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