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SDN Journal Authors: Elizabeth White, Lori MacVittie, Pat Romanski, Mat Mathews, Michael Jannery

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Global Game-Based Learning Trends Industry

NEW YORK, March 27, 2014 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:

Global Game-Based Learning Trends Industry
http://www.reportlinker.com/p02052133/Global-Game-Based-Learning-Trends-Industry.html#utm_source=prnewswire&utm_medium=pr&utm_campaign=Toy_and_Game

'Games have been popular means for generations to build knowledge, skills and concepts. People have been playing popular games such as Yahtzee, Scrabble, Mastermind, Monopoly and Clue for developing maths, spellings, strategy, money and problem-solving skills, respectively. Game-based learning 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. '

The report analyzes and presents an overview of Game-Based Learning market worldwide. Supported with 5 market data tables, the report provides a review of market trends, growth drivers, and strategic industry activities of major companies worldwide. The report further discusses about various types of Game-Based Learning including Edutainment Games, Training Simulators, and Serious Games. In addition, 105 companies operating in the Game-Based Learning arena worldwide including 7Seas Entertainment Ltd., Apple Inc., BlackBerry, BrainPOP, Game On! Learning, Gameloft, GNSE Group, Microsoft Corp., and others are profiled.

1. GAME-BASED LEARNING - AN OVERVIEW 1
A Prelude 1
Game-Based Learning - An Introduction 1
Game-Based Learning - Evolution 2
Types of Games in GBL Approach 2
Edutainment Games 2
Training Simulators 2
Serious Game 2
Key Components of Learning Games 2
Role of Games in Improving Learning Methodologies 3
Implementation of Games in Training Methods 3
The Concept of Generalization in GBL 4
Game-Based Learning - Benefits 4
Game-Based Learning - Drawbacks 4
Key Implementation Concerns 4
Major Application Areas 5
Popular Game-Based Learning Solutions 5
Technological Innovations 5

2. MARKET TRENDS 7
Market Overview 7
Table 1: Game Based Educational Learning Market by Region
Worldwide (2012-2017) in US$ Million for North America, Latin
America, Europe, Asia, Middle East, and Africa 8
Growth Prospects 8
North American Market Scenario 9
Table 2: North American Game Based Educational Learning
Market by Category (2012-2017) in US$ Million for Mobile Edu
Games, and Non-Mobile Edugames 9
US Market Scenario 10
Table 3: US Game Based Educational Learning Market by
Category (2012-2017) in US$ Million for Custom Content
Development Services, and Mobile Packaged Edugames 10

Table 4: US Mobile Packaged Educational Games Market by
Category (2012-2017) in US$ Million for Non-Mobile
Educational Games, and Mobile Educational Games 11

Table 5: US Custom Content Development Services Educational
Games Market by Category (2012-2017) in US$ Million for
Non-Mobile Custom Development Services, and Mobile Custom
Development Services 12
Market Challenges 12

3. RECENT INDUSTRY ACTIVITY 13
E-Line Media Establishes New Game Development Studios in
Phoenix and Seattle 13
Houghton Mifflin Harcourt Takes Over Tribal Nova 13
Infinitas Learning and Excelsoft Technologies Enter into Joint
Venture 13
Institute of Play Establishes GLASS Lab 14
Learning Game Network Merges with ERIA Interactive 14
WeWantToKnow and Center for Game Science Ink Agreement 14

4. PRODUCT/SERVICE LAUNCHES 15
Mojang Launches Minecraft App 15
PoraOra Rolls Out New Educational Apps Range 15
The SuperGroup Launches Trace Effects 3D Video Game 15
Zynga.org Launches Ed Tech Games Accelerator 16
Mango Learning Introduces Decimals Series Learning Apps 16
Mindblown Labs Develops Mindblown Life Game 16
Wall Street Institute Rolls Out AppGrade Game 17
MissionV Launches Free Game-Based Learning Webinar Series 17

5. MARKET PARTICIPANTS 18
7Seas Entertainment Ltd. (India) 18
Activate Interactive Pte., Ltd. (Singapore) 18
Advanced E-Learning Solutions, Inc. (USA) 18
Apple, Inc. (USA) 18
Applied Research Associates, Inc. (USA) 18
Arista Games LLC (USA) 19
Big Fish Games, Inc. (USA) 19
BlackBerry (Canada) 19
Blizzard Entertainment, Inc. (USA) 19
BrainPOP (USA) 19
BreakAway Ltd. (USA) 20
Caspian Learning (UK) 20
Decisive-Point (USA) 20

Designing Digitally, Inc. (USA) 20
DESQ (UK) 20
Dhruva Interactive (India) 20
Digi Ronin Games LLC (USA) 21
Digital Chocolate, Inc. (USA) 21
Digitec Interactive (USA) 21
DimensionU, Inc. (USA) 21
Dolphy, Inc. (USA) 21
Eduweb (USA) 21
Electronic Arts, Inc. (USA) 21
E-Line Media (USA) 22
Excelsoft Technologies Pvt., Ltd. (India) 22
Filament Games (USA) 22
Focus Edumatics (India) 22
Funkitron, Inc. (USA) 23
Game Gurus (USA) 23
Game On! Learning (USA) 23
GameHouse, a division of RealNetworks (USA) 23
Gameloft (France) 23

Gameshastra Solutions Pvt., Ltd. (India) 24
G-Cube (USA) 24
Glu Mobile, Inc. (USA) 24
GNSE Group (Egypt) 24
Hezmedia Interactive Sdn. Bhd. (Malaysia) 24
Highline Games LLC (USA) 24
Houghton Mifflin Harcourt - The Learning Company (USA) 25
Ibibo Web Pvt., Ltd. (India) 25
Indiagames Ltd. (India) 25
Integra Software Services Pvt., Ltd. (India) 25
Janus Research Group, Inc. (USA) 25
JumpStart® (USA) 25
Kinect Education (USA) 26
Knowledge Adventure, Inc. (USA) 26
Kreeda Games India Pvt., Ltd. (India) 26
LearningWare, Inc. (USA) 26
Legacy Interactive (USA) 26
Lumos Labs, Inc. (USA) 27
Mango Learning, Inc. (USA) 27
Microsoft Corporation (USA) 27
Milestone Interactive Group (India) 27
MindSnacks, Inc. (USA) 27
Mingoville (Denmark) 28
Morphonix™ LLC (USA) 28
Muuzii Technologies (China) 28
Nazara Technologies Pvt., Ltd. (India) 28
Nextwave Multimedia Pvt., Ltd. (India) 28
Nintendo Co., Ltd. (Japan) 28

Nokia Corporation (Finland) 28
Numenko (UK) 29
Omega-R (Russia) 29
Piron Corporation (USA) 29
PIXELearning Ltd. (UK) 29
Play2Improve (UK) 29
PlayGen.com (UK) 29
PODD (Philippines) 30
Preloaded (UK) 30
QBInternational (USA) 30
Radical Entertainment (Canada) 30
Schell Games (USA) 30
Sealund & Associates Corporation (USA) 30
Serious Games Interactive (Denmark) 31
Serious Labs, Inc. (Canada) 31
Shrapnel Games, Inc. (USA) 31
SimAULA (Spain) 31
Simplified Learning (India) 31
Skidos (India) 31
Skills2Learn Ltd. (UK) 31
Spark Plug Games LLC (USA) 32

Spongelab Interactive (Canada) 32
Sterco Digitex Pvt., Ltd. (India) 32
Strange Loop Games (USA) 32
Tata Interactive Systems (India) 32
The Crucial Media Group - Crucial Interactive (USA) 32
ThinkFun, Inc. (USA) 32
Tiger Tail Studio (India) 33
Tridat Technologies Pvt., Ltd. (India) 33
Trine (India) 33
True Office (USA) 33
Ubisoft Entertainment (France) 33
URENCO Group (UK) 33
viaLearning (USA) 34
Vista Business Co., Ltd. (Thailand) 34
Wewanttoknow AS (Norway) 34
WisdomTools (USA) 34
Wise Cells Learning Solutions LLP (India) 34
Wooga GmbH (Germany) 34
Zachtronics (USA) 34
ZEN Technologies Ltd. (India) 35
ZMQ Software Systems (India) 35
Zobble Solutions Pvt., Ltd. (India) 35
Zondle Ltd. (UK) 35
Zynga, Inc. (USA) 35

6. APPENDIX 36

To order this report: Global Game-Based Learning Trends Industry
http://www.reportlinker.com/p02052133/Global-Game-Based-Learning-Trends-Industry.html#utm_source=prnewswire&utm_medium=pr&utm_campaign=Toy_and_Game

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