The 2016-2021 Global Game-based Learning Market

25
Jul

The 2016-2021 Global Game-based Learning Market

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The 2016-2021 Global Game-based Learning Market

Worldwide revenues for Game-based Learning products reached $2.6 billion in 2016. The global five-year compound annual growth rate (CAGR) is a robust 22.4%. Revenues will surge to $7.3 billion by 2021.

This whitepaper breaks out global revenues for Game-based Learning products for seven regions, eight buying segments, and ten types of edugames. A breakout for the US is also provided for eight buying segments and ten edugame types.

We have also included an overview of private investments made to Game-based Learning companies through the first half of 2016. A total of $322.6 million has been invested in thirty-six Game-based Learning companies in just the first half of 2016, nearly double the amount for the entire year of 2015.

This whitepaper uses Ambient Insight’s Game-based Learning pedagogical framework that identifies ten unique types of edugames. The revenue forecasts in the whitepaper are mapped to those ten types of edugames giving suppliers precise instructional design specifications and visibility into addressable revenue opportunities.

A preview of the full report is available here.

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