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/
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