DUBLIN, April 24, 2017 /PRNewswire/ --
Research and Markets has announced the addition of the "Global Corporate Game-Based Learning Market 2017-2021" report to their offering.
The global corporate game based learning market to grow at a CAGR of 11.68% during the period 2017-2021.
The report, Global Corporate Game Based Learning Market 2017-2021, 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 over the coming years. The report also includes a discussion of the key vendors operating in this market.
One trend in market is analytical applications in game-based learning. Big data plays a crucial role in every phase of online training provided to employees and has immense implications for the corporate sector. Various methods of providing training are followed with the help of online platform. Among them game-based learning is gaining exposure in varied sectors, including corporate sector.
The adoption of these methods in workplaces produces large amounts of data about employee feedback, types of courses undertaken, and difficulties faced in understanding the training material. Organizations can extract and analyze the data with the help of learning analytics tools. Organizations can use the technology to monitor the learning activities of their employees. They can analyze the learning support required by employees as well as the enterprise areas needing additional focus that can result in modifying learning programs. The data collected offer a critical insight into the knowledge gaps that exists within organization employees as knowledge of such gaps only will lead to resolving the issues.
According to the report, one driver in market is increased employee engagement during training. Organizations are facing various challenges in terms of enhancing their workplace culture, employee engagement, leadership, and learning and development. These aspects restrict internal and external growth of companies, as they inhibit productivity, which affects profit margins of companies. Therefore, businesses focus on engaging employees through constructive efforts. Companies are incorporating game-based learning methods as they offer learning via concepts of situated learning and constructivism. Constructivism refers to knowledge creation through visual interpretation of things, while learning in a real-life setting is known as situated learning.
Key vendors
- BreakAway Games
- G-Cube
- Growth Engineering
- PlayGen
Other prominent vendors
- Gamelearn
- Indusgeeks Solutions
- mLevel
- StratBeans Consulting
- Wrainb
Key Topics Covered:
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
PART 05: Market landscape
PART 06: Market segmentation by product
PART 07: Geographical segmentation
PART 08: Decision framework
PART 09: Drivers and challenges
PART 10: Market trends
PART 11: Vendor landscape
PART 12: Key vendor analysis
PART 13: Other prominent vendors
PART 14: Appendix
For more information about this report visit http://www.researchandmarkets.com/research/tvsqls/global_corporate
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