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Metaari Forecasts the Game-based Learning Market at $8.1 Billion by 2022

Two Reports by Metaari on the Game-based Learning Market Available for Purchase at the Serious Games Association Site (September 28, 2017)

SEATTLE, Sept. 28, 2017 /PRNewswire-iReach/ -- The Serious Games Association (SGA) is the exclusive reseller of two cutting-edge market reports by Metaari on the Game-based Learning market. The two reports are "The 2017-2022 Global Game-based Learning Market" published in July 2017 at the annual SPC event and "The 2017-2022 U.S. Consumer Mobile Educational Game Market" published in March 2017. Both reports were written by Metaari's CEO, Sam S. Adkins.

"We have been publishing our Game-based Learning reports at the SGA's annual Serious Play Conference since their inaugural event in 2011," comments Adkins. "The event attracts the top educational game developers in the world and networking with them is a great way to validate our work."

"Market numbers are hard to come by," says Sue Bohle, Executive Director, Serious Games Association. "Metaari (formerly Ambient Insight) does the best job I've seen of tracking global numbers, and also, major trends."


"The five-year compound annual growth rate (CAGR) for Game-based Learning products on the planet is 20.2% and revenues will more than double to $8.1 billion by 2022, up from the $3.2 billion reached in 2017," reports Adkins. "The global report on edugames provides five-year revenue forecasts for seven regions: Africa, Asia Pacific, Eastern Europe, Latin America, the Middle East, North America, and Western Europe. Africa has the highest growth rate of all the regions at a breathtaking 54.4%."

Over 300 educational game developers operating across the globe are cited in this report to help companies identify local competition, partners, distributors, resellers, and potential M&A targets.

The "The 2017-2022 Global Game-based Learning Market" report is 105 pages and includes 19 charts. It can be purchased online for $499.00 USD at the Serious Games Association site:

https://seriousplayconf.com/downloads/2017-2022-global-game-based-learning-market/

Five-year revenue forecasts are provided for thirty nine countries including three in Africa, nine in Asia Pacific, six in Eastern Europe, six in Latin America, four in the Middle East, two in North America, and nine in Western Europe.

There are several convergent catalysts driving the global educational game market including the growing global demand for early childhood learning games, the availability of easy-to-use and inexpensive development tools, the exponential innovation in Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), an upsurge of new next-generation brain training games coming on the market, and the impending rollouts of very fast 5G networks."

Both reports map product revenue forecasts to Metaari's Game-based Learning pedagogical framework. The framework identifies eleven unique types of educational games. The educational game framework provides suppliers with a precise method of tapping specific revenue streams and a concise instructional design specification for the development of effective educational games.

In the 2017 market, consumer expenditures on mobile educational games accounted for 69% of the total expenditures on mobile educational games in the US. By 2022, consumers will still account for 67% of all spending on mobile educational games in the US.

"We developed a stand-alone report for the US consumer segment because the US consumer market is the most concentrated revenue opportunity on the planet for mobile educational game developers," comments Adkins. "The five-year compound annual growth rate (CAGR) for mobile educational games in the US consumer segment is a robust 24.3%. Revenues will spike to $800.2 million by 2022, up from the $270.0 million reached in 2017. At this rate of growth, revenues will surge to over $1 billion by 2024."

The "The 2017-2022 U.S. Consumer Mobile Educational Game Market" report is 74 pages and includes 13 tables and 6 charts. It can be purchased online for $400.00 USD at the Serious Games Association site:

http://seriousplayconf.com/downloads/usmarket-for-consumer-games-on-mobile/

There are several primary catalysts driving the mobile educational game market in the US consumer segment including the emergence of next-generation cognitive edugames, a wave of new educational apps for children with special needs, the high demand for mobile early childhood learning games, the popularity of language learning games, the extraordinary innovation in augmented reality-based educational games, and the recent flood of private investments flowing to educational game companies.

"The mobile educational games industry is in the midst of an extraordinary innovation phase," adds Adkins. "New innovations in mobile educational games include products based on psychometrics, artificial intelligence, location-based technology, augmented reality, and virtual reality. The current market conditions are quite favorable for developers."

About Metaari

Metaari (formerly Ambient Insight) is an ethics-based quantitative market research firm that identifies revenue opportunities for advanced learning technology suppliers. We track the learning technology markets in 122 countries. We have the most complete view of the international learning technology market in the industry. Metaari focusses solely on advanced learning technology research on products that utilize psychometrics, neuroscience, game mechanics, robotics, cognitive computing, artificial intelligence, virtual reality, and augmented reality.

Media Contact: Sam Adkins, Metaari, 360-805-4298, sam@metaari.com

News distributed by PR Newswire iReach: https://ireach.prnewswire.com

 

SOURCE Metaari

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Related Keywords:Children, Networking, Game Development, Virtual Reality, Prosumer/Consumer, Virtual Reality, Virtual Reality, USA, Science, Computer Science, Engineering, Children,

 
 
 
 
 
 
 
 






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