Here are relevant reports on : massively-multiplayer-online-role-playing-game-market
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Game-Based Learning Market by Component (Solution and Services), Game Type, Deployment Mode (On-premises and Cloud), End User (Education, Governments, Consumers, and Enterprises) and Region - Global Forecast to 2026
The game-based learning market size is expected to reach USD 29.7 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 21.9% during the forecast period. The game-based learning market size is expected to grow from USD 11.0 billion in 2021 to USD 29.7 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 21.9% during the forecast period.
- Published: January 2022
- Price: $ 4950
- TOC Available:
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Blockchain Gaming Market by Game Type (Role Playing Games, Open World Games, Collectible Games), Platforms (ETH, BNB Chain, Polygon), and Region (North America, Europe, Asia Pacific, Rest of the World) - Global Forecast to 2027
The global blockchain gaming market is projected to reach USD 65.7 billion by 2027 at a Compound Annual Growth Rate (CAGR) of 70.3% during the forecast period. Major vendors in the global blockchain gaming market include Sky Mavis (Vietnam), Splinterlands (US), Animoca Brands (Hong Kong), Wemade (South Korea), Dacoco (Switzerland), Dapper Labs (Canada), Immutable (Australia), Uplandme (US), AlwaysGeeky Games (Canada), Decentraland Foundation (China), Mythical Games (US), Illuvium (Australia), Sorare (France), PopCap Games (US), G.JIT Japan (Japan), Double Jump.Tokyo (Japan), Gala Games (US), Lucid Sight (US), Rokosoft (Istanbul), Horizon Blockchain Games (Canada), Xaya (Malta), Planetarium (South Korea), Binamon (Argentina), and Codebit Labs (Australia).
- Published: December 2022
- Price: $ 4950
- TOC Available:
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Role-based Access Control Market by Component (Solutions and Services (Implementation & Integration, Training & Consulting, Support & Maintenance), Model Type, Organization Size (SMEs and Large Enterprises), Vertical and Region - Global Forecast to 2027
The role-based access control market size is projected to reach USD 15.5 billion by 2027 at a Compound Annual Growth Rate (CAGR) of 12.2% during the forecast period. The major players operating in the role-based access control market are Microsoft (US), AWS (US), SolarWinds (US), IBM (US), ManageEngine (US), Oracle (US), JumpCloud (US), Okta (US), ForgeRock (US) and Ping Identity (US), BeyondTrust (US), SailPoint(US), CyberArk (US), Broadcom (US), SecureAuth(US), Varonis (US), Edgile (US), Imprivata (US), and Bravura Security (Canada).
- Published: February 2023
- Price: $ 4950
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User Provisioning Market by Business Application (Role Management, Password Management, User Log Management, User Governance and Compliance), Business Function (IT, HR, and Finance), Service, Deployment, and Vertical - Global Forecast to 2022
The global user provisioning market size is expected to grow from USD 4.25 Billion in 2017 to USD 7.56 Billion by 2022, at a Compound Annual Growth Rate (CAGR) of 12.2%. The major forces driving the growth of the user provisioning market include the growing need for centrally managed, reliable user provisioning solutions and the increasing traction of security and risk mitigation. Moreover, the rising adoption of cloud-based Single Sign-On (SSO) and password management solutions is also a major factor driving the market growth. The major vendors in the user provisioning market include Oracle (US), Atos (France), IBM (US), Hitachi ID Systems (Canada), Dell (US), OneLogin (US), SAP (Germany), CA Technologies (US), Happiest Minds (India), EmpowerID (US), Microsoft (US), and Centrify Corporation (US).
- Published: October 2017
- Price: $ 4950
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Digital Education Market by Type (Self-paced Online Education and Instructor-led Online Education), Course Type, End User (Academic Institutions and Enterprises & Public Sector) and Region - Global Forecast to 2028
The Global Digital Education Market size is projected to reach USD 66.7 billion by 2028, at a Compound Annual Growth Rate (CAGR) of 28.0% during the forecast period. The report includes the study of key players offering Digital education solutions and services. It profiles major vendors in the global Digital Education Market. The major vendors in the Digital Education Market include Coursera (US), edX (US), Pluralsight (US), Udemy (US), Udacity (US), Edureka (India), Alison (Ireland), LinkedIn Learning (US), Jigsaw Academy (India), Iversity (Germany), Miriadax (Spain), Intellipaat (India), FutureLearn (UK), Edmodo (US), SWAYAM (India), Novoed (US), Xuetangx (China), Khan Academy (US), Kadenze (US), Federica Web Learning (Italy), My Mooc (France), Treehouse (US), Skillshare (US), CreativeLive (US), CXL (US), Go1 (Australia), Byju’s (India), Datacamp (US), Platzi (US), Thinkful (US). These players have adopted various strategies to grow in the global Digital Education Market.
- Published: April 2023
- Price: $ 4950
- TOC Available:
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Metaverse in Gaming Market by Component, Hardware (AR Devices, VR Devices, MR Devices, Displays), Software (Extended Reality Software, Gaming Engines, Metaverse Platforms, Financial Platforms), Game Genre and Region - Global Forecast to 2028
The Global Metaverse in gaming Market size is projected to reach USD 119.2 billion by 2028, at a Compound Annual Growth Rate (CAGR) of 39.3% during the forecast period. Major vendors in the Metaverse in gaming Market include Coursera (US), edX (US), Pluralsight (US), Udemy (US), Udacity (US), Edureka (India), Alison (Ireland), LinkedIn Learning (US), Jigsaw Academy (India), Iversity (Germany), Miriadax (Spain), Intellipaat (India), FutureLearn (UK), Edmodo (US), SWAYAM (India), Novoed (US), Xuetangx (China), Khan Academy (US), Kadenze (US), Federica Web Learning (Italy), My Mooc (France), Treehouse (US), Skillshare (US), CreativeLive (US), CXL (US), Go1 (Australia), Byju’s (India), Datacamp (US), Platzi (US), Thinkful (US).
- Published: May 2023
- Price: $ 4950
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Over the Top Market by Type (Game Streaming, Audio Streaming, Video Streaming, and Communication), Monetization Model (Subscription-based, Advertising-based, and Transaction-based), Streaming Device, Vertical and Region - Global Forecast to 2027
The global Over-The-Top (OTT) market size is projected to reach USD 434.5 billion by 2027, at a CAGR of 16.5% during the forecast period. Key market players profiled in the OTT services market report are Meta (US), Netflix (US), Amazon (US), Google (US), Apple (US), Home Box Office (US), Roku (US), IndieFlix (US), Rakuten(Japan), Tencent (China), and Kakao (South Korea).
- Published: January 2023
- Price: $ 4950
- TOC Available:
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Serious Game Market by Vertical (Education, Corporate, Healthcare, Retail, Media and Advertising), Application (Training, Sales, Human Resource, Marketing), Platform, End-User (Enterprise, Consumer), and Region - Forecast to 2020
Serious game simulates the real world into a virtual world scenario. They are basically designed to provide education and training related services. The serious game market is witnessing rapid growth. Potential benefits of serious games include improved self-monitoring, enhanced problem recognition and problem solving abilities, and increased social skills such as collaboration, negotiation, and decision making. Serious games can be applied to a broad spectrum of industry verticals such as military, government, education, corporate, and healthcare. The serious game market is expected to grow at $5,448.82 Million by 2020, CAGR of 16.38% between 2015 and 2020.
- Published: May 2015
- Price: $ 4950
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AR VR Software Market by Technology Type (AR Software and VR Software), Software Type (Software Development Kit, Game Engine), Vertical (Media & Entertainment, Retail & eCommerce, Manufacturing, Healthcare) and Region - Global Forecast to 2028
The AR VR Software market is projected to reach USD 77.5 billion by 2028, at a Compound Annual Growth Rate (CAGR) of 19.0% during the forecast period. The major vendors covered in the AR VR Software market include Microsoft (US), Google (US), Unity Technologies (US), Adobe (US), Autodesk (US), Meta (US), PTC (US), TeamViewer (Germany), NVIDIA Corporation (US), Advanced Micro Devices (US), Qualcomm (US), Zoho Corporation (India), Hexagon AB (Sweden), Magic Leap (US), VMware (US), Blippar (UK), Augment (France), ShapesXR (US), ARuVR (UK), Scope AR (US), Vectary (US), Eon Reality (US), Wevr (US), Talespin Reality Labs (US), Squint (US), Niantic (US), Marxent Labs (US), Inglobe Technologies (Italy), Ultraleap (US), Amelia (US). These players have adopted various growth strategies, such as partnerships, agreements and collaborations, new product launches, enhancements, and acquisitions to expand their footprint in the AR VR Software market.
- Published: October 2023
- Price: $ 4950
- TOC Available:
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Online Travel Booking Platform Market - Global Forecast to 2027
The global online travel booking platform market size is projected to grow from USD XX.X billion in 2022 to USD XX.X billion by 2027, at a compound annual growth rate (CAGR) of XX.X% during the forecast period. The major factors driving the growth of the online travel booking platform market include the shift toward digital innovation in travel business, growing travel industry.
- Published: June 2025
- Price: $ 4950
- TOC Available:
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