For Immediate Release


Free Webinar Covers 5 Year Forecast for Buying Trends, Revenue,
Catalysts Driving the Global Game-Based Learning Market


ORLANDO – Monday, May 18, 2020 – Sam S. Adkins will present key findings from the new “Metaari Worldwide 2020-2025 Game-based Learning Market” report Wednesday May 20 at 4pm PST/7pm EST.

The report gives detailed five-year revenue forecasts for the top 63 top buying countries for game-based learning: 10 countries in Africa, 12 countries in the Asia Pacific, 8 countries in Eastern Europe, 9 countries in Latin America, 7 countries in the Middle East, 2 countries in North America, and 15 countries in Western Europe.

Adkins has been updating this report on an annual basis since 2005. Metaari’s Report is the most comprehensive learning game market report ever published.

“Our data gets more granular every year as we recalibrate and refine our extensive baseline data,” said Adkins, Chief Researcher, Metaari.

The global report has 608 pages, 106 five-year revenue forecast tables, and 16 charts. It identifies over 2,300 development firms operating across the planet.

Register for the “Worldwide 2020-2025 Game-Based Learning Market” webinar at:https://seriousplayconf.com/sign-up-for-the-sam-adkins-webinar/

The Serious Play Conference (SPC) is the exclusive reseller of the report. The SPC has a four-tiered pricing model depending on the type of organization buying the report. It can be purchased at:

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

“The US will be the top buying country throughout the forecast period,” reports Adkins. “I will also highlight findings from the new ‘2020-2025 US Game-based Learning Market’ report that will be published in June 2020 coinciding with the online Serious Play Conference.

“The growth rate for serious games in the US is a robust 29.2% and revenues will reach $7.5 billion by 2025, according to Adkins. In the 2020 serious game market, the US accounted for 24% of all global revenues. By 2025, the US will account for 26% of worldwide revenues for learning games.”

In 2020, the top buying countries were the US, China, India, Japan, and South Korea, respectively. By 2025, the top buying countries will be the US, India, China, Indonesia, and Malaysia, respectively.

The Metaari global report has three sections: 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 global serious games market. These catalysts will be identified in the webinar.

The demand-side analysis in the global report breaks out five-year revenues forecasts for seven international regions and by eight buying segments. Five-year forecasts are provided for seven regions: Africa, Asia Pacific, Eastern Europe, the Middle East, Latin America, North America, and Western Europe.

“The global and US reports include five-year revenue breakouts for eight buyer segments: consumers, three academic sub-segments (preschools, primary schools, and secondary schools), tertiary & higher education institutions, federal government agencies, provincial/state/prefecture & local government agencies, and corporations & businesses.

“The global corporate segment has the highest growth rate at 44.4% driven by the rapid uptake of business simulations, cybersecurity games, and pre-employment assessment games,” Adkins said.

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

The forecasts in Metaari’s new report break out retail revenues by 11 distinct educational game types based on Metaari’s pioneering Pedagogical Framework for Game-based Learning.

“The framework is a unique design and development specification that developers use to build learning games for specific subject domains and demographics,” adds Adkins. “The revenues are quite distinct for each game type. The demand tends to be highly localized in particular buying segments. The educational game framework is a quantitative method to identify precise and addressable revenue opportunities for developers.”

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 focuses solely on advanced learning technology research on products that utilize psychometrics, neuroscience, location-based learning (location intelligence), game mechanics, robotics, cognitive computing, artificial intelligence, virtual reality and augmented reality.

Contact:
Sue Bohle
[email protected]
(310) 721 9083