"Our data gets more granular every year as we recalibrate and refine our extensive baseline data. I will present key findings from the report that includes detailed five-year revenue forecasts for the top 63 buying countries."
SEATTLE (PRWEB) May 15, 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:
"We have been updating this report on an annual basis since 2005," comments Sam S. Adkins, Chief Researcher at Metaari. "Our data gets more granular every year as we recalibrate and refine our extensive baseline data. I will present key findings from the report that includes detailed five-year revenue forecasts for the top 63 buying countries: 10 countries in Africa, 12 countries in the Asia Pacific, 8 countries in Eastern Europe, 9 countries in Latin America, 7 countries in the Middle East, 2 countries in North America, and 15 countries in Western Europe. They are the top buying countries in the world. This is the most comprehensive learning game market report ever published."
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. 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. "I will also highlight findings from the new '2020-2025 US Game-based Learning Market' report that will be published in June 2020 coinciding with the online Serious Play Conference. The growth rate for serious games in the US is a robust 29.2% and revenues will reach $7.5 billion by 2025. 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 demand-side analysis in the global report breaks out five-year revenues forecasts for seven international regions and by eight buying segments. Five-year forecasts are provided for seven regions: Africa, Asia Pacific, Eastern Europe, the Middle East, Latin America, North America, and Western Europe. Western Europe has the highest growth rate at 47.4% followed by the Middle East at 44.9%.
"The global and US reports include 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 forecasts in this report break out retail revenues by eleven distinct educational game types based on Metaari's pioneering Pedagogical Framework for Game-based Learning," adds Adkins. "The framework is a unique design and development specification that developers use to build learning games for specific subject domains and demographics. The revenues are quite distinct for each game type. The demand tends to be highly localized in particular buying segments. The educational game framework is a quantitative method to identify precise and addressable revenue opportunities for developers."
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.