2020-2025 US GAME-BASED LEARNING MARKET – METAARI REPORT

Surge in Corporate Purchases Driving 2020 U.S. Game-Based Learning Market;
New Report Forecasts Annual CAGR of Almost 30%; U.S. Sales of $7.5 Billion by 2025

 

Metaari’s new U.S. report, releases July 1, 2020, offers insight to developers, publishers and investors. The report contains detailed information on every segment of the learning game market, identifying market leaders, investing companies, product categories with the most potential and information on the various distribution strategies as well as a five-year forecast for that segment.

The fastest growing segment in the game-based training market is corporate learning games, expected to accrue sales of more than $4 billion, or 54 % of U.S. revenues in the next five years. The hottest categories for companies are games used for pre-employment assessments, employ-ee evaluation and cybersecurity training. Business simulations also remain particularly marketa-ble.

Consumer demand – primarily for brain stimulation, language learning and educational games for children purchased by parents — has persistently grown but the individual purchase amount is lower.

U.S. game-based learning companies, who continue to create the most innovative products, are experiencing historic levels of investment. More than 700 suppliers based in the country are identified in the Metaari report and the types of products receiving investment as well as buyers are identified.

Metaari’s full U.S. report is 249 pages, with 28 tables and 19 charts. Purchase information is below.


 

Bio:Sam Adkins, CEO of Metaari (formerly Ambient Insight), has been providing market research on the global learning technology industry for more than 25 years. He focuses on identifying revenue opportunities for advanced learning technology suppliers.

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