"This is the most comprehensive learning game market report ever published, comments Sam S. Adkins, Chief Researcher at Metaari. "The global report has 608 pages, 106 five-year revenue forecast tables, and 16 charts. It identifies over 2,300 development firms operating across the planet."
SEATTLE (PRWEB) May 18, 2020
Sam S. Adkins will present key findings from the new Metaari (formerly Ambient Insight) report called "The Worldwide 2020-2025 Game-based Learning Market" on Wednesday May 20th at 4pm PST/7pm EST. The webinar is sponsored by the Serious Play Conference (SPC) who is the exclusive reseller of the report.
Register for the "Worldwide 2020-2025 Game-Based Learning Market" webinar at:
"This is the most comprehensive learning game market report ever published, comments Sam S. Adkins, Chief Researcher at Metaari. "The global report has 608 pages, 106 five-year revenue forecast tables, and 16 charts. It identifies over 2,300 development firms operating across the planet. I will present key findings from the report that includes detailed five-year revenue forecasts for the top 63 buying countries. The Serious Play Conference (SPC) is the exclusive reseller of the report. The SPC has a four-tiered pricing model depending on the type of organization buying the report. It can be purchased at:
"The US will be the top buying country throughout the forecast period," reports Adkins. "In the 2020 serious game market, the US accounted for 24% of all global revenues. By 2025, the US will account for 26% of worldwide revenues for learning games."
In 2020, the top buying countries were the US, China, India, Japan, and South Korea, respectively. By 2025, the top buying countries will be the US, India, China, Indonesia, and Malaysia, respectively.
There are three sections in the global report: an analysis of the major catalysts driving the market, a demand side-analysis, and a supply-side analysis. The analysis of the catalysts provides a detailed discussion of the eight major catalysts driving the global serious games market. These catalysts will be identified in the webinar.
"The report includes five-year revenue breakouts for eight buyer segments: 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," says Adkins. "The global corporate segment has the highest growth rate at 44.4% driven by the rapid uptake of business simulations, cybersecurity games, and pre-employment assessment games."
The supply-side analysis provides revenue forecasts for three major product categories: packaged retail content (further broken out by eleven distinct learning game types), custom content development services, and authoring tools & platforms.
"The global market for Game-based Learning is in the midst of profound innovation and transformation (if not outright disruption), adds Adkins. "The US is the major innovator in the serious game industry. These innovations are exponential in the sense that they are not small incremental linear innovations common to traditional products; they are fundamentally new types of learning products. The one common characteristic of these new learning technologies is that they enable real-time performance improvement."
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 126 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, location-based learning (location intelligence), game mechanics, robotics, cognitive computing, artificial intelligence, virtual reality, and augmented reality.