Leading analyst firm Metaari predicts a 37.1% CAGR growth rate for game-based learning products over the next five years with revenues quadrupling to more than $17 billion by 2023.
Adkins will provide revenue forecasts for the 2018-2023 global game-based learning market in an evidence-based quantitative report at Serious Play Conference, July 10-12, 2018 at George Mason University. His presentation will include an analysis of the catalysts driving the market as well as a five-year demand and supply-side analysis, providing developers and publishers with the ability to choose high-yielding opportunities.
“The serious games industry is in a period of transformation, due to fundamentally new and innovative learning products,” Adkins says. “Startups incorporating new technologies are attracting significant amounts of investment and entering the market at a rapid rate. As a result, legacy learning technology suppliers are finding themselves ill-equipped to compete with these new companies.”
Revenues for game-based learning are heavily concentrated in the Asia Pacific region and North America, which currently account for 80% of all global revenue for games for learning and training. The growth rate for educational games used in schools and companies in the U.S.is a robust 47.6%.
Metaari provides revenue forecasts for 7 regions, 39 countries and 8 buying segments and identifies the leading companies – more than 900 educational game developers competing in the 122 countries – as well as distributors and licensing companies. The report is the most granular analysis of the global competitive landscape for serious games ever published.
Buying segments analyzed in the report include consumers, three academic sub-segments (preschools, primary schools and secondary schools) tertiary and higher education institutions, federal government agencies, provincial/state/prefecture and local government agencies and corporations and businesses.
Investment starting flowing heavily into the market just two years ago. Metaari identified $1.7 billion in funding for educational game companies globally in 2016 and 2017. The report identifies major investors and the companies acquired.