Market Status
Corporate Game Based Learning
In terms of the global market for Corporate GBL’s , the by product is driven by a need for Self-Paced Learning, Institutional Learning and Corporate Training.
During 2016, the generic product segment dominated the generic and packaged and accounted for a major part of the overall market share. The generic games are standard theme games that are readily available with the vendor and are suitable for any kind of organizational setup. The high demand for these game-based learning products is the key factor responsible for the dominance of this segment in the global market.
The Market supports the import of Content and Infrastructure. The market also supports the export of Oriented Learning Technologies and any substitution of Imports.
There are three types of Game-based Learning products and services:
The use for EduGames is just beginning to gain traction in the higher education segment. Like simulation products, Game-based Learning products are now cheaper to buy and this is encouraging instructional developers to develop rapid methods to develop games. (Adkins,July 26, 2016, p.12)
In terms of the global market for Corporate GBL’s , the by product is driven by a need for Self-Paced Learning, Institutional Learning and Corporate Training.
During 2016, the generic product segment dominated the generic and packaged and accounted for a major part of the overall market share. The generic games are standard theme games that are readily available with the vendor and are suitable for any kind of organizational setup. The high demand for these game-based learning products is the key factor responsible for the dominance of this segment in the global market.
The Market supports the import of Content and Infrastructure. The market also supports the export of Oriented Learning Technologies and any substitution of Imports.
There are three types of Game-based Learning products and services:
- packaged retail games sold by unit or by subscription,
- custom educational game development services, and
- tools and platforms designed to create and deliver serious games. (Adkins, July 10, 2018, p. 35.)
The use for EduGames is just beginning to gain traction in the higher education segment. Like simulation products, Game-based Learning products are now cheaper to buy and this is encouraging instructional developers to develop rapid methods to develop games. (Adkins,July 26, 2016, p.12)
Page Author: Philip Barrington