Global K-12 Game-based Learning Market 2017-2021: Key Vendors are GlassLab, Microsoft, Osmo & PlayGen

DUBLIN, August 30, 2017 /PRNewswire/ --

The "Global K-12 Game-based Learning Market 2017-2021" report has been added to Research and Markets' offering.

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The global k-12 game-based learning market to grow at a CAGR of 27.55% during the period 2017-2021.

The report covers the present scenario and the growth prospects of the global k-12 game-based learning market for 2017-2021. To calculate the market size, the report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The report also includes a discussion of the key vendors operating in this market.

One trend in the market is emergence of visual technologies like AR and VR. Visual technologies, such as augmented reality (AR) and virtual reality (VR), are increasingly becoming popular among the students and educators as the modern K-12 classrooms get revolutionized by new learning methodologies. Vendors are incorporating AR and VR to enhance the educational experience of students by creating immersive learning environments.

According to the report, one driver in the market is surging investments from venture capitalists. Many schools across the globe are collaborating with start-ups launching educational games, thereby enhancing the learning experience for both students and teachers. These start-ups have been receiving investments and funding from various angel investors to strengthen the product portfolio and carry out R&D for the new products.

This, in turn, has boosted the demand for game-based learning in K-12 schools across the world. In addition, various companies engaged in offering Virtual Reality (VR) and Augmented Reality (AR) technologies are increasingly providing innovative solutions for students to explore educational lessons on e-learning platforms.

Further, the report states that one challenge in the market is less content-curriculum integration. Digital games and applications are mainly used by students for entertainment purposes and not for learning purposes. However, to make the game-based learning effective for students, the games must be associated with certain curriculum-based concepts and linked with learning outcomes. Moreover, games are often stereotyped to distract students and impact their development as the continuous use of games eats up a major portion of their time and results in health concerns, such as visual impairments and obesity.

Key vendors

    --  GlassLab
    --  Microsoft
    --  Osmo
    --  PlayGen

Other prominent vendors

    --  Banzai Labs
    --  BrainQuake
    --  Filament Games
    --  Gameloft
    --  iCivics
    --  Infinite Dreams
    --  Schell Games

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: Geographical Segmentation

Part 07: Market Segmentation By School Level

Part 08: Market Segmentation By Product

Part 09: Decision Framework

Part 10: Drivers And Challenges

Part 11: Market Trends

Part 12: Vendor Landscape

Part 13: Key Vendor Analysis

Part 14: Other Prominent Vendors

Part 15: Appendix

For more information about this report visit https://www.researchandmarkets.com/research/x3kvrw/global_k12


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SOURCE Research and Markets