Source : Military Simulation & Training Magazine
Revenues from education and training programs based on hands on, experiential learning or serious games are rapidly climbing and will hit $3.5 billion in 2018, according to industry analyst firm Metaari. In fact, Metaari predicts a 37.1 percent compound annual growth rate (CAGR) for game-based learning products over the next five years, which will quadruple industry revenues to more than $17 billion by 2023.
Metaari’s 2018-2023 Global Game-based Learning Market report has revenue forecasts for seven regions, 39 countries and eight buying segments and identifies more than 900 game developers competing in the 122 countries, distributors and licensing companies. The report includes an analysis of the catalysts driving the market and a five-year demand and supply-side analysis to help developers and publishers choose high-yielding opportunities. Buying segments analyzed in the report include consumers, three academic sub-segments (preschools, primary schools and secondary schools), tertiary and higher-education institutions, federal government agencies, provincial/state/prefecture and local government agencies, and business purchases.
Metaari’s Global 2018-2023 Game-Based Learning Market is available for sale from Serious Play Conference.
Reprinted from MS & T Online, 2017-2018 with permission of MS&T. Copyright 2017-2018. All rights reserved.