Metaari:2019-2024全球教育游戏市场研究报告_EN__47页_1mb
报告摘要
2019-2024 Global Game-based Learning Market Summary
Core Content
This report provides a comprehensive analysis of the global Game-based Learning market from 2019 to 2024, highlighting its growth, key drivers, and market segments. It is authored by Sam S. Adkins, CEO and Chief Researcher at Metaari, a quantitative market research firm specializing in advanced learning technologies. The report includes detailed revenue forecasts, market trends, and insights into the supply and demand sides of the industry.
Main Viewpoints
- Market Growth: The global Game-based Learning market is in a boom phase, with a five-year compound annual growth rate (CAGR) of 33.2%, leading to revenues exceeding $24 billion by 2024.
- Mainstream Adoption: Game-based Learning is now considered mainstream in education, with significant adoption across consumer, educational, and corporate segments.
- Technology Drivers: Key technologies such as AI, AR, VR, and robotics are driving innovation and growth in the market, transforming traditional educational approaches.
- Market Segmentation: The report breaks down the market into eight buyer segments and seven regions, with a focus on consumer demand, education institutions, and corporate training.
- Supply-side Analysis: Over 2,100 serious game suppliers are operating in 122 countries, offering a wide range of educational games and services.
- Product Types: Eleven unique types of educational games are identified, including cognitive learning, knowledge-based, skill-based, language learning, early childhood learning, and AI-based games.
- Regional Insights: The report offers detailed revenue forecasts for countries across Africa, Asia Pacific, Eastern Europe, Latin America, Middle East, North America, and Western Europe, with specific emphasis on high-growth regions.
Key Information
Market Growth and Forecast
- The global Game-based Learning market is expected to grow significantly, with revenues more than quadrupling by 2024.
- The US is the largest buying country, with revenue forecasts provided for eight buyer segments.
- China, which had previously overtaken the US in 2014, fell back to second place due to weakened market conditions in 2019.
Technology and Innovation
- AI is a major game-changer, with pre-trained AI models becoming available and driving new revenue streams.
- Mixed Reality (MR) is in high demand, with Metaari's Mixed Reality Immersion Spectrum outlining its potential in education.
- Augmented Reality (AR) and Virtual Reality (VR) are ideal for specific categories of learning, with VR-based sports mental training games emerging as a new product category.
- Cognitive computing and neuroscience are being integrated into next-generation educational games.
Supply-side Dynamics
- The market is supported by over 2,100 serious game suppliers across the globe.
- Rapid development tools are making it easier for developers to create educational games, leading to the emergence of a cottage industry.
- M&A activity and global distribution agreements are validating the market's growth and expanding reach.
Buyer Segments
- The market is segmented into consumers, preK-12 schools, higher education, government agencies, and corporations.
- Consumer demand is heavily concentrated in early childhood learning games, with mobile games being a major driver.
- Corporate adoption is growing, particularly in pre-employment assessment games.
Revenue Forecasts
- The report includes detailed revenue forecasts for each region and country, with Table 2 providing a global overview and Table 36 through Table 126 offering granular data for individual markets.
- AI-based educational games are in high demand globally, with specific forecasts for Table 108.
- Location-based learning games are expected to grow due to their unique integration of real-world environments with educational content.
Market Validation
- Venture capital is flowing at historic levels into serious game developers.
- M&A activity is increasing, with major companies acquiring smaller firms to expand their product portfolios and market reach.
Conclusion
The global Game-based Learning market is experiencing a period of rapid growth and innovation, driven by advancements in AI, AR, VR, and other technologies. The market is now mainstream, with significant adoption across various buyer segments, including consumers, schools, and corporations. The report provides a detailed breakdown of revenue opportunities and market dynamics, offering valuable insights for suppliers and developers looking to capitalize on this evolving industry.
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