Serious Games revenues are racing along on a five-year compound annual growth rate (CAGR) of 20.2% globally, suggesting the industry will more than double to $8.1 billion by 2022, according to Metaari, the foremost analyst firm covering the market. In 2017, global revenues will hit $3.2 billion, just for off-the-shelf products.
Sam Adkins, CEO, Metaari - Advanced Learning Technology Research, will provide highlights of his 96 page 2017-2022 Global Game-based Learning Market Report to attendees Tuesday, July 18, 2017 at Serious Play Conference, the annual gathering of the thought leaders in the industry, this year hosted by George Mason University.
Eight game-based learning buying segments are analyzed in the report: consumers, preschools, primary schools, secondary schools, tertiary and higher education institutions, federal government agencies, provincial/state and local government agencies, and corporations.
The report also lists more than 300 suppliers operating across the globe to help companies identify partners, distributors, and resellers.
Adkins' report includes an analysis of size, growth and trends in seven regions: Africa, Asia Pacific, Eastern Europe, Latin America, the Middle East, North America, and Western Europe and has two sections: a demand-side analysis and a supply-side analysis for the eight buying segments.
For the U.S., Metaari provides a detailed breakout including information on major Serious Game studios.
The complete 2017-2022 Global Game-based Learning Market Report from Metaari will be available for sale to attendees for $299 and to the public for $499.