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Top 4 Vendors in the Global Corporate Game-based Learning Market from 2017-2021: Technavio
[April 20, 2017]

Top 4 Vendors in the Global Corporate Game-based Learning Market from 2017-2021: Technavio


Technavio has announced the top four leading vendors in their recent global corporate game-based learning market report until 2021. This research report also lists six other prominent vendors that are expected to impact the market during the forecast period.

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Technavio has published a new report on the global corporate game-based learning market from 2017-20 ...

Technavio has published a new report on the global corporate game-based learning market from 2017-2021. (Graphic: Business Wire)

The research study by Technavio on the global corporate game-based learning market for 2017-2021 provides a detailed industry analysis based on the product type (generic and packaged products) and geography (North America, Europe, APAC, and ROW).

"The global corporate game-based learning market is projected to grow to almost USD 235 million by 2021, at a CAGR of close to 12% over the forecast period. The increased employee engagement during the corporate training period is expected to boost the growth of the market over the next five years," says Jhansi Mary, a lead analyst at Technavio for education technology research.

Competitive vendor landscape

The corporate game-based learning market is witnessing the emergence of niche corporate training companies that cater only to specific industries. The market is showing inclination toward customized learning and training games. The vendors in the market are trying to develop such games in collaboration with trained experts from various industries while understanding their needs.

The competition isprimarily on the basis of price and content quality. Also, to ensure long-term contracts and renewal of existing contracts, companies have various forms of pricing agreement with their clients. The increase in developmental activities is expected to boost competition, resulting in the emergence of newer and unique products, as well as methods of training delivery.



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Top four vendors in the global corporate game-based learning market

BreakAway Games

BreakAway Games designs and develops game-based learning technology and entertainment games. It specializes in providing action and strategy-based games. It is known for providing innovative and high-quality games.

G-Cube

G-Cube is a vendor dealing with e-learning products and services. The company has a global footprint and serves customers in multiple industries. It aids in the areas of rapid authoring, responsive content design, custom content development, game-based learning, translation and localization, mobile learning, and social learning.

Growth Engineering

Growth Engineering is a provider of e-learning solution to global customers. It offers learning technologies in areas of game-based learning, online learning content, and social learning.

PlayGen

PlayGen is a serious game and gamification development studio. It designs, develops, and delivers serious games, social games, apps, and simulations. It has partnerships with organizations and institutions such as University of Surrey, Atos Origin, Cedep, Dibe, the University of Hertfordshire, and Staffordshire University.

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About Technavio

Technavio is leading global technology research and advisory company. The company develops over 2000 pieces of research every year, covering more than 500 technologies across 80 countries. Technavio has about 300 analysts globally who specialize in customized consulting and business research assignments across the latest leading edge technologies.

Technavio analysts employ primary as well as secondary research techniques to ascertain the size and vendor landscape in a range of markets. Analysts obtain information using a combination of bottom-up and top-down approaches, besides using in-house market modeling tools and proprietary databases. They corroborate this data with the data obtained from various market participants and stakeholders across the value chain, including vendors, service providers, distributors, resellers, and end-users.

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