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全球羽毛球设备市场报告(2016-2020年)
The global badminton equipment market is driven by a number of growth factors, one of the most important being the increase in the number of badminton tournaments being organized across the globe. The prevailing popularity of badminton tournaments like the Super Series Badminton League and the Premier Badminton League is also indicative of the fact that the market has a high growth potential for the forecast period.
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全球教育硬件市场报告(2016-2020年)
Over the years, there has been a significant increase in the adoption of technology in the education sector globally. With an increase in investment by educational institutions to build IT infrastructure, there has been a noteworthy influence on the way education is imparted. As a result, the traditional classroom structure is gradually being replaced by other modes of education such as blended learning and collaborative learning.
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全球演讲捕捉解决方案市场报告(2016-2020年)
Lecture capture solutions refer to technologies that capture, create, manage, broadcast, and archive lectures. These technologies record the presenter's content, synchronize it with a visual aid, and either stream the content live or archive it for future on-demand viewing on a computer or mobile device. In addition to these features, interactivity and the technology's ability to add colors any presentation content with the trainer's audio and video facilitates its use in the academic, corporate, government, healthcare, and education sectors.
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全球运动医药市场报告(2016-2020年)
Orthopedic devices consist of instruments and implants used in surgeries to replace an injured or damaged bone or a missing joint. Sports medicine is one of the fastest growing segments of the global orthopedic devices market. It is a division of medicine that handles the injuries and illnesses related to sports and exercises. It also helps in assessing and understanding the performance of athletes.
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全球在线语言学习市场报告(2016-2020年)
Online language learning consists of digital content and solutions that facilitate the learning of languages through ICT tools and platforms, such as mobile apps, e-Books, games, videos, audio clips, digital software, learning lab equipment, and online tutoring. These tools and avenues are interactive, allow real-time feedback, and enhance learning processes as they involve different formats to impart information. Among the languages spoken globally, English has emerged as the most preferred language to learn followed by Mandarin Chinese.
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全球云游戏市场报告(2016-2020年)
Technavio predicts that the global cloud gaming market will grow at a CAGR of 29.33% during 2016-2020. The growth is attributed to the rising population of gamers, increased gamification, and growing adoption of mobile devices. In 2015, the Americas accounted for a prominent share and the US was the chief revenue generating country. G-cluster, NVIDIA, PlayGiga, Sony Computer Entertainment, and Ubisoft Entertainment are some of the leading vendors operating in the market.