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Global E-textbook Rental Market

JaysonWinifred299 2024.11.30 20:36 Views : 0

The forecast period 2018-2024 is expected to show significant growth in Global E-textbook Rental Market. There will be a new resurgence in the sales and utilization of E-textbook Rental product. Are you ready to cope up with growing market? No, then have a look at our report overview and send your query to us. E-textbook i.e., Electronic-textbook is a educational or www.amazon.com/author/stevenjroberts non-educational book in digital form. Increasing digitalization, coupled with increasing demand of smart gadgets like laptops, smartphones, and tablets from students changes the traditional method of printed book. Initially user used to purchase an eBook on diskette or CD, but now the most popular method of getting an eBook is to purchase a downloadable file of the eBook. With the technological advancement in this field, now user can take an e-book on rent. It is possible to choose exactly how long user wishes to rent the book out for, starting from a minimum of 30 days to a maximum of 360 days.  This post was gener at​ed with GSA Con tent G ener ator​ Demover᠎si᠎on.


Our report studies market and covers historical and forecast data for application, regional and country level. Along with these leading players, there are number of other small and mid-sized players who are coming with huge investment and innovative product launch in the industry. On July 2011, Amazon launched Kindle Textbook rental service, allow students to store notes in the cloud. On December 2017, Cengage Learning, one of the world's biggest educational publishers, launching a subscription service for US students for 2018 that includes unlimited access to digital materials for USD 119.99 a semester. Based in application segment, in 2016, the demand of e-textbook on rent is dominated by academic segment. It accounted for the major shares of the e-textbook rental market. It is due to the demand from students across the world. Many students prefer to take books on rent instead of taking e-textbooks buying from physical stores. The increasing demand for smartphones and other mobile devices and the continuous developments in school infrastructure, will drive the growth of the market in the academic segment.

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Internet by the game's publisher. DLC can range from cosmetic content, such as skins, to new in-game content such as characters, levels, modes, and larger expansions that may contain a mix of such content as a continuation of the base game. In some games, multiple DLC (including future DLC not yet released) may be bundled as part of a "season pass"-typically at a discount in comparison to purchasing each DLC individually. While the Dreamcast was the first home console to support DLC (albeit in a limited form due to hardware and internet connection limitations), Microsoft's Xbox console and Xbox Live platform helped to popularize the concept. Since the seventh generation of video game consoles, DLC has been a prevalent feature of most major video game platforms with internet connectivity. Since the popularization of microtransactions in online distribution platforms such as Steam, the term DLC has become a synonymous for any form of paid content in video games, regardless of whether they constitute the download of new content.


Furthermore, this led to the creation of the oxymoronic term "on-disc DLC" for content included on the game's original files, but locked behind a paywall. The earliest form of downloadable content were offerings of full games, such as on the Atari 2600's GameLine service, which allowed users to download games using a telephone line. A similar service, Sega Channel, allowed for the downloading of games to the Sega Genesis over a cable line. While the GameLine and Sega Channel services allowed for ebook the distribution of entire titles, they did not provide downloadable content for existing titles. Expansion packs were sold at retail for some PC games, which featured content such as additional levels, characters, or maps for a base game. They often required an installation of the original game in order to function, but some games (such as Half-Life) had "standalone" expansions, which were essentially spin-off games that reused engine code and www.amazon.com/author/stevenjroberts assets from the original game. The Dreamcast was the first console to feature online support as a standard; DLC was available, though limited in size due to the narrowband connection and the size limitations of a memory card.

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