1. INTRODUCTION
1.1. Market Overview
1.2. Market Definition
1.3. Scope of the Study
1.4. Market Segmentation
1.5. Currency
1.6. Assumptions
1.7. Base, and Forecast Years Timeline
2. RESEARCH METHODOLOGY
2.1. Research Data
2.2. Sources
2.3. Research Design
3. EXECUTIVE SUMMARY
3.1. Research Highlights
4. MARKET DYNAMICS
4.1. Market Drivers
4.2. Market Restraints
4.3. Porter's Five Forces Analysis
4.3.1. Bargaining Power of End-Users
4.3.2. Bargaining Power of Buyers
4.3.3. Threat of New Entrants
4.3.4. Threat of Substitutes
4.3.5. Competitive Rivalry in the Industry
4.4. Industry Value Chain Analysis
5. USA GAME BASED LEARNING MARKET BY PROVIDER
5.1. Introduction
5.2. Content
5.3. Service
6. USA GAME BASED LEARNING MARKET BY DEPLOYMENT MODEL
6.1. Introduction
6.2. Cloud
6.3. On-Premise
7. USA GAME BASED LEARNING MARKET BY PRODUCT
7.1. Introduction
7.2. Corporate Learning
7.3. Institutional Learning
7.4. Self-Paced Learning
8. COMPETITIVE ENVIRONMENT AND ANALYSIS
8.1. Major Players and Strategy Analysis
8.2. Emerging Players and Market Lucrativeness
8.3. Mergers, Acquisitions, Agreements, and Collaborations
8.4. Vendor Competitiveness Matrix
9. COMPANY PROFILES
9.1. Cognizant Technology Solutions Corp.
9.2. Kahoot!
9.3. Funbrain
9.4. eLearning Brothers, LLC
9.5. Stratbeans Learning Solutions
9.6. Triseum
9.7. Filament Games
9.8. ELM Learning
9.9. Allen Communication Learning Services
9.10. BreakAway Games
9.11. Legends of Learning