Explore Our Comprehensive Software and Services Industry Research Reports
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2023
The global AI in video games market was valued at $1.1 billion in 2022, and is projected to reach $11.4 billion by 2032, growing at a CAGR of 26.8% from 2023 to 2032.
Report Code : A225390 | Pages : 409 | Category : ICT & Media
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2022
The North America Game-Based Learning Market is expected to grow lucratively over the forecast period. In addition, it covers qualitative analysis on the basis of several parameters, including impact on market size, economic impact, regulatory framework, opportunity window, and key player strategies.
Report Code : A26950 | Category : ICT & Media
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2022
U.S. Game-Based Learning Market size is estimated to grow at a significant rate during 2021 to 2031. The U.S. Game-Based Learning Market study provides detailed analysis on major drivers, restraints, trends, opportunities, and key player strategies impacting overall performance of market throughout the forecast period.
Report Code : A26951 | Category : ICT & Media
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2022
The Industry Vertical in Canada Game-Based Learning Market generated the major share in terms of revenue in the base year analysis. The report analyses industry players and the strategies adopted by them
Report Code : A26952 | Category : ICT & Media
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2022
The Europe Game-Based Learning Market is anticipated to expand at a promising CAGR during the forecast period. The Europe Game-Based Learning Market market achieved significant revenue share in base year of analysis and is expected to remain dominant through the estimated period.
Report Code : A26953 | Category : ICT & Media
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2022
The France Game-Based Learning Market study provides detailed analysis on major drivers, restraints, trends, opportunities, and key player strategies impacting overall performance of market throughout the forecast period.
Report Code : A26954 | Category : ICT & Media
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2022
Industry Vertical segment is projected to be the dominating segment during the forecast period. The report offers an elaborate analysis on detailed impacts on the United Kingdom Game-Based Learning Market due to the outbreak of COVID-19.
Report Code : A26955 | Category : ICT & Media
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2022
The Italy Game-Based Learning Market report includes the Porter’s five forces analysis of the industry to understand the competitive scenario of the industry, and the role of each stakeholder in the value chain.
Report Code : A26956 | Category : ICT & Media
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2022
The Germany Game-Based Learning Market report includes the Porter’s five forces analysis of the industry to understand the competitive scenario of the industry, and the role of each stakeholder in the value chain.
Report Code : A26957 | Category : ICT & Media
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2022
Research study titled Spain Game-Based Learning Market: In offering segment, U.S. sub-segment is expected to expand at a fastest CAGR during the forecast period.
Report Code : A26958 | Category : ICT & Media
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2022
The current Asia-Pacific Game-Based Learning Market is quantitatively analyzed from 2021 to 2031 to benchmark the financial competency.
Report Code : A26959 | Category : ICT & Media
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2022
In market Industry Vertical, Enterprises holds the largest revenue share during the analysis period and Industry Vertical is expected to exhibit the highest CAGR over the analysis period.
Report Code : A26960 | Category : ICT & Media
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2022
Leading players in China Game-Based Learning Market are profiled in the report, providing insights on their key strategies, overview and product offerings in the market.
Report Code : A26961 | Category : ICT & Media
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2022
Leading players in India Game-Based Learning Market are profiled in the report, providing insights on their key strategies, overview and product offerings in the market.
Report Code : A26962 | Category : ICT & Media
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2022
The Industry Vertical dominated the market with highest revenue share over the analysis period. The section Top Investment Pockets from report provides insights about most lucrative segment for investment in the market.
Report Code : A26963 | Category : ICT & Media
P
2022
Industry Vertical segment is projected to create abundant revenue opportunity till 2031. Leading players in Australia Game-Based Learning Market are profiled in the report, providing insights on their key strategies, overview and product offerings in the market.
Report Code : A26964 | Category : ICT & Media
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2022
The LAMEA Game-Based Learning Market is segmented based on component, deployment model, game type, industry vertical. Depending on Industry Vertical segment, the Education sub-segment is expected to register significant CAGR during the forecast period.
Report Code : A26965 | Category : ICT & Media
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2022
UAE Game-Based Learning Market size is projected to increase at a lucrative rate during the forecast period. The UAE Game-Based Learning Market report covers the drivers, restraints, and opportunities of the market. It focuses on the current market strategies adopted by the key players in the industry.
Report Code : A26966 | Category : ICT & Media
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2022
The Industry Vertical has the highest CAGR over the analysis period. The section Top Winning Strategies from report provides insights about most frequently adopted strategies by key players in the market.
Report Code : A26967 | Category : ICT & Media
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2022
By end user, the South Africa Game-Based Learning Market market is bifurcated into various sectors, Of those, Industry Vertical was the largest segment and captured considerable market share in 2021.
Report Code : A26968 | Category : ICT & Media
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2022
In market Industry Vertical, Enterprises holds the largest revenue share during the analysis period and Industry Vertical is expected to exhibit the highest CAGR over the analysis period.
Report Code : A26969 | Category : ICT & Media
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2022
In addition, it covers qualitative analysis on the basis of several parameters, including impact on market size, economic impact, regulatory framework, opportunity window, and key player strategies. Industry Vertical was the leading segment.
Report Code : A26970 | Category : ICT & Media
P
2022
The global video game software market was valued at $198.5 billion in 2021, and is projected to reach $751.4 billion by 2031, growing at a CAGR of 14.4% from 2022 to 2031.
Report Code : A31488 | Pages : 345 | Category : ICT & Media
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