The 2021-2026 U. S. Game-based Learning Market : Massive Revenues in a Fragmented Market


Market conditions for serious game developers competing in the US could not be more favorable, with high demand, intense investment and M&A activity as well as significant revenue opportunities in all eight buying segments analyzed by Metaari.

The primary value of this report is that it identifies precise revenue opportunities for developers and investors.

You will find it is the most detailed and accurate analysis of the US Game-Based Learning Market in the world.  Metaari analysts have been refining and updating this report on an annual basis since 2004.  No other report provides such exact predictive analytics.

The growth rate for Game-based Learning in the US is quite high at 21.9%.  Revenues will more than double to $10.6 billion by 2026. Note: Metaari has revised our Game-based Learning revenues significantly upward from previous annual forecasts.

Revenues for learning games will more than double by 2026 in all US buying segments analyzed in this report. The growth rates in all eight buying segments are over 15%. The growth rates are more than 20% in four of those segments.

The report has 347 pages, 29 market forecast tables and 20 charts.

The three major sections in this report:
• An analysis of the major catalysts driving the market, a demand side-analysis and a supply-side analysis
• An index of suppliers and appendix that includes sources of data and
• Metaari’s pedagogical definition of Game-based Learning.

The demand-side analysis breaks out five-year revenues forecasts by all 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.

The supply-side analysis provides revenue forecasts for three major product categories: packaged retail content (further broken out by 11 content types), custom content development service and authoring tools & platforms.

The US is the Most Lucrative Serious Game Market in the World

The US will be the top buying country in the world throughout the forecast period. In the 2021 serious game market, the US accounted for 26% of all global revenues. By 2026, the US will account for 31% of worldwide revenues for learning games.

In sum, the US is the most profitable and concentrated market for learning game developers in the world.  Developers, publishers and Investors from across the globe now operate in the US.

Consumers were the top buying segment in the 2021 market driven by the demand for games for kids with special needs, early childhood learning games, coding games, language learning games, and brain training games (for both kids and adults).

Revenues in the corporate segment will reach parity with the consumer segment in the 2023 time frame and will overtake the consumer market by 2024.


Bio:Sam Adkins, CEO of Metaari (formerly Ambient Insight), has been providing market research on the global learning technology industry for more than 25 years. He focuses on identifying revenue opportunities for advanced learning technology suppliers.

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