This session will present key findings from Ambient Insight’s latest market research. This presentation provides an overview of the current global Game-based Learning industry including revenue forecasts, technology trends, innovations, business models, market catalysts and inhibitors, and buying behavior in specific segments. The demand for Game-based Learning is different in each buyer segment in specific countries in the world and the audience will learn about innovations that appeal to specific buyers. Special attention will be given to North America and Asia due to the substantial revenues being generated in those regions. Identifying the buyer can be a daunting task in the Game-based Learning market and this session will provide a breakout by buying segment for these two regions.