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Revenues for Serious Games will Surge to $28.8 Billion by 2025

According to a New Market Report by Metaari, the Worldwide Serious Games Industry in a Period of Profound Innovation and Transformation


News provided by

Metaari

Apr 30, 2020, 15:00 ET

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Cover of Meraari's New Game-based Learning report
Cover of Meraari's New Game-based Learning report

SEATTLE, April 30, 2020 /PRNewswire-PRWeb/ -- The growth rate for Game-based Learning across the planet is quite high at 27.1% and revenues will more than quadruple to $28.8 billion by 2025, according to a new market report by Metaari (formerly Ambient Insight) called "The Worldwide 2020-2025 Game-based Learning Market." The revenues are heavily concentrated in North America and the Asia Pacific throughout the forecast period.

The Asia Pacific was the top buying region in the 2020 market but will fall to second after North America by 2025, mostly due to the weakness in the market in China and despite the high demand in Southeast Asia. Revenues for serious games in Western Europe will be on par with the Asia Pacific by 2025.

"Startups are coming on the market at a rapid rate and venture capital is flowing to serious game startups. The revenue opportunities are lucrative in every region of the world in both developing and developed economies."

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"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 we analyze the industry. This report 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 every published."

The US will be the top buying country throughout the forecast period. 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.

"China briefly eclipsed the US as the top buying country in 2018 but is now in decline due to regulatory uncertainties that are discussed in detail in this report," adds Adkins. "The growth rate is now negative-to-flat at -0.9% in China and revenues will fall to $909.4 million by 2025."

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.

The report has 608 pages, 106 five-year revenue forecast tables, and 16 charts. The Serious Play Conference (SPC) is the exclusive reseller of the report. The SPC has a tiered pricing model depending on the type of organization buying the report. It can be purchased in the Research section at: https://seriousplayconf.com/.

A free Executive Overview of the report is available upon request by emailing your request to: [email protected].

"The global market for Game-based Learning is in the midst of profound innovation and transformation (if not outright disruption)," reports Adkins. "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."

In educational psychology, there are two phases of the learning process: knowledge transfer and learning transfer. Knowledge transfer is the transmission of information and skills to the learner. Learning transfer is the ability of the learner to demonstrate mastery in a real-world setting. Next-generation Game-based products (particularly the new augmented performance support products on the market) effectively accomplish both phases simultaneously.

There are three sections in this 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.

The demand-side analysis 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. Five-year forecasts are provided for the top buying countries in each region.

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.

"Over 2,300 learning game developers operating across the globe are identified in this report to help suppliers locate domestic distributors, partners, and potential merger and acquisition (M&A) targets," adds Adkins. "Startups are coming on the market at a rapid rate and venture capital is flowing to serious game startups. The revenue opportunities are lucrative in every region of the world in both developing and developed economies."

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 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.

SOURCE Metaari

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