Schell Games

Game Based Learning Market size worth USD 62.09 Billion, Globally, by 2030 at 21.33% CAGR: Verified Market Research®

Retrieved on: 
Wednesday, September 27, 2023

JERSEY CITY, N.J., Sept. 27, 2023 /PRNewswire/ -- The Global Game Based Learning Market is projected to grow at a CAGR of 21.33% from 2022 to 2030, according to a new report published by Verified Market Research®. The report reveals that the market was valued at USD 10.90 Billion in 2021 and is expected to reach USD 62.09 Billion by the end of the forecast period.

Key Points: 
  • The " Global Game Based Learning Market Size By Offering, By Deployment Type, By Game Type, By Application, By Geographic Scope And Forecast " report has been published by Verified Market Research®.
  • The report provides an in-depth analysis of the global Game Based Learning Market, including its growth prospects, market trends, and market challenges.
  • To get market data, market insights, financial statements and a comprehensive analysis of the Global Game Based Learning Market, please Contact Verified Market Research® .
  • Based on the research, Verified Market Research® has segmented the global Game Based Learning Market into Offering, Deployment Type, Game Type, Application, And Geography.

Game Based Learning Market size worth USD 62.09 Billion, Globally, by 2030 at 21.33% CAGR: Verified Market Research®

Retrieved on: 
Wednesday, September 27, 2023

JERSEY CITY, N.J., Sept. 27, 2023 /PRNewswire/ -- The Global Game Based Learning Market is projected to grow at a CAGR of 21.33% from 2022 to 2030, according to a new report published by Verified Market Research®. The report reveals that the market was valued at USD 10.90 Billion in 2021 and is expected to reach USD 62.09 Billion by the end of the forecast period.

Key Points: 
  • The " Global Game Based Learning Market Size By Offering, By Deployment Type, By Game Type, By Application, By Geographic Scope And Forecast " report has been published by Verified Market Research®.
  • The report provides an in-depth analysis of the global Game Based Learning Market, including its growth prospects, market trends, and market challenges.
  • To get market data, market insights, financial statements and a comprehensive analysis of the Global Game Based Learning Market, please Contact Verified Market Research® .
  • Based on the research, Verified Market Research® has segmented the global Game Based Learning Market into Offering, Deployment Type, Game Type, Application, And Geography.

holoride Launches the retrofit Solution, Bringing Revolutionary In-Car VR to All Vehicles

Retrieved on: 
Wednesday, January 4, 2023

(Photo: Business Wire)

Key Points: 
  • (Photo: Business Wire)
    “The release of our holoride retrofit kicks off a new chapter in holoride’s journey.
  • Our vision of delivering a manufacturer agnostic entry point into the ‘Motorverse’ has finally arrived,” said Nils Wollny, CEO and co-founder of holoride.
  • Up to two headsets can be connected to holoride retrofit simultaneously, allowing two passengers to enjoy holoride at the same time in the car.
  • Customers can order a retrofit Pack or a standalone holoride retrofit on holoride’s website at shop.holoride.com .

The Worldwide Game-Based Learning Industry is Expected to Reach $79.9 Billion by 2031

Retrieved on: 
Wednesday, December 28, 2022

According to this report the game-based learning market was valued at $16.2 billion in 2021, and is estimated to reach $79.9 billion by 2031, growing at a CAGR of 17.4% from 2022 to 2031.

Key Points: 
  • According to this report the game-based learning market was valued at $16.2 billion in 2021, and is estimated to reach $79.9 billion by 2031, growing at a CAGR of 17.4% from 2022 to 2031.
  • Furthermore, the adoption of cloud for game-based learning market is expected to provide lucrative opportunities to the game-based learning market
    The game-based learning market is segmented on the basis of component, deployment, game type, industry vertical, and region.
  • Ltd., Learning Pool, Centrical, Cognitive Toybox Inc., ELM Learning, Gametize, G-cube, Allen Communication Learning Services, EI Design Pvt.
  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the game-based learning market analysis from 2021 to 2031 to identify the prevailing game-based learning market opportunities.

holoride's Cutting Edge In-Car Entertainment Platform Launches for Select Audi Models

Retrieved on: 
Wednesday, November 2, 2022

Coming to select Audi vehicles* in mid-November, the add-on package combines a high-end VR space with a moving car to create an experience that is like nothing before.

Key Points: 
  • Coming to select Audi vehicles* in mid-November, the add-on package combines a high-end VR space with a moving car to create an experience that is like nothing before.
  • The integration of holoride into Audi select series vehicles is a continuation of holorides shared history with the German premium auto manufacturer.
  • By integrating holoride in our models, we're redefining in-car entertainment, said Giorgio Delucchi, Head of Digital Experience/Business at Audi.
  • In order to enjoy the holoride experience, passengers will need the Pioneers Pack and a holoride-ready Audi vehicle (e.g., Audi A4, A5, A6, A7, A8, Q5, Q7, Q7, Q8, Audi e-tron, Audi e-tron Sportback, Audi e-tron GT*).

SIP Global Partners Portfolio Companies, Croquet and Tilt Five, Win Auggie Awards at AWE 2022

Retrieved on: 
Thursday, June 16, 2022

NEW YORK, June 16, 2022 /PRNewswire-PRWeb/ -- Croquet Corporation and Tilt Five, Inc have been named winners of the AWE (Augmented World Expo) 2022 Auggie Awards at Santa Clara, CA.

Key Points: 
  • NEW YORK, June 16, 2022 /PRNewswire-PRWeb/ -- Croquet Corporation and Tilt Five, Inc have been named winners of the AWE (Augmented World Expo) 2022 Auggie Awards at Santa Clara, CA.
  • The annual Auggie Awards are among the most highly regarded AR & VR industry awards in the world.
  • SIP GP is thrilled to support two of the recognized companies in their journey to revolutionize the industry.
  • "We are exceptionally excited to have two of our portfolio companies recognized in such a visible and meaningful way.

Game-Based Learning Market worth $29.7 billion by 2026 - Exclusive Report by MarketsandMarkets™

Retrieved on: 
Tuesday, January 18, 2022

Some skill-based games include Ludo, Call Break, Fantasy Cricket, Rummy, Bingo Game; these games have expanded their users in the market.

Key Points: 
  • Some skill-based games include Ludo, Call Break, Fantasy Cricket, Rummy, Bingo Game; these games have expanded their users in the market.
  • Based on enterprises, the Game-Based Learning Market has been segmented into BFSI, manufacturing, healthcare and life sciences, IT and telecommunications, consumer goods and retails and others.
  • North America has been an extremely open and competitive market in terms of the adoption of the game-based learning solution across end users.
  • Our 850 fulltime analyst and SMEs at MarketsandMarkets are tracking global high growth markets following the "Growth Engagement Model GEM".

Game-Based Learning Market worth $29.7 billion by 2026 - Exclusive Report by MarketsandMarkets™

Retrieved on: 
Tuesday, January 18, 2022

Some skill-based games include Ludo, Call Break, Fantasy Cricket, Rummy, Bingo Game; these games have expanded their users in the market.

Key Points: 
  • Some skill-based games include Ludo, Call Break, Fantasy Cricket, Rummy, Bingo Game; these games have expanded their users in the market.
  • Based on enterprises, the Game-Based Learning Market has been segmented into BFSI, manufacturing, healthcare and life sciences, IT and telecommunications, consumer goods and retails and others.
  • North America has been an extremely open and competitive market in terms of the adoption of the game-based learning solution across end users.
  • Our 850 fulltime analyst and SMEs at MarketsandMarkets are tracking global high growth markets following the "Growth Engagement Model GEM".

HTC Conducts Its First Virtual "VIVE Ecosystem Conference" (V²EC) fully in VR Allowing Global Attendees to Join Virtual Sessions

Retrieved on: 
Thursday, March 19, 2020

BEIJING, March18, 2020 /PRNewswire/ -- Today, HTC VIVE held its fifth annual XR industry conference, now renamed the Virtual VIVE Ecosystem Conference (VEC),but this time in VR.

Key Points: 
  • BEIJING, March18, 2020 /PRNewswire/ -- Today, HTC VIVE held its fifth annual XR industry conference, now renamed the Virtual VIVE Ecosystem Conference (VEC),but this time in VR.
  • It marks the first major physical industry event that has been replaced fully by an interactive VR digital twin.
  • HTC has been creating an ecosystem with core products, including VR, AR, AI, blockchain, and 5G, since 2015.
  • HTC VIVE is the premier virtual reality (VR) platform and ecosystem that creates true-to-life VR experiences for businesses and consumers.

Guardsquare Provides Advanced Security for Mobile Gaming with Unity Platform Integration

Retrieved on: 
Thursday, March 12, 2020

Guardsquare, the mobile application security platform, today announced that its cutting-edge products for layered mobile app security DexGuard for Android and iXGuard for iOSnow come equipped with built-in features for mobile games developed on the Unity platform.

Key Points: 
  • Guardsquare, the mobile application security platform, today announced that its cutting-edge products for layered mobile app security DexGuard for Android and iXGuard for iOSnow come equipped with built-in features for mobile games developed on the Unity platform.
  • Unity is the leading platform for mobile game developers to create compelling and exciting games for iOS and Android devices and beyond; over half of new mobile games are built on Unity and more than 60 percent of VR/AR content also uses the platform.
  • Mobile games are a hugely popular global source of entertainment, and players expect that games will be fun, fair, fast, and safe, said Roel Caers, CEO of Guardsquare.
  • However, like all mobile apps, mobile games can be attacked by malicious actors looking to exploit weaknesses in the code for personal or financial gain.