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U.S. revenue for educational games available on mobile platforms for
consumers will nearly triple by 2022 to $800.2 million - and grow to a billion
dollars by 2024, according to a new report from Metaari covering market leaders in each segment
and catalysts driving demand.
"The U.S. market for consumer educational games is growing at a
five year CAGR of 24.3 percent," explains Sam Adkins, CEO, Metaari
(formerly Ambient Insight), "And market conditions for U.S. consumer-facing mobile
educational game developers are quite favorable. I'm betting we will see U.S.
revenues in this category comfortably reach a billion dollars a couple of years
after that."
Metaari's 70+ page report, "The 2017-2022 U.S. Consumer Mobile
Educational Game Market", covers projected revenue for all the major
educational game categories; information on leading developers, publishers and
technology developers can use in creating games; market trends; and catalysts
driving demands is available for $400 from the Serious Games Association at
this link: http://seriousplayconf.com/report-order/
Some key findings in the report:
- A
high demand for mobile early childhood learning games is driving the
fastest revenue growth sector
- Extraordinary
innovation in augmented reality-based educational games is creating a
whole new type of mobile learning product
- Next-generation
cognitive games and brain trainers have re-energized the market for those
products
- Location-based
Services (LBS) is one of the fastest growing technologies, driven by
educational developers integrating it into their learning products
- The
industry has experienced a recent flood of private investment into
educational game companies, suggesting the sustainable growth of this
category
- The U.S. consumer market is the most concentrated revenue opportunity on the planet for mobile educational game developers
Adkins will be a speaker at the 2017 Serious Play Conference, July
18-20, at George Mason University, where he will preview his annual market report
covering eight buyer categories: Consumer, Preschool, Primary Education,
Secondary Education, Tertiary Education, Corporate, Federal Governmental
Agencies and State/Local Governmental Agencies. Link to conference at www.seriousplayconf.com
About Sam S. Adkins
Sam S. Adkins is the CEO and Chief Researcher at Metaari. Sam has been
providing market research on the learning technology for over twenty-five years
and has been involved with electronic training technology for over thirty-five
years.
Sam specializes in advanced learning technology research across several
technologies including mobile, augmented reality, virtual reality,
psychometrics, cognitive systems, simulation platforms, and game engines
Sam is the only analyst in the industry that focuses exclusively on
learning technology trends in over 100 countries across all the major customer
segments including business, government, academic, healthcare, and consumer. Sam
provides clients with tangible data on addressable revenues including product
revenue forecasts, emerging market analyses, competitive market shares, and
revenue growth strategies.