In North America the growth rate for mobile game-based learning is more than double than for all types of mobile learning combined
Via: Ambient Insight LLC
The
revenues for Mobile Educational Serious Games in North America reached $227.9
million in 2013, according to a new report by Ambient Insight called the
"2013-2018 North America Mobile Edugame Market." The five-year
compound annual growth rate (CAGR) is 12.5% and revenues shall spike to $410.27
million by 2018.
Consumers
are by far the major buyers of mobile edugame digital content in Canada and the
US and they will continue to dominate throughout the forecast period. The
majority of consumer purchases fall into the two ends of the age spectrum: math
and language learning for young children (targeting parents through a B2C model)
and brain trainers and brain fitness apps for elders.
Among the secondary
findings are a) Top “selling” edugames are for young children; the number of
edugames that offer parental involvement are on the increase and b) Emergence
of easy-to-use mobile game-building tools supports the cultural shift towards
game-creation as an educational experience
A
significant challenge for edugame suppliers serving the consumer segment is
determining the mobile platform they will target. B2C segments are easier to
target, since they often standardize on specific platforms. The consumer
segment is more difficult since it uses all the mobile platforms including
dedicated gaming devices, rarely in use in the other segments.
The number
of new edugames coming on the North America market is exploding. New products
are coming from veteran game developers, brands, ad agencies, one-person
startup shops, and hobbyists. Targeting specific buyers with particular edugame
types is key to generating revenues in North America.
Typically, the buyer segments that contribute the most to revenues for edugame packaged content are consumers, PreK-12, and higher education. Revenues for content services are concentrated in the government, corporate, healthcare, and nonprofit segments. This report identifies trends that affect buying behaviors.
There are
four analysis sections in this report: trends, demand-side, supply-side, and
investments patterns/business models. The demand-side analysis provides
suppliers with insights into the buying behaviors and market catalysts. The
supply-side analysis breaks out forecast revenues by six types of mobile
edugames: knowledge based, skill-based, brain trainers, language learning,
location-based learning, and augmented reality.
Ambient
Insight CEO, Tyson Greer, will share key findings from the company's
latest market research in "2013-2018 Worldwide Game-based Learning
Market" and "2013-2018 Mobile Edugame Market" sessions at the
Serious Games Association's Serious Play Conference to be held at the University
of Southern California in July.
"Identifying
the buyer can be a daunting task in the Game-based Learning market," says
Greer. "This session will include a breakout by buying segment, with
emphasis on North America and Asia, where substantial revenues are being
generated."
The
"2013-2018 North America Mobile Edugame Market" report is available
now in the Ambient
Insight Store and the free Abstract for the report is available at http://www.ambientinsight.com/Resources/Documents/Ambient-Insight-2013-2018-North-America-Mobile-Edugame-Market-Abstract.pdf