GIA announces the release of a trend report on Game-Based Learning. Market for Game-Based Learning is projected to witness strong growth led by proliferation of mobile devices, innovation in gamification application development and growing corporate focus on digital learning programs as alternatives to conducting expensive classroom training.

Game-Based Learning: A Trend Report

Follow us on LinkedIn – Game-based learning (GBL) is an advanced approach for learning things by using computer-based game technology in order to offer interactive as well as enriching experience to learners. This approach is designed to maintain a balance between the subject matter as well as the gameplay, while providing creative educational experiences. The concept focuses on player to first retain and then apply the combined knowledge obtained through gameplay as well as subject matter in real world scenarios. Given the popularity of games among the younger generation, researchers are leveraging games as a medium to improve education in classroom environments as well as training methods in the corporate sector. Game-based training and learning methods encourages people to think logically in a manner that stimulates intellectual growth. Rapid proliferation of mobile technologies, and growing demand for technologically advanced interactive games aimed at enhancing employee productivity are expected to propel growth in the market.

The trend report titled “Game-Based Learning” announced by Global Industry Analysts Inc., is a focused research paper which provides cursory insights into the technology, future prospects, and corporate initiatives of key companies worldwide. The report also provides global market estimates and projections for Game Based Educational Learning in US dollars for years 2012 through 2017, for key geographic markets including North America, Latin America, Europe, Asia, Middle East, and Africa. The North American Game Based Educational Learning Market is also analyzed in US dollars, for the years 2012 through 2017, across key segments such as Mobile Edu Games, and Non-Mobile Edugames. Also covered are companies such as 7Seas Entertainment Ltd., Advanced E-Learning Solutions Inc., BreakAway Ltd., E-Line Media, Houghton Mifflin Harcourt - The Learning Company, LearningWare Inc., Lumos Labs Inc., Mango Learning Inc., Muuzii Technologies, Nintendo Co. Ltd.,, QBInternational, and Ubisoft Entertainment, among others.

For more details about this trend report, please visit

About Global Industry Analysts, Inc.
Global Industry Analysts, Inc., (GIA) is a leading publisher of off-the-shelf market research. Founded in 1987, the company currently employs over 800 people worldwide. Annually, GIA publishes more than 1300 full-scale research reports and analyzes 40,000+ market and technology trends while monitoring more than 126,000 Companies worldwide. Serving over 9500 clients in 27 countries, GIA is recognized today, as one of the world's largest and reputed market research firms.

Global Industry Analysts, Inc.
Telephone: 408-528-9966
Fax: 408-528-9977
Email: press(at)StrategyR(dot)com
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