Global Serious Game Revenues Will More Than Quadruple by 2023

Press Releases

Jul 03, 2018

SEATTLE, July 3, 2018 /PRNewswire-iReach/ — The international five-year compound annual growth rate (CAGR) for Game-based Learning products is a robust 37.1% and revenues will more than quadruple to well over $17 billion by 2023, according to a new report called “The 2018-2023 Global Game-based Learning Market” by Metaari (formerly Ambient Insight). According to Metaari, the global educational game market is now in a boom phase.

Cover Image of Metaari's 2013-2018 Global Game-based Learning report

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.

“Adkins will provide revenue forecasts for the 2018-2023 global Game-based Learning market from an evidence-based quantitative report at Serious Play Conference, July 10-12, 2018 at George Mason University,” reports Sue Bohle, Executive Director of the SGA. “His presentation will include an analysis of the catalysts driving the market as well as a five-year demand and supply-side analyses, providing developers and publishers with the ability to choose high-yielding opportunities.”

For more information about the 2018 Serious Play Conference, visit:

https://seriousplayconf.com/

“Metaari principals are competitive intelligence experts that have been tracking the global Game-based Learning market since 2002; we have published an updated worldwide serious game market forecast report every year since 2007 and the SGA has exclusive distribution rights to the annual report,” comments Adkins. “The latest report cites over 900 educational game developers that compete in 122 countries. We have the most detailed and comprehensive data on the global serious game competitive landscape in the industry.”

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, thirty-nine countries, and eight buying segments.

The report has 364 pages, 105 forecast tables, and 18 charts. To obtain more information about this new Metaari report, email: research@metaari.com

“Metaari has revised our revenue forecasts for the global Game-based Learning market significantly upward from previous forecasts,” comments Sam S. Adkins. “The report identifies eight key catalysts that are driving the boom phase of the market.”

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.

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..

“One of the eight major catalysts is the unprecedented and historic levels of private investment flowing to Game-based Learning companies,” says Adkins. “Over $1.7 billion in funding flowed to educational game companies across the planet in 2016 and 2017. This is a very new trend considering that a mere $106 million went to these companies in 2014 and only $166 million was invested in serious game companies in 2015. What is interesting about the investment patterns is that most of the funding is going to companies that develop specific types of educational games.”

The growth rate for Game-based Learning authoring tools and platforms is 45.2% and revenues will surge over six times over the forecast period, the highest of the three product types. The growth rate for custom educational game development services is also quite high at 42.2% and revenues will spike over five times over the forecast period.

“Another major catalyst driving the boom phase of the market is the recent spate of distribution deals made with Game-based Learning companies and the flurry of merger and acquisition (M&A) activity,” adds Adkins. “Very large companies are licensing educational games from third-party developers to distribute the games globally and across entire regions introducing serious games to billions of new buyers. The entry of international technology companies into the market via M&A absolutely validates the Game-based Learning market.”

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 focusses 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@metaari.com

News distributed by PR Newswire iReach: https://ireach.prnewswire.com

 

SOURCE Metaari

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