MONROE, Wash., July 7, 2020 /PRNewswire-PRWeb/ -- The growth rate for Game-based Learning in the US is 29.2% and revenues will more than triple to $7.5 billion by 2025 according to a new Metaari report called "The 2020-2025 US Game-based Learning Market." The Serious Play Conference is the exclusive reseller of the new report.

The report has 265 pages, 28 five-year revenue forecast tables, and 21 charts. The report can be purchased here:

https://seriousplayconf.com/downloads/2020-2025-us-game-based-learning-market-metaari-report/

"The spike in revenues is being driven by the rapid uptake of business simulations, cybersecurity games, and pre-employment assessment games in the corporate segment," reports Sam S. Adkins, Chief Researcher at Metaari. "The growth rate in the US corporate segment for serious games is a breathtaking 44.4% and revenues will spike to over $4 billion by 2025. This is 54% of all Game-based Learning revenues in the 2025 US market."

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 US Game-based Learning market.

"There are eight primary convergent catalysts driving the US Game-based Learning market," adds Adkins. "They are convergent in the sense that they are all having an impact on the other catalysts. The catalysts include the rapid evolution of Artificial Intelligence (AI), the high demand for Mixed Reality (AR and VR) games, the historic levels of private investment flowing to startups, intense merger and acquisition (M&A) activity, large-scale distribution agreements, the booming consumer demand, the rapid uptake of pre-employment assessment games in the corporate segment, and the proliferation of online marketplaces selling inexpensive premade objects."

The demand-side analysis breaks out five-year revenues forecasts by eight buying segments: consumers, three PreK-12 sub-segments (preschool, primary, and secondary), tertiary & higher education institutions, federal government agencies, local & state government agencies, and corporations & businesses. Revenues will more than double in six US buying segments over the forecast period and will surge more than six times in the corporate buying segment.

"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 is the most comprehensive US learning game market report every published."

The supply-side analysis provides revenue forecasts for three major product categories: packaged retail content (further broken out by eleven content types), custom content development services, and authoring tools & platforms.

The supply-side analysis includes a detailed five-year forecast for eleven types of packaged retail serious games including cognitive learning, knowledge-based games, skill-based games, language learning, early childhood learning, pre-employment assessment, role-based behavior modification, location-based learning, AI-based learning games, AR-based education games, and VR-based learning games.

"Pre-employment assessment games have the highest revenues being driven by the strong demand in the US corporate segment," says Adkins. "By 2025, VR-based learning games will generate the second-highest revenues followed by early childhood learning games and cognitive learning games, respectively."

Over 700 suppliers operating in the US are identified in this report to help suppliers locate domestic distributors, partners, and potential merger and acquisition (M&A) targets.

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 intelligence, game mechanics, robotics, cognitive computing, artificial intelligence, virtual reality, and augmented reality.

 

SOURCE Metaari

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