Metaari-The 2018-2023 Global Game-based报告.docxVIP

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The 2018-2023 Global Game-based Learning Market Worldwide Serious Game Industry in a Boom Phase Analysis by: Sam S. Adkins Published July10, 2018 at the Serious Play Conference For More Information, eMail: HYPERLINK mailto:research@ For More Information, eMail: HYPERLINK mailto:research@ research@ PAGE 2 Metaaris 2018-2023 Global Game-based Learning Market Table of Contents HYPERLINK \l _bookmark0 List of Tables 7 HYPERLINK \l _bookmark1 List of Figures 13 HYPERLINK \l _bookmark2 About Metaari 15 HYPERLINK \l _bookmark3 About the Analyst 15 HYPERLINK \l _bookmark4 Metaaris Definition of Serious Games 16 HYPERLINK \l _bookmark5 Executive Overview: The Global Game-based Learning Market is in a HYPERLINK \l _bookmark5 Boom Phase 17 HYPERLINK \l _bookmark7 Primary Catalysts Driving the Global Educational Games Market 20 HYPERLINK \l _bookmark9 What You Will Find in This Report 26 HYPERLINK \l _bookmark10 Where are the Buyers? 27 HYPERLINK \l _bookmark13 Top Buying Countries in Each Region 29 HYPERLINK \l _bookmark14 Top Fifteen Countries with the Highest Growth Rates 30 HYPERLINK \l _bookmark16 Who are the Buyers? 31 HYPERLINK \l _bookmark18 What are They Buying? 34 HYPERLINK \l _bookmark20 Dramatic Differences in Global and United States Buying Behavior 37 HYPERLINK \l _bookmark22 Sources of Data on the Global Game-based Learning Market 38 Analysis of the 2018-2023 Global Game-based Learning Market 44 The Catalysts Driving the Boom Phase of the Global Serious Games Market 44 Exponential Innovation in the Global Game-based Learning Industry 45 Metaaris Mixed Reality Immersion Spectrum 45 Metaaris Artificial Intelligence Array 48 Historic Levels of Venture Capital Flowing to Serious Game Developers . 50 Alternative Sources of Funding for Game-based Learning Developers 55 Large Scale Global Distribution Agreements and MA Activity Validate the Game- based Learning Market 56 Further Validation: Major MA Activity Drives Global Distribution 64 Massive Glo

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