The Worldwide Educational Game Market In Boom Phase Says Metaari

METAARI HAS REVISED REVENUE FORECASTS FOR THE GLOBAL GAME-BASED LEARNING MARKET SIGNIFICANTLY UPWARD FROM PREVIOUS FORECASTS

The 2018-2023 Global Game-based Learning Market Report Highlights:

“Major global market catalysts are creating very favorable market conditions for suppliers.”

“The industry has undergone a profound transformation in just the last two years. The pace of innovation at the root of the booming market is astonishing.”

“Revenues will more than triple in all eight buying segments over the forecast period and will surge more than five times in four of them.”

The supply-side analysis provides five-year revenue breakouts for custom educational game development services, authoring tools and platforms used to create and deliver Serious Games, and eleven educational game categories. The growth rate for Game-based Learning authoring tools and platforms is the highest of the three product types.” Revenues for tools shall surge over six times over the forecast period. Dedicated Game-based Learning tools are relatively new on the market but new specialized rapid authoring tools continue to come on the market at a rapid pace. This report identifies over 40 new Game-based Learning tool companies that have launched since 2015.”

“”The report identifies over 900 educational game developers competing in the 122 countries tracked by Metaari.”

Here is the full PRESS RELEASE!
SEATTLE, June 25, 2018 /PRNewswire-iReach/ — The worldwide five-year compound annual growth rate (CAGR) for Game-based Learning products is a robust 37.1% and revenues will more than quadruple by 2023, according to a new market report called “The 2018-2023 Global Game-based Learning Market” by Metaari (formerly Ambient Insight).

Global, regional, and country market conditions are now extremely favorable for Serious Game suppliers. The worldwide educational game market is now in a boom phase.

The report will be released at the Serious Play Conference organized by the Serious Games Association (SGA) in Manassas, Virginia on July 10 at the keynote address by Sam S. Adkins, Chief Researcher of Metaari and author of the report.

For more information about the 2018 Serious Play Conference, visit:
https://seriousplayconf.com/

“We have been publishing our updated Game-based Learning reports every year at the SGA’s annual Serious Play Conference since their inaugural event in 2007,” comments Adkins. “The event attracts the top educational game developers in the world and networking with the developers is a way to validate our work. The event is a great source of competitive intelligence.”

“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.”

“Metaari has revised our revenue forecasts for the global Game-based Learning market significantly upward from previous forecasts,” reports Sam S. Adkins. “This is due to the impact of major global market catalysts that are creating very favorable market conditions for suppliers. The report identifies eight key catalysts that are driving the boom phase of the market. I have been tracking the educational game market since 2002 and the industry has undergone a profound transformation in just the last two years. The pace of innovation at the root of the booming market is astonishing.”

There are three sections in this report: a detailed analysis of the catalysts driving the market, a demand-side analysis, and a supply-side analysis. The demand-side analysis provides revenue forecasts for seven regions (Africa, Asia Pacific, Eastern Europe, the Middle East, Latin America, North America, and Western Europe), thirty-nine countries, and eight buying segments.

The report has 364 pages, 105 forecast tables, and 17 charts. To obtain more information about this new Metaari report, email: research@metaari.com

There are eight Game-based Learning buying segments analyzed in this report: consumers, three academic sub-segments (preschools, primary schools, and secondary schools), tertiary & higher education institutions, federal government agencies, provincial/state/prefecture & local government agencies, and corporations & businesses. This report breaks out the global revenues for each of these segments and provides a comprehensive breakout by these segments for the US.

“Revenues will more than triple in all eight buying segments over the forecast period and will surge more than five times in four of them,” reports Adkins. “Yet the market drivers are unique to each segment. For example, the PreK-12 segments are broken out by the three sub-segments because the buying behavior and the user demographics are quite different in each cohort.”

The supply-side analysis provides five-year revenue breakouts for custom educational game development services, authoring tools and platforms used to create and deliver serious games, and eleven educational game categories as defined by Metaari’s Pedagogical Framework for Game-based Learning Products. The framework identifies eleven unique types of educational games. Five-year revenue forecasts for each game type are provided for the global market combined and for the US market.

“The growth rate for Game-based Learning authoring tools and platforms is the highest of the three product types,” says Adkins. “Revenues for tools will surge over six times over the forecast period. Dedicated Game-based Learning tools are relatively new on the market but new specialized rapid authoring tools continue to come on the market at a rapid pace. This report identifies over 40 new Game-based Learning tool companies that have launched since 2015.”

“This report identifies over 900 educational game developers competing in the 122 countries tracked by Metaari,” adds Adkins. “Some have global distribution reach and are licensing third-party games from developers across the planet. Dozens of recent global distribution agreements are identified in the report. The report identifies the companies making the licensing deals and the types of games the global distributors are licensing. Some developers are regional competitors, but most compete at the country level in specific buying segments. These developers are potential distributors, resellers, and possible M&A targets. This is the most granular analysis of the global market for serious games ever published. The contours of the competitive landscape are now very visible.”

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 focuses 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 at metaari.com

Author: Eliane Alhadeff
Source: https://www.seriousgamemarket.com/2018/06/the-worldwide-educational-game-market.html

Written By juliooliveira

I’m from Sao Paulo / Brazil, married with a incredible woman called Francine and I have two lovely children: Sarah (8 years old) and Nicolas (2 years old). Currently enrolled at the master degree program (MSc) in Information Systems Management at the University of Liverpool (UK). Holder of the credentials PMP and PMI-ACP of the Project Management Institute (PMI).

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