Ambient
Insight's annual report on the industry at Serious Play Conference was always the best attended session because it reports on
the Global Serious Games Market.
This year, Sam Adkins, the analyst, is allowing
the Serious Games Association to offer his report for $349.
Please find below the news release announcing
the offer.
Compound Growth Rate for Game-Based Learning
Market 22.4%; Revenues To Be $2.6 Billion in 2016; Report
Available for $349
LOS ANGELES - Monday, August 22 - A comprehensive, 47-page report breaking down projected revenues for game and simulation-based learning products by seven regions, market segment and product category for 2016 - 2021 is available for $349 from the Serious Games Association.
LOS ANGELES - Monday, August 22 - A comprehensive, 47-page report breaking down projected revenues for game and simulation-based learning products by seven regions, market segment and product category for 2016 - 2021 is available for $349 from the Serious Games Association.
The report, researched by analyst Sam Adkins of
Ambient Insight, predicts industry revenues will reach $2.6 billion in 2016 and
grow to $7.3 billion by 2021. The global five-year compound annual growth rate
(CAGR) is a robust 22.4%.
Adkins covers catalysts driving the use of
game-based learning, market shifts and trends and publicly announced investment
in Serious Games companies. A total of $322.6 million has been invested in thirty-six
Game-based Learning companies in just the first half of 2016, nearly double the
amount for the entire year of 2015.
Revenue projection charts are broken down by
eight buyer categories: Consumer, Preschool, Primary Education, Secondary
Education, Tertiary Education, Corporate, Federal Governmental Agencies and
State/Local Governmental Agencies.
The report also describes the 10 most popular
types of learning games, the catalysts for growth in various segments and
points out strategies of rising players.
The white paper can be purchased via the link
below:
About Ambient Insight
Ambient Insight is an ethics-based market
research firm that identifies revenue opportunities for learning technology
suppliers. It tracks the learning technology markets in 122 countries. Ambient
Insight publishes quantitative syndicated reports that break out revenues by
customer segment (demand-side) and by product category (supply-side) based on its
industry-leading learning technology taxonomy and proprietary Evidence-based
Research Methodology (ERM). Ambient Insight has two lines of business:
publishing quantitative syndicated reports and providing proprietary custom
research to suppliers and private investment firms.
About the Author
Sam S. Adkins is the Chief Research Officer at
Ambient Insight. Sam has been providing market research on the IT Training and
eLearning industries for over twenty years and has been involved with
electronic training technology for over thirty-five years. Sam is an expert at
identifying revenue opportunities for global learning technology suppliers. Sam
specializes in learning technology research across several technologies
including mobile, augmented reality, virtual reality, cognitive systems,
collaboration platforms, simulation platforms, and game engines. Sam provides
clients with technology feasibility studies, strategic consulting on new
product development, product revenue forecasts, emerging market analyses, and
competitive intelligence. Sam is the only analyst in the industry that focuses
exclusively on learning technology trends across all the major customer
segments including businesses, government agencies, academic institutions, and
consumers.
Sam was a business development manager for
Microsoft's Training and Certification group. During his eight years at Microsoft,
he managed the Advanced Knowledge Engineering team that built the world's first
commercial online learning business (The Microsoft Online Learning Institute).
Prior to that, he was a Senior Instructional Designer at United Airlines.
Before United Airlines, Sam was the manager of the Instructional Animation and
Graphics Lab at AT&T's central computer-based training (CBT) facility for
four years.