SlideShare ist ein Scribd-Unternehmen logo
1 von 51
Downloaden Sie, um offline zu lesen
The 2019-2024 Global Game-based
Learning Market: Serious Games
Industry in Boom Phase
“Revenues will more than quadruple to
reach well over $24 billion by 2024”
July 26, 2019
Presented by Sam S. Adkins, CEO, Metaari
sam@metaari.com
Key Findings from
Metaari’s 2019-2024
Global Game-based
Learning Market Report
To be Published August 1, 2019
by the Serious Play Conference
About Metaari (formerly Ambient Insight)
Metaari is an ethics-based quantitative market research firm that identifies revenue
opportunities for advanced learning technology suppliers.
www.metaari.com
▪ We track learning technology in 122 countries. We have a breathtaking view of the
international learning technology market.
▪ Metaari focusses solely on advanced learning technology including psychometrics,
game mechanics, robotics, cognitive computing, artificial intelligence, virtual
reality, and augmented reality.
Sources of Information on the Global
Serious Games Market
▪ Trade Associations are Excellent Sources of
Information
▪ Financial Statements of Publicly-traded Companies
▪ Serious Game Portals
▪ Government Export Agencies
▪ Private Investment Activity
▪ M&AActivity
Agenda
▪ Key Findings
▪ Primary Catalysts Driving the Booming Market
▪ Quantifying the Revenues: The Pedagogical
Framework
▪ Who are the Buyers and What are The Buying?
▪ Q&A
Key Findings
The worldwide five-year compound annual growth
rate (CAGR) for Game-based Learning is a robust
33.2% and revenues will more than quadruple to
reach well over $24 billion by 2024.
Metaari has revised our revenue forecasts for the
global Game-based Learning market significantly
upward from previous forecasts.
Key Findings: The 2019-2024 Global Game-based
Learning Market Report
▪ The new report has 511 pages, 108 forecast tables, and 20
charts. Over 2,100 serious game suppliers operating in 122
countries across the globe are identified in this report.
▪ There are three sections: a detailed analysis of the catalysts,
a demand-side analysis, and a supply-side analysis. The
demand-side analysis provides revenue forecasts for seven
regions, fifty-two countries, and eight buying segments.
▪ The US is the top buying country and a detailed analysis by
eight buyer types and eleven serious game types is provided
for the US.
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
50%
Africa Asia Pacific Eastern
Europe
Latin
America
The Middle
East
North
America
Western
Europe
2019-2024 Game-based Learning Growth Rates by
Seven Regions
All Regions Have Growth Rates Above 25%
0%
10%
20%
30%
40%
50%
Packaged Retail Content Custom Development
Services
Authoring Tools and
Delivery Platforms
2019-2024 Global Game-based Learning Growth
Rates by Three Products and Services
The supply-side analysis provides five-year forecasts for eleven
types of game types, custom services, and tools/platforms.
▪ We categorize serious games as a subset of the
learning technology industry not as a subset of
the video game industry.
▪ Game-based Learning is a knowledge transfer
method that utilizes "game play" comprised of
competition (against oneself or others) and a
reward/penalty system that functions as an
assessment method to quantify mastery.
Metaari’s Pedagogical Definition of Game-based
Learning
Longitudinal Analysis: Global Five-Year Compound Annual
Growth Rates (CAGRs) for Game-based Learning Products
0%
5%
10%
15%
20%
25%
30%
35%
40%
Five-year CAGRs for Last 14 Forecast Periods
Forecast Periods
Primary Market Catalysts and Product Trends
The global Game-based Learning Industry is in a
period of wide adoption
Catalysts Driving
the Booming
2019-2024 Global
Game-based
Learning Market
AI Integration
in Game-
based
Learning
Products
Mixed Reality
Learning
Games in
High Demand
Across the
Planet
Historic
Levels of
Investment
Flowing to
Game-based
Learning
Companies
Large Scale
Global
Distribution
Agreements
Intense M&A
Activity With
Large
Companies
“Buying Their
Way In”
The Global
Consumer
Demand for
Mobile
Serious
Games
The Rapid
Uptake of
Game-based
Learning in
the Corporate
Segments
Growing
Availability of
Easy-to-Use
Development
Tools and
Marketplaces
▪ The global Game-based Learning industry is in the midst
of exponential innovation.
▪ These innovations coincide with the extraordinary
advances in AR, VR, Mixed Reality, robotics, location-
based intelligence, and artificial intelligence (AI).
The developers are also integrating data and
protocols from psychometrics, neuroscience,
cognitive learning, and educational psychology.
Primary Catalysts: Innovation Driving the
Boom Market
Source: Sony’s Media Molecule
Media Molecule’s Dreams
Dreams is a game, a game engine, modeler, paint program,
music editor, and a distribution platform
Smart Serious Games That Learn: Artificial
Intelligence is a Game Changer
▪ Pearson, Apple, Blackboard, Scholastic, Sesame Street, Edmodo
(now owned by China's NetDragon) and Houghton Mifflin Harcourt
are selling new educational products built on IBM’s Watson.
▪ Watson is not the only AI platform
being used for learning:
▪ Cerego's adaptive learning platform
runs on Amazon's AI.
▪ Montessorium’s games for young kids
integrate Google's TensorFlow AI.
▪ China’s Liulishuo language learning
game uses proprietary AI.
Source: Liulishuo
Augmented
Intelligence
Cognitive
Computing
Artificial
Intelligence
Natural
Language
Processing
Machine
Learning
Deep
Learning
Human
in the
Loop
Machine
Centric
Metaari's Artificial Intelligence (AI) Array
Augmented
Intelligence
Cognitive
Computing
Artificial
Intelligence
Natural
Language
Processing
Machine
Learning
Deep
Learning
Human
in the
Loop
Machine
Centric
Metaari's Artificial Intelligence (AI) Array
Source: SoftBank
Robotics
Conversational AI is the Core of AI-based
Learning Games
Robots Used for Robot-Mediated Behavior Intervention
(RMBI) for People with Special Needs
Source: RoboKind
Source: Leka
Metaari defines Mixed Reality (MR) as the experience of
simulation, augmented reality (AR), and/or virtual reality (VR),
and the biophysical environment along an immersion spectrum.
Primary Catalysts: Mixed Reality Learning
Games in High Demand Across the Planet
Source: Immersive VR Education
▪ In AR, the user is still fully
aware of the physical
environment and the experience
is semi-immersive.
▪ True virtual reality is usually
experienced in immersive 3D
with the aid of a headset and
other peripherals.
Mixed Reality Learning games that are ideal for Virtual Reality
include:
Cognitive Learning
and Mental Training
Language Learning
Performance
Assessment
Role-based Behavior
Modification
Mixed Reality Learning games that are ideal for Augmented Reality
include:
Knowledge-based
Content
Skill-based Content
Early Childhood
Learning
Location-based
Learning
Primary Catalysts: Mixed Reality Learning
Games in High Demand Across the Planet
▪ Historic levels of private investment are
flowing to global Game-based Learning
companies.
▪ The investments have increased every year for
the last nine years and dramatically increased
in the last three years.
Over $3.9 billion in funding flowed to
educational game companies from 2016 to 2018
Primary Catalysts: Historic Levels of
Private Investment
$0
$250
$500
$750
$1,000
$1,250
$1,500
$1,750
$2,000
$2,250
$2,500
2010 2011 2012 2013 2014 2015 2016 2017 2018
Deal Totals in
US$ Millions
$948.2 Million went to 150 Game-based Learning Companies in 2017
$2.25 Billion Went to 133 Game-based Learning Companies in 2018
2010-2018 Global Private Investment in Game-based
Learning Companies (in US$ Millions)
▪ The number of large-scale distribution agreements spiked in 2017 and
2018. Educational games now reach billions of new users.
▪ In early 2018, China’s Tencent (with over two billion users) announced
that they were formally expanding into serious games by licensing
third-party games (LEGO, Age of Learning, Triseum, Fishing Cactus,
etc.) from international developers. Essentially, the world's largest
video game company just entered the Game-based Learning market.
Primary Catalysts: Global Distribution Deals
Dramatically Expanding the Reach
Source: Tencent
In April 2019, JD.com (“the Amazon of China”) announced that Microsoft
had sold them exclusive distribution rights for the Chinese version of
Minecraft: Education Edition. The revenue opportunity is massive. China
has over 200 million primary and secondary students.
Primary Catalysts: Global Distribution Deals
Dramatically Expanding the Reach
Source: Microsoft
Game-based
Learning
Distribution
Channels
China’s Game
and Internet
Giants
Learning Game
Developers
Game
Aggregators
Language
Learning
Providers
Device Makers
Global Toy
Companies
Education
Publishers
National
Education
Agencies
Mobile
Network
Operators
(MNOs)
Novel
Distribution
Channels
Global technology companies are entering the Game-based Learning
market via M&A and effectively validating the industry. They are
“buying their way in”. The report identifies dozens of recent M&A’s.
In 2017, Microsoft licensed Minecraft: Education Edition to over two
million users across 115 countries. By 2019, they had over five
million users.
Primary Catalysts: Major M&AActivity Drives
Massive Adoption
Source: Microsoft
▪ China’s NetDragon (the second-largest gaming company in China)
acquired US-based JumpStart (Math Blaster) in July 2017 and the best-
selling Sokikom math game in January 2018.
▪ TAL Education is China’s largest for-profit education provider. They
acquired Dr. Panda in October 2018 and CodeMonkey in December
2018 extending their reach to10 million new users outside China.
Primary Catalysts: Big Companies “Buying Their
Way In” to the Serious Game Industry
Source: TAL Education’s CodeMonkey
Source: NetDragon
▪ South Korea's Daekyo (one of the largest education companies in
Asia) acquired US-based Knowre in August 2018. Knowre develops
math games.
▪ Shoal Games acquired Israel's KIDOZ in December 2018. KIDOZ'
early childhood learning games reach over 50 million kids across
the planet.
Primary Catalysts: Major M&AActivity Drives
Massive Adoption
Source: KIDOZ
Source: Daekyo
Learning games for young kids are the top revenue
opportunities for serious game developers
throughout the forecast period. The growth rate is
21.4% and revenues will nearly triple by 2024.
Primary Catalysts: Early Childhood Learning
Games Generate the Highest Revenues
Source: Dr. Panda (Acquired by China’s
TAL Education in October 2018)
Early
Childhood
Learning
Games in the
Highest
Demand
Games for
Children
With
Special
Needs Language
Learning
Games
Coding
Games for
Kids
Robots
That Play
Learning
Games
With Kids
Specialized
Brain
Training
Games for
Children
STEM and
STEAM
Games for
Children
Social and
Emotional
Learning
Games for
Kids
Amazing
AR and VR
Learning
Games for
Kids
The Best-selling Learning Games for Kids
Xiamen ZhiTong Technology’s Keeko Robot Being Used in
Over 600 Preschools in China
Source: Xiamen ZhiTong Technology
▪ There has been a history of resistance to education and training
games in the corporate segment. The inhibitors are fading fast with
the rapid adoption of pre-employment assessment games.
▪ The global corporate segment now has the highest growth rate for
serious games at 47.5%.
▪ Suppliers sell packaged pre-employment games for soft skills,
provide custom game development services for vertical skills
(coding, etc.), and license the platforms for internal use.
Primary Catalysts: Pre-employment Games Gain
Rapid Adoption in Corporate Segment
Source: Arctic Shores
▪ A significant catalyst is the availability of
easy-to-use authoring tools and well-stocked
marketplaces selling premade objects.
▪ The suppliers are marketing to non-
specialists and pricing the products at
relatively low price points.
▪ Growing number of online marketplaces
selling premade digital 3D models, VR
environments, and pre-trained AI models.
▪ Premade objects allow developers to rapidly
create learning games. It is also a new
revenue model for developers selling objects.
Primary Catalysts: We are Seeing a Growing
Number of New Tools and Online Marketplaces
Source: Google
Twelve Types of
Specialized
Learning Game
Development
Tools
Early
Childhood
Learning Language
Learning
Mixed Reality
Candidate
Assessment
Location-based
Tourism and
ExhibitionsBusiness
Simulation
Artificial
Intelligence
Social
Emotional
STEM
Q&A (Quiz
Games)
Sports Mental
Training
Quantifying the Revenue Opportunities:
Metaari’s Pedagogical Framework for
Game-based Learning
The educational game framework provides suppliers with a
precise method of tapping specific revenue streams and a
concise instructional design specification for the
development of effective educational games.
Quantifying the Revenue Opportunities: Metaari’s
Pedagogical Framework for Game-based Learning Products
Metaari forecasts revenues
for eleven types of serious
games based on content
domain and knowledge
transfer method. The
framework was derived by
reverse engineering the top
selling products. It is an
instructional design and
development blueprint.
The 2019-2024 report is the
first Game-based Learning
report in the world to provide
global five-year forecasts for
AI-based educational games.
Pedagogical
Framework for
Eleven Categories of
Game-based
Learning Products
Cognitive
Fitness
Games and
Brain
Trainers
Knowledge-
based
Edugames
Skill-based
Educational
Games
Language
Learning
Educational
Games
Early
Childhood
Learning
GamesAssessment
and
Evaluation
Educational
Games
Role-based
Educational
Games
Location-
based
Educational
Games
Augmented
Reality
Educational
Games
Virtual
Reality
Educational
Games
Artificial
Intelligence
Educational
Games
▪ By 2024, early childhood learning games, language
learning games, and pre-employment assessment and
evaluation games will generate the highest revenues. All of
them will have revenues above $2 billion.
▪ Revenues will more than double for ten of the eleven
learning game types over the forecast period.
▪ The game type with the highest growth rate is VR-based
learning games at 51.9%, followed by assessment and
evaluation games, and language learning games at 46.2%
and 41.8%, respectively.
The Highest Revenues and the Highest Growth Rates
for Serious Games
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
50%
55%
2019-2024 Global Growth Rates for Game-based
Learning by Eleven Game Types (in US$ Millions)
Who are the Buyers and What are
They Buying?
This report breaks out the global revenues by
eight buyer segments and provides a detailed
breakout by these segments for the US
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
50%
55%
Consumer Preschool Primary
Education
Secondary
Education
Tertiary and
Higher
Education
Federal
Government
Agencies
State,
Provincial,
and Local
Government
Agencies
Corporate
(including
Healthcare)
2019-2024 Global Game-based Learning
Market by Eight Buyer Segments
Revenues will more than double in all eight global
buying segments over the forecast period and will
surge more than six times in the corporate
buying segment. The market drivers are unique to
each segment.
Who are the Buyers and What are They Buying?
▪ Consumers buy eight types of early childhood learning
games, brain trainers, and language learning games.
Consumers are the Largest Buying Segment
by a Wide Margin
Source: Khan Academy’s
Duck Duck Moose
Source: Toca Boca
Source: Age of Learning
Consumers will account for more than half of all global
revenues by 2024
▪ PreK-12 is comprised of three sub-segments:
preschools, primary schools, and secondary
schools.
▪ The buying behavior and the user demographics are
quite different in each cohort.
▪ Preschools buy developmental games.
▪ Primary schools buy language learning games, literacy
games, and basic math games.
▪ Secondary schools buy language learning and STEM
games.
The Three PreK-12 Sub-Segments
Calculus as Gameplay: Nanome’s Calcflow
Source: Nanome
Nanome has distribution deals with the major headset suppliers
and it comes preloaded on the Oculus Rift and HTC Vive.
Calculus as Gameplay: Triseum’s Variants
Source: Triseum
In June 2018, Texas-based Triseum announced a licensing
deal with Tencent. "Tencent is licensing Variant: Limits with
the goal to foster engaging and experiential learning
environments across China.
▪ Higher Education: The growth rate for serious
games in the higher education segment is a healthy
15.4%. Role-based business simulation games are
now common in higher education institutions
across the planet.
The Tertiary Buyers
Source: Ambiera’s Business Magnate
▪ Government Agencies: The buying behavior in the
two government segments is similar in that games
are used for civilian employees, military personnel,
public safety employees, and first responders.
The Government Buyers
Source: Virtual Heroes
▪ The corporate segment has the highest growth rate for
learning games at a breathtaking 47.5%. Global revenues
will surge nearly seven times to over $5.0 billion by
2024.
▪ There are two catalysts driving the growth in the corporate
segment: the rapid uptake of job candidate evaluation games
and the continued adoption of business simulation games.
The Corporate Buyers
Source: Toolwire
Q&A
The full 511-page “2019-2024 Global Game-based
Learning Market” report will be available from the
Serious Play Conference on August 1, 2019
You can contact Sam S. Adkins at:
sam@metaari.com

Weitere ähnliche Inhalte

Was ist angesagt?

Nintendo Marketing Strategy analysis and proposal
Nintendo Marketing Strategy analysis and proposalNintendo Marketing Strategy analysis and proposal
Nintendo Marketing Strategy analysis and proposal
Juan Mejia
 

Was ist angesagt? (20)

Hyper-casual in a Hypercompetitive Market - Voodoo
Hyper-casual in a Hypercompetitive Market - VoodooHyper-casual in a Hypercompetitive Market - Voodoo
Hyper-casual in a Hypercompetitive Market - Voodoo
 
Strategic analysis on nintendo
Strategic analysis on nintendoStrategic analysis on nintendo
Strategic analysis on nintendo
 
Gaming consoles
Gaming consolesGaming consoles
Gaming consoles
 
Presentation to German Chamber on Animoca, Games and App
Presentation to German Chamber on Animoca, Games and AppPresentation to German Chamber on Animoca, Games and App
Presentation to German Chamber on Animoca, Games and App
 
Online games
Online gamesOnline games
Online games
 
Nike changing the sneakers game
Nike changing the sneakers gameNike changing the sneakers game
Nike changing the sneakers game
 
eSports: The Biggest Sport You've Probably Never Heard Of
eSports: The Biggest Sport You've Probably Never Heard OfeSports: The Biggest Sport You've Probably Never Heard Of
eSports: The Biggest Sport You've Probably Never Heard Of
 
E sports
E sportsE sports
E sports
 
Valve corporation
Valve corporationValve corporation
Valve corporation
 
Nintendo Marketing Strategy analysis and proposal
Nintendo Marketing Strategy analysis and proposalNintendo Marketing Strategy analysis and proposal
Nintendo Marketing Strategy analysis and proposal
 
Sports 2.0 : The Changing Face Of Sports & The Sporting Experience
Sports 2.0 : The Changing Face Of Sports & The Sporting ExperienceSports 2.0 : The Changing Face Of Sports & The Sporting Experience
Sports 2.0 : The Changing Face Of Sports & The Sporting Experience
 
The Creative Ai storm
The Creative Ai stormThe Creative Ai storm
The Creative Ai storm
 
eSports: The rise of competitive video gaming
eSports: The rise of competitive video gamingeSports: The rise of competitive video gaming
eSports: The rise of competitive video gaming
 
LiveOps as a Service | Scott Humphries
LiveOps as a Service | Scott HumphriesLiveOps as a Service | Scott Humphries
LiveOps as a Service | Scott Humphries
 
Game development Pre-Production
Game development Pre-ProductionGame development Pre-Production
Game development Pre-Production
 
The History of Video Games Monetization
The History of Video Games MonetizationThe History of Video Games Monetization
The History of Video Games Monetization
 
Minecraft
MinecraftMinecraft
Minecraft
 
Newzoo games esports_cloud_metaverse_trends_2022
Newzoo games esports_cloud_metaverse_trends_2022Newzoo games esports_cloud_metaverse_trends_2022
Newzoo games esports_cloud_metaverse_trends_2022
 
Nintendo presentation 3.0
Nintendo presentation 3.0Nintendo presentation 3.0
Nintendo presentation 3.0
 
Nintendo Marketing Plan
Nintendo Marketing PlanNintendo Marketing Plan
Nintendo Marketing Plan
 

Ähnlich wie The 2019-2024 Global Game-based Learning Market

Accenture pulse-gaming-disruption
Accenture pulse-gaming-disruptionAccenture pulse-gaming-disruption
Accenture pulse-gaming-disruption
Sumit Roy
 
The Mena - Ecosystem Article - An Exciting Place to Build Games
The Mena - Ecosystem Article - An Exciting Place to Build GamesThe Mena - Ecosystem Article - An Exciting Place to Build Games
The Mena - Ecosystem Article - An Exciting Place to Build Games
Mary-Margaret Walker
 
Optimal Payments Final Report
Optimal Payments Final ReportOptimal Payments Final Report
Optimal Payments Final Report
Maram Saegh
 
Serious games sparking serious innovation - The Serious Games Institute
Serious games sparking serious innovation - The Serious Games InstituteSerious games sparking serious innovation - The Serious Games Institute
Serious games sparking serious innovation - The Serious Games Institute
helenaxe
 

Ähnlich wie The 2019-2024 Global Game-based Learning Market (20)

SERIOUS GAMES-A Sizeable Market
SERIOUS GAMES-A Sizeable MarketSERIOUS GAMES-A Sizeable Market
SERIOUS GAMES-A Sizeable Market
 
I game conference investing in educational technology
I game conference   investing in educational technologyI game conference   investing in educational technology
I game conference investing in educational technology
 
Tyson Greer - The 2013-2018 Worldwide Game-based Learning and Simulation-base...
Tyson Greer - The 2013-2018 Worldwide Game-based Learning and Simulation-base...Tyson Greer - The 2013-2018 Worldwide Game-based Learning and Simulation-base...
Tyson Greer - The 2013-2018 Worldwide Game-based Learning and Simulation-base...
 
Mobile social gaming market guide
Mobile social gaming market guideMobile social gaming market guide
Mobile social gaming market guide
 
Europe Meets China - How The Games Industry Is Evolving
Europe Meets China - How The Games Industry Is EvolvingEurope Meets China - How The Games Industry Is Evolving
Europe Meets China - How The Games Industry Is Evolving
 
Mobile Games Market Outlook Webinar
Mobile Games Market Outlook WebinarMobile Games Market Outlook Webinar
Mobile Games Market Outlook Webinar
 
Accenture pulse-gaming-disruption
Accenture pulse-gaming-disruptionAccenture pulse-gaming-disruption
Accenture pulse-gaming-disruption
 
The Mena - Ecosystem Article - An Exciting Place to Build Games
The Mena - Ecosystem Article - An Exciting Place to Build GamesThe Mena - Ecosystem Article - An Exciting Place to Build Games
The Mena - Ecosystem Article - An Exciting Place to Build Games
 
A map of the UK games industry
A map of the UK games industryA map of the UK games industry
A map of the UK games industry
 
Cooney learning games
Cooney learning gamesCooney learning games
Cooney learning games
 
Data & trends 2014 the digital games industry in review joost van dreunen
Data & trends 2014 the digital games industry in review   joost van dreunenData & trends 2014 the digital games industry in review   joost van dreunen
Data & trends 2014 the digital games industry in review joost van dreunen
 
Connected toys market
Connected toys marketConnected toys market
Connected toys market
 
Global digital gaming market 2017-2022
Global digital gaming market 2017-2022 Global digital gaming market 2017-2022
Global digital gaming market 2017-2022
 
Optimal Payments Final Report
Optimal Payments Final ReportOptimal Payments Final Report
Optimal Payments Final Report
 
Peter Warman (Newzoo) @ Games and Screens, IBC
Peter Warman (Newzoo) @ Games and Screens, IBCPeter Warman (Newzoo) @ Games and Screens, IBC
Peter Warman (Newzoo) @ Games and Screens, IBC
 
Building A Gaming Social Brand 2012
Building A Gaming Social Brand 2012Building A Gaming Social Brand 2012
Building A Gaming Social Brand 2012
 
Global Social Gaming Market, Size, Share, Industry Trends & Forecast Report 2...
Global Social Gaming Market, Size, Share, Industry Trends & Forecast Report 2...Global Social Gaming Market, Size, Share, Industry Trends & Forecast Report 2...
Global Social Gaming Market, Size, Share, Industry Trends & Forecast Report 2...
 
Serious games sparking serious innovation - The Serious Games Institute
Serious games sparking serious innovation - The Serious Games InstituteSerious games sparking serious innovation - The Serious Games Institute
Serious games sparking serious innovation - The Serious Games Institute
 
Global Digital Gaming Market (2018-2023)
Global Digital Gaming Market (2018-2023)Global Digital Gaming Market (2018-2023)
Global Digital Gaming Market (2018-2023)
 
Future of Gaming: Synchronous & Multiplayer Gameplay | Hussein Chahine
Future of Gaming: Synchronous & Multiplayer Gameplay | Hussein ChahineFuture of Gaming: Synchronous & Multiplayer Gameplay | Hussein Chahine
Future of Gaming: Synchronous & Multiplayer Gameplay | Hussein Chahine
 

Mehr von SeriousGamesAssoc

The Value of Robotics for Surgery Training
The Value of Robotics for Surgery Training The Value of Robotics for Surgery Training
The Value of Robotics for Surgery Training
SeriousGamesAssoc
 
Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...
Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...
Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...
SeriousGamesAssoc
 
OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming Business
OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming BusinessOODA OODA! How Rapid Iteration Can Help Level Up Your Gaming Business
OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming Business
SeriousGamesAssoc
 
The ux of serious games how to impact a wider audience
The ux of serious games  how to impact a wider audienceThe ux of serious games  how to impact a wider audience
The ux of serious games how to impact a wider audience
SeriousGamesAssoc
 
Alphabet Soup Cans: Avoiding Bad Tropes of Educational Games
Alphabet Soup Cans: Avoiding Bad Tropes of Educational GamesAlphabet Soup Cans: Avoiding Bad Tropes of Educational Games
Alphabet Soup Cans: Avoiding Bad Tropes of Educational Games
SeriousGamesAssoc
 
Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...
Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...
Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...
SeriousGamesAssoc
 
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentAugmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
SeriousGamesAssoc
 
Enhancing New Employee Orientation with a Digital Scavenger Hunt
Enhancing New Employee Orientation with a Digital Scavenger HuntEnhancing New Employee Orientation with a Digital Scavenger Hunt
Enhancing New Employee Orientation with a Digital Scavenger Hunt
SeriousGamesAssoc
 

Mehr von SeriousGamesAssoc (20)

The Value of Robotics for Surgery Training
The Value of Robotics for Surgery Training The Value of Robotics for Surgery Training
The Value of Robotics for Surgery Training
 
Developing Low Cost Simulation Immersions
Developing Low Cost Simulation ImmersionsDeveloping Low Cost Simulation Immersions
Developing Low Cost Simulation Immersions
 
Finding Partners in Applied Research – A Case Study on Industry/Academic Coll...
Finding Partners in Applied Research – A Case Study on Industry/Academic Coll...Finding Partners in Applied Research – A Case Study on Industry/Academic Coll...
Finding Partners in Applied Research – A Case Study on Industry/Academic Coll...
 
Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...
Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...
Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...
 
Designing Memorable Games
Designing Memorable GamesDesigning Memorable Games
Designing Memorable Games
 
Preparing Soldiers for the Future: The Army's New Synthetic Training Environment
Preparing Soldiers for the Future: The Army's New Synthetic Training EnvironmentPreparing Soldiers for the Future: The Army's New Synthetic Training Environment
Preparing Soldiers for the Future: The Army's New Synthetic Training Environment
 
Learning Through Play: STEM Games in the Classroom
Learning Through Play: STEM Games in the ClassroomLearning Through Play: STEM Games in the Classroom
Learning Through Play: STEM Games in the Classroom
 
Playable Design
Playable DesignPlayable Design
Playable Design
 
Playful Learning Without Games
Playful Learning Without GamesPlayful Learning Without Games
Playful Learning Without Games
 
Client-Centered Serious Game Design
Client-Centered Serious Game DesignClient-Centered Serious Game Design
Client-Centered Serious Game Design
 
A Promise to Future Generations: Making Learning Fun
A Promise to Future Generations: Making Learning FunA Promise to Future Generations: Making Learning Fun
A Promise to Future Generations: Making Learning Fun
 
Lets make a game workshop ser play orlando 2019
Lets make a game workshop ser play orlando 2019Lets make a game workshop ser play orlando 2019
Lets make a game workshop ser play orlando 2019
 
0 for 3: Edtech Startup Lessons Learned
0 for 3: Edtech Startup Lessons Learned0 for 3: Edtech Startup Lessons Learned
0 for 3: Edtech Startup Lessons Learned
 
OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming Business
OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming BusinessOODA OODA! How Rapid Iteration Can Help Level Up Your Gaming Business
OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming Business
 
The ux of serious games how to impact a wider audience
The ux of serious games  how to impact a wider audienceThe ux of serious games  how to impact a wider audience
The ux of serious games how to impact a wider audience
 
Alphabet Soup Cans: Avoiding Bad Tropes of Educational Games
Alphabet Soup Cans: Avoiding Bad Tropes of Educational GamesAlphabet Soup Cans: Avoiding Bad Tropes of Educational Games
Alphabet Soup Cans: Avoiding Bad Tropes of Educational Games
 
Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...
Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...
Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...
 
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentAugmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
 
Return on Investment (ROI) for Virtual Environments and Gaming
Return on Investment (ROI) for Virtual Environments and GamingReturn on Investment (ROI) for Virtual Environments and Gaming
Return on Investment (ROI) for Virtual Environments and Gaming
 
Enhancing New Employee Orientation with a Digital Scavenger Hunt
Enhancing New Employee Orientation with a Digital Scavenger HuntEnhancing New Employee Orientation with a Digital Scavenger Hunt
Enhancing New Employee Orientation with a Digital Scavenger Hunt
 

Kürzlich hochgeladen

Salient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functionsSalient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functions
KarakKing
 

Kürzlich hochgeladen (20)

Interdisciplinary_Insights_Data_Collection_Methods.pptx
Interdisciplinary_Insights_Data_Collection_Methods.pptxInterdisciplinary_Insights_Data_Collection_Methods.pptx
Interdisciplinary_Insights_Data_Collection_Methods.pptx
 
Python Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docxPython Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docx
 
HMCS Max Bernays Pre-Deployment Brief (May 2024).pptx
HMCS Max Bernays Pre-Deployment Brief (May 2024).pptxHMCS Max Bernays Pre-Deployment Brief (May 2024).pptx
HMCS Max Bernays Pre-Deployment Brief (May 2024).pptx
 
Salient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functionsSalient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functions
 
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
 
How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The Basics
 
Unit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptxUnit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptx
 
General Principles of Intellectual Property: Concepts of Intellectual Proper...
General Principles of Intellectual Property: Concepts of Intellectual  Proper...General Principles of Intellectual Property: Concepts of Intellectual  Proper...
General Principles of Intellectual Property: Concepts of Intellectual Proper...
 
Wellbeing inclusion and digital dystopias.pptx
Wellbeing inclusion and digital dystopias.pptxWellbeing inclusion and digital dystopias.pptx
Wellbeing inclusion and digital dystopias.pptx
 
Fostering Friendships - Enhancing Social Bonds in the Classroom
Fostering Friendships - Enhancing Social Bonds  in the ClassroomFostering Friendships - Enhancing Social Bonds  in the Classroom
Fostering Friendships - Enhancing Social Bonds in the Classroom
 
On National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsOn National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan Fellows
 
Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024
 
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
 
ICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptxICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptx
 
SKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptx
SKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptxSKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptx
SKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptx
 
Google Gemini An AI Revolution in Education.pptx
Google Gemini An AI Revolution in Education.pptxGoogle Gemini An AI Revolution in Education.pptx
Google Gemini An AI Revolution in Education.pptx
 
How to Manage Global Discount in Odoo 17 POS
How to Manage Global Discount in Odoo 17 POSHow to Manage Global Discount in Odoo 17 POS
How to Manage Global Discount in Odoo 17 POS
 
Graduate Outcomes Presentation Slides - English
Graduate Outcomes Presentation Slides - EnglishGraduate Outcomes Presentation Slides - English
Graduate Outcomes Presentation Slides - English
 
Basic Civil Engineering first year Notes- Chapter 4 Building.pptx
Basic Civil Engineering first year Notes- Chapter 4 Building.pptxBasic Civil Engineering first year Notes- Chapter 4 Building.pptx
Basic Civil Engineering first year Notes- Chapter 4 Building.pptx
 

The 2019-2024 Global Game-based Learning Market

  • 1. The 2019-2024 Global Game-based Learning Market: Serious Games Industry in Boom Phase “Revenues will more than quadruple to reach well over $24 billion by 2024” July 26, 2019 Presented by Sam S. Adkins, CEO, Metaari sam@metaari.com
  • 2. Key Findings from Metaari’s 2019-2024 Global Game-based Learning Market Report To be Published August 1, 2019 by the Serious Play Conference
  • 3. About Metaari (formerly Ambient Insight) Metaari is an ethics-based quantitative market research firm that identifies revenue opportunities for advanced learning technology suppliers. www.metaari.com ▪ We track learning technology in 122 countries. We have a breathtaking view of the international learning technology market. ▪ Metaari focusses solely on advanced learning technology including psychometrics, game mechanics, robotics, cognitive computing, artificial intelligence, virtual reality, and augmented reality.
  • 4. Sources of Information on the Global Serious Games Market ▪ Trade Associations are Excellent Sources of Information ▪ Financial Statements of Publicly-traded Companies ▪ Serious Game Portals ▪ Government Export Agencies ▪ Private Investment Activity ▪ M&AActivity
  • 5. Agenda ▪ Key Findings ▪ Primary Catalysts Driving the Booming Market ▪ Quantifying the Revenues: The Pedagogical Framework ▪ Who are the Buyers and What are The Buying? ▪ Q&A
  • 6. Key Findings The worldwide five-year compound annual growth rate (CAGR) for Game-based Learning is a robust 33.2% and revenues will more than quadruple to reach well over $24 billion by 2024. Metaari has revised our revenue forecasts for the global Game-based Learning market significantly upward from previous forecasts.
  • 7. Key Findings: The 2019-2024 Global Game-based Learning Market Report ▪ The new report has 511 pages, 108 forecast tables, and 20 charts. Over 2,100 serious game suppliers operating in 122 countries across the globe are identified in this report. ▪ There are three sections: a detailed analysis of the catalysts, a demand-side analysis, and a supply-side analysis. The demand-side analysis provides revenue forecasts for seven regions, fifty-two countries, and eight buying segments. ▪ The US is the top buying country and a detailed analysis by eight buyer types and eleven serious game types is provided for the US.
  • 8. 0% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% Africa Asia Pacific Eastern Europe Latin America The Middle East North America Western Europe 2019-2024 Game-based Learning Growth Rates by Seven Regions All Regions Have Growth Rates Above 25%
  • 9. 0% 10% 20% 30% 40% 50% Packaged Retail Content Custom Development Services Authoring Tools and Delivery Platforms 2019-2024 Global Game-based Learning Growth Rates by Three Products and Services The supply-side analysis provides five-year forecasts for eleven types of game types, custom services, and tools/platforms.
  • 10. ▪ We categorize serious games as a subset of the learning technology industry not as a subset of the video game industry. ▪ Game-based Learning is a knowledge transfer method that utilizes "game play" comprised of competition (against oneself or others) and a reward/penalty system that functions as an assessment method to quantify mastery. Metaari’s Pedagogical Definition of Game-based Learning
  • 11. Longitudinal Analysis: Global Five-Year Compound Annual Growth Rates (CAGRs) for Game-based Learning Products 0% 5% 10% 15% 20% 25% 30% 35% 40% Five-year CAGRs for Last 14 Forecast Periods Forecast Periods
  • 12. Primary Market Catalysts and Product Trends The global Game-based Learning Industry is in a period of wide adoption
  • 13. Catalysts Driving the Booming 2019-2024 Global Game-based Learning Market AI Integration in Game- based Learning Products Mixed Reality Learning Games in High Demand Across the Planet Historic Levels of Investment Flowing to Game-based Learning Companies Large Scale Global Distribution Agreements Intense M&A Activity With Large Companies “Buying Their Way In” The Global Consumer Demand for Mobile Serious Games The Rapid Uptake of Game-based Learning in the Corporate Segments Growing Availability of Easy-to-Use Development Tools and Marketplaces
  • 14. ▪ The global Game-based Learning industry is in the midst of exponential innovation. ▪ These innovations coincide with the extraordinary advances in AR, VR, Mixed Reality, robotics, location- based intelligence, and artificial intelligence (AI). The developers are also integrating data and protocols from psychometrics, neuroscience, cognitive learning, and educational psychology. Primary Catalysts: Innovation Driving the Boom Market
  • 15. Source: Sony’s Media Molecule Media Molecule’s Dreams Dreams is a game, a game engine, modeler, paint program, music editor, and a distribution platform
  • 16. Smart Serious Games That Learn: Artificial Intelligence is a Game Changer ▪ Pearson, Apple, Blackboard, Scholastic, Sesame Street, Edmodo (now owned by China's NetDragon) and Houghton Mifflin Harcourt are selling new educational products built on IBM’s Watson. ▪ Watson is not the only AI platform being used for learning: ▪ Cerego's adaptive learning platform runs on Amazon's AI. ▪ Montessorium’s games for young kids integrate Google's TensorFlow AI. ▪ China’s Liulishuo language learning game uses proprietary AI. Source: Liulishuo
  • 19. Source: SoftBank Robotics Conversational AI is the Core of AI-based Learning Games
  • 20. Robots Used for Robot-Mediated Behavior Intervention (RMBI) for People with Special Needs Source: RoboKind Source: Leka
  • 21. Metaari defines Mixed Reality (MR) as the experience of simulation, augmented reality (AR), and/or virtual reality (VR), and the biophysical environment along an immersion spectrum. Primary Catalysts: Mixed Reality Learning Games in High Demand Across the Planet Source: Immersive VR Education ▪ In AR, the user is still fully aware of the physical environment and the experience is semi-immersive. ▪ True virtual reality is usually experienced in immersive 3D with the aid of a headset and other peripherals.
  • 22. Mixed Reality Learning games that are ideal for Virtual Reality include: Cognitive Learning and Mental Training Language Learning Performance Assessment Role-based Behavior Modification Mixed Reality Learning games that are ideal for Augmented Reality include: Knowledge-based Content Skill-based Content Early Childhood Learning Location-based Learning Primary Catalysts: Mixed Reality Learning Games in High Demand Across the Planet
  • 23. ▪ Historic levels of private investment are flowing to global Game-based Learning companies. ▪ The investments have increased every year for the last nine years and dramatically increased in the last three years. Over $3.9 billion in funding flowed to educational game companies from 2016 to 2018 Primary Catalysts: Historic Levels of Private Investment
  • 24. $0 $250 $500 $750 $1,000 $1,250 $1,500 $1,750 $2,000 $2,250 $2,500 2010 2011 2012 2013 2014 2015 2016 2017 2018 Deal Totals in US$ Millions $948.2 Million went to 150 Game-based Learning Companies in 2017 $2.25 Billion Went to 133 Game-based Learning Companies in 2018 2010-2018 Global Private Investment in Game-based Learning Companies (in US$ Millions)
  • 25. ▪ The number of large-scale distribution agreements spiked in 2017 and 2018. Educational games now reach billions of new users. ▪ In early 2018, China’s Tencent (with over two billion users) announced that they were formally expanding into serious games by licensing third-party games (LEGO, Age of Learning, Triseum, Fishing Cactus, etc.) from international developers. Essentially, the world's largest video game company just entered the Game-based Learning market. Primary Catalysts: Global Distribution Deals Dramatically Expanding the Reach Source: Tencent
  • 26. In April 2019, JD.com (“the Amazon of China”) announced that Microsoft had sold them exclusive distribution rights for the Chinese version of Minecraft: Education Edition. The revenue opportunity is massive. China has over 200 million primary and secondary students. Primary Catalysts: Global Distribution Deals Dramatically Expanding the Reach Source: Microsoft
  • 27. Game-based Learning Distribution Channels China’s Game and Internet Giants Learning Game Developers Game Aggregators Language Learning Providers Device Makers Global Toy Companies Education Publishers National Education Agencies Mobile Network Operators (MNOs) Novel Distribution Channels
  • 28. Global technology companies are entering the Game-based Learning market via M&A and effectively validating the industry. They are “buying their way in”. The report identifies dozens of recent M&A’s. In 2017, Microsoft licensed Minecraft: Education Edition to over two million users across 115 countries. By 2019, they had over five million users. Primary Catalysts: Major M&AActivity Drives Massive Adoption Source: Microsoft
  • 29. ▪ China’s NetDragon (the second-largest gaming company in China) acquired US-based JumpStart (Math Blaster) in July 2017 and the best- selling Sokikom math game in January 2018. ▪ TAL Education is China’s largest for-profit education provider. They acquired Dr. Panda in October 2018 and CodeMonkey in December 2018 extending their reach to10 million new users outside China. Primary Catalysts: Big Companies “Buying Their Way In” to the Serious Game Industry Source: TAL Education’s CodeMonkey Source: NetDragon
  • 30. ▪ South Korea's Daekyo (one of the largest education companies in Asia) acquired US-based Knowre in August 2018. Knowre develops math games. ▪ Shoal Games acquired Israel's KIDOZ in December 2018. KIDOZ' early childhood learning games reach over 50 million kids across the planet. Primary Catalysts: Major M&AActivity Drives Massive Adoption Source: KIDOZ Source: Daekyo
  • 31. Learning games for young kids are the top revenue opportunities for serious game developers throughout the forecast period. The growth rate is 21.4% and revenues will nearly triple by 2024. Primary Catalysts: Early Childhood Learning Games Generate the Highest Revenues Source: Dr. Panda (Acquired by China’s TAL Education in October 2018)
  • 32. Early Childhood Learning Games in the Highest Demand Games for Children With Special Needs Language Learning Games Coding Games for Kids Robots That Play Learning Games With Kids Specialized Brain Training Games for Children STEM and STEAM Games for Children Social and Emotional Learning Games for Kids Amazing AR and VR Learning Games for Kids The Best-selling Learning Games for Kids
  • 33. Xiamen ZhiTong Technology’s Keeko Robot Being Used in Over 600 Preschools in China Source: Xiamen ZhiTong Technology
  • 34. ▪ There has been a history of resistance to education and training games in the corporate segment. The inhibitors are fading fast with the rapid adoption of pre-employment assessment games. ▪ The global corporate segment now has the highest growth rate for serious games at 47.5%. ▪ Suppliers sell packaged pre-employment games for soft skills, provide custom game development services for vertical skills (coding, etc.), and license the platforms for internal use. Primary Catalysts: Pre-employment Games Gain Rapid Adoption in Corporate Segment Source: Arctic Shores
  • 35. ▪ A significant catalyst is the availability of easy-to-use authoring tools and well-stocked marketplaces selling premade objects. ▪ The suppliers are marketing to non- specialists and pricing the products at relatively low price points. ▪ Growing number of online marketplaces selling premade digital 3D models, VR environments, and pre-trained AI models. ▪ Premade objects allow developers to rapidly create learning games. It is also a new revenue model for developers selling objects. Primary Catalysts: We are Seeing a Growing Number of New Tools and Online Marketplaces Source: Google
  • 36. Twelve Types of Specialized Learning Game Development Tools Early Childhood Learning Language Learning Mixed Reality Candidate Assessment Location-based Tourism and ExhibitionsBusiness Simulation Artificial Intelligence Social Emotional STEM Q&A (Quiz Games) Sports Mental Training
  • 37. Quantifying the Revenue Opportunities: Metaari’s Pedagogical Framework for Game-based Learning The educational game framework provides suppliers with a precise method of tapping specific revenue streams and a concise instructional design specification for the development of effective educational games.
  • 38. Quantifying the Revenue Opportunities: Metaari’s Pedagogical Framework for Game-based Learning Products Metaari forecasts revenues for eleven types of serious games based on content domain and knowledge transfer method. The framework was derived by reverse engineering the top selling products. It is an instructional design and development blueprint. The 2019-2024 report is the first Game-based Learning report in the world to provide global five-year forecasts for AI-based educational games. Pedagogical Framework for Eleven Categories of Game-based Learning Products Cognitive Fitness Games and Brain Trainers Knowledge- based Edugames Skill-based Educational Games Language Learning Educational Games Early Childhood Learning GamesAssessment and Evaluation Educational Games Role-based Educational Games Location- based Educational Games Augmented Reality Educational Games Virtual Reality Educational Games Artificial Intelligence Educational Games
  • 39. ▪ By 2024, early childhood learning games, language learning games, and pre-employment assessment and evaluation games will generate the highest revenues. All of them will have revenues above $2 billion. ▪ Revenues will more than double for ten of the eleven learning game types over the forecast period. ▪ The game type with the highest growth rate is VR-based learning games at 51.9%, followed by assessment and evaluation games, and language learning games at 46.2% and 41.8%, respectively. The Highest Revenues and the Highest Growth Rates for Serious Games
  • 40. 0% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% 55% 2019-2024 Global Growth Rates for Game-based Learning by Eleven Game Types (in US$ Millions)
  • 41. Who are the Buyers and What are They Buying? This report breaks out the global revenues by eight buyer segments and provides a detailed breakout by these segments for the US
  • 42. 0% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% 55% Consumer Preschool Primary Education Secondary Education Tertiary and Higher Education Federal Government Agencies State, Provincial, and Local Government Agencies Corporate (including Healthcare) 2019-2024 Global Game-based Learning Market by Eight Buyer Segments
  • 43. Revenues will more than double in all eight global buying segments over the forecast period and will surge more than six times in the corporate buying segment. The market drivers are unique to each segment. Who are the Buyers and What are They Buying?
  • 44. ▪ Consumers buy eight types of early childhood learning games, brain trainers, and language learning games. Consumers are the Largest Buying Segment by a Wide Margin Source: Khan Academy’s Duck Duck Moose Source: Toca Boca Source: Age of Learning Consumers will account for more than half of all global revenues by 2024
  • 45. ▪ PreK-12 is comprised of three sub-segments: preschools, primary schools, and secondary schools. ▪ The buying behavior and the user demographics are quite different in each cohort. ▪ Preschools buy developmental games. ▪ Primary schools buy language learning games, literacy games, and basic math games. ▪ Secondary schools buy language learning and STEM games. The Three PreK-12 Sub-Segments
  • 46. Calculus as Gameplay: Nanome’s Calcflow Source: Nanome Nanome has distribution deals with the major headset suppliers and it comes preloaded on the Oculus Rift and HTC Vive.
  • 47. Calculus as Gameplay: Triseum’s Variants Source: Triseum In June 2018, Texas-based Triseum announced a licensing deal with Tencent. "Tencent is licensing Variant: Limits with the goal to foster engaging and experiential learning environments across China.
  • 48. ▪ Higher Education: The growth rate for serious games in the higher education segment is a healthy 15.4%. Role-based business simulation games are now common in higher education institutions across the planet. The Tertiary Buyers Source: Ambiera’s Business Magnate
  • 49. ▪ Government Agencies: The buying behavior in the two government segments is similar in that games are used for civilian employees, military personnel, public safety employees, and first responders. The Government Buyers Source: Virtual Heroes
  • 50. ▪ The corporate segment has the highest growth rate for learning games at a breathtaking 47.5%. Global revenues will surge nearly seven times to over $5.0 billion by 2024. ▪ There are two catalysts driving the growth in the corporate segment: the rapid uptake of job candidate evaluation games and the continued adoption of business simulation games. The Corporate Buyers Source: Toolwire
  • 51. Q&A The full 511-page “2019-2024 Global Game-based Learning Market” report will be available from the Serious Play Conference on August 1, 2019 You can contact Sam S. Adkins at: sam@metaari.com