2017-2022 Global Game-based Learning Market
Serious Game Revenues Spike to $8.1 Billion by 2022
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.
There are two sections in this report: a demand-side analysis and a supply-side analysis. The demand-side analysis provides revenue forecasts for seven regions, thirty-nine countries, and eight buying segments.
The supply-side analysis provides five-year revenue breakouts for eleven educational game categories as defined by Metaari’s pedagogical game framework.
There are 103 pages in this report and 19 charts. Over 300 suppliers operating across the globe are cited in this report to help companies identify partners, distributors, and resellers.
A detailed demand-side analysis by eight buying segments and supply-side analysis by eleven serious game categories is provided for the United States in this report because the US will regain its position as the top buying country by the end of the forecast period. The US analysis identifies very distinct revenue opportunities for developers.
This report includes an analysis of 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%, followed by Eastern Europe and Latin America at 37.3% and 35.1%, respectively.
The top buying countries are identified in each region and 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.
The three countries with the highest revenues for serious games in 2017 are China, the US, and India, respectively. In the 2017 market, China was the largest buyer of serious games having overtaken the US in 2014, but market conditions have changed (dramatically) for the worse in that country due to newly imposed restrictive regulations on game development.
The growth rate is now negative-to-flat for educational games at -2.7% in China, and by 2022, the US (with a five- year compound annual growth rate of 17.2%) will be the top buying country again, followed by India. China will drop to third.
There are six primary convergent catalysts driving the global educational game market:
- The growing global demand for early childhood learning games
- The organizational resistance to Game-based Learning is fading fast
- The growing availability of easy-to-use development tools
- 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 based on neuroscience, cognitive therapy, and biosensors
- The impending rollouts of very fast 5G networks and the Internet of Things (IoT)Combined, these catalysts have created highly favorable market conditions for Game-based Learning developers across all seven regions analyzed in this report.
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Sam S. Adkins is the co-founder and Chief Research Officer at Ambient Insight. Sam has been providing market research on the global learning technology industry for over twenty-five years. Sam is a quantitative research expert and specializes in identifying revenue opportunities for suppliers.
Sam is the only analyst in the industry that focuses exclusively on learning technology trends in over 100 countries across all the major customer segments including business, government, academic, healthcare, and consumer. Sam provides clients with tangible data on addressable revenues including product revenue forecasts, emerging market analyses, competitive market shares, and revenue growth strategies.