SEATTLE, Aug. 27, 2013 /PRNewswire-iReach/ -- Worldwide revenues for Game-based Learning reached $1.5 billion in 2012, according to new research by Ambient Insight called "The 2012-2017 Worldwide Game-based Learning and Simulation-based Markets." The five-year compound annual growth rate for edugame products is 8.3% and revenues will reach $2.3 billion by 2017.
Ambient Insight has been publishing market research on the worldwide Game-based Learning market since 2006. Ambient Insight released their 2012-2017 market forecasts for the worldwide edugame market at the third annual Serious Play Conference on August 22. It has become a tradition for Ambient Insight to release their updated edugame forecasts at this annual event.
"We always enjoy presenting at Serious Play. We get overflow attendance at our sessions and the audiences are always very receptive," comments Sam S. Adkins, Chief Research Officer. "Based on feedback from the previous events, this year we provided more detailed forecasts and included revenues for worldwide Simulation-based Learning and for mobile edugames in North America. We also provided breakouts by buyer segmentation."
Ambient Insight principals presented two sessions at the event. Adkins presented a session focused on revenue forecasts and CEO Tyson Greer presented a session called "Mobile Edugame Market Innovations" that included new research on catalysts, business models, revenue opportunities, and emerging trends.
Both presentations are available now for free in the Event section of the Ambient Insight Resource Library:
"People that attend Serious Play tend to be Game-based Learning experts and it is always gratifying to know we are offering value to such an elite crowd," reports Greer. "We had people that came from India, Brazil, Mexico, Denmark, China, and New Zealand to attend our sessions. One attendee from New Zealand told us that our research enabled her company to make key strategic decisions that steered them to more profitable business models."
Ambient Insight's new research reveals that mobile technology is the key driver energizing the global edugame market. The top buying countries for mobile edugames in 2012 were the US, Japan, South Korea, China, and India, respectively. By 2017, the top buying countries will be China, the US, India, Indonesia, and Brazil.
Early childhood learning apps are the top selling Mobile Learning apps in most countries in the world and almost all learning apps designed for young children include gameplay.
"One major catalyst accelerating the market is the growing number of direct billing agreements between the telecoms and the app stores," adds Adkins. "Samsung, Nokia, Microsoft, BlackBerry, and Google have direct billing agreements with carriers allowing customers to buy apps and get charged on their phone bill. This has caused a spike in Mobile Learning revenues in countries where credit card usage is uncommon."
Media Contact: Sam Adkins, Ambient Insight, 360-805-4298, firstname.lastname@example.org
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SOURCE Ambient Insight