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The 2012-2017 Worldwide Game-based
Learning and Simulation-based Markets
Key Findings from Recent Ambient Insight Research

Serious Play Conference 2013
August 19-22, 2013

Sam S. Adkins, Chief Research Officer
Ambient Insight
Ambient Insight 2013
Agenda

ī‚§ Introductions - Research Taxonomy
ī‚§ Worldwide Game-based Learning and
Simulation-based Learning Revenues
ī‚§ Worldwide Game-based Learning Revenues
Buying Patterns, and Trends
ī‚§ All Roads Lead to Mobile
Ambient Insight 2013
Partial List of Ambient Insight’s Clients
Ambient Insight is an integrity-based market research firm that uses predictive analytics
to identify revenue opportunities for suppliers.

ī‚§

Adobe

ī‚§

Hasbro

ī‚§

Amazon

ī‚§

Houghton Mifflin Harcourt

ī‚§

Amplify

ī‚§

IBM

ī‚§

Apple

ī‚§

John Wiley & Sons

ī‚§

BlackBerry

ī‚§

McGraw-Hill

ī‚§

Blackboard

ī‚§

Macmillan

ī‚§

British Council

ī‚§

Microsoft

ī‚§

Chungdahm Learning

ī‚§

Oxford University Press

ī‚§

Dell

ī‚§

Pearson

ī‚§

Deutsche Telekom

ī‚§

Disney

ī‚§

Qualcomm

ī‚§

Rosetta Stone

Ambient Insight 2013
Ambient Insight’s Learning Technology Research Taxonomy
Seven International Regions
Latin
America

North
America

Western
Europe

Eastern
Europe

The Middle
East

Africa

Asia

Have Eight Buyer Segments
Consumer

Higher
Education

PreK-12

Corporations
- Businesses

Federal
Government

State - Local
Government

Associations
& Non-Profits

Healthcare

That Buy Eight Types of Digital Learning Products
Self-paced
eLearning
Courseware

Digital Video,
Text, & Audio
Reference

Collaborationbased
Learning

Social
Learning

Simulationbased
Learning

Game-based
Learning

Cognitive
Learning

Mobile
Learning

From Six Types of Suppliers
Packaged
Content

Custom
Content

Cloud-based
Tools & Platforms

Value Added
Services (VAS)

Installed Tools
& Platforms

These six supplier types map directly to the six
subcategories of learning technology products
Ambient Insight 2013

Learning
Devices
Game-based Learning is a Subset of the Learning
Technology Industry
Ambient Insight’s 2013 Learning Technology Research Taxonomy

ī‚§

Ambient Insight defines Game-based Learning as one of the
eight distinct types of learning technology products.
ī‚§ We do not approach Game-based Learning as a subset
of the global videogame industry.

ī‚§

In the context of the worldwide learning technology market,
isolating Game-based Learning products is relatively
straightforward

ī‚§

There is only one hardware-based learning technology product
type and that is Personal Learning Devices (PLDs)

Ambient Insight 2013
2012-2017 Global Market Forecasts for Game-based
Learning and Simulation-based Learning
ī‚§

ī‚§
ī‚§

Ambient Insight separates Game-based Learning revenues form
Simulation-based Learning revenues
There are distinct pedagogical differences between Game-based
Learning and Simulation-based Learning.
Our definitions of Simulation-based Learning and Game-based
Learning are based on the research done by Alessi and Trollip.
Global Revenues by
Learning Product
Type***

2012
Revenues

2017
Revenues

in $US Millions

in $US Millions

Five Year
CAGR
2012-2017

Game-based Learning
Simulation-based
Learning

$1,548.44

$2,309.60

8.3%

$2,364.04

$6,648.89

23.0%

Total

$3,912.48

$8,958.49

18.0%

*** Does not include hardware
Ambient Insight 2013
Pedagogical Definition of Game-based Learning
There are distinct pedagogical differences between Game-based
Learning and Simulation-based Learning.
Ambient Insight’s 2013 Learning Technology Research Taxonomy

ī‚§

Game-based Learning is a knowledge transfer method that
utilizes "gameplay," which includes some form of competition
(against oneself or others) and a reward/penalty system that
essentially functions as an assessment method.
ī‚§
ī‚§

Game-based Learning products (edugames) have explicit
pedagogical goals.
A user "wins" an edugame when they achieve the learning
objectives of the gameplay.

Ambient Insight 2013
Pedagogical Definition of Simulation-based Learning
There are distinct pedagogical differences between Game-based
Learning and Simulation-based Learning.
Ambient Insight’s 2013 Learning Technology Research Taxonomy

ī‚§

There are four types of Simulation-based Learning:
ī‚§ Physical Object and Environmental
ī‚§ Process
ī‚§ Procedural
ī‚§ Situational

ī‚§

Allessi and Trollip compressed these four into two instructional
strategies: learning about something (physical and process),
and learning to do something (procedural and situational).

Ambient Insight 2013
Gamification Versus Game-based Learning
ī‚§ Game-based Learning versus Gamification (via
SpongeLab):
Gamification is the application of videogame rules,
mechanics and conventions to a non-gaming
situation.
Put simply, if a student is playing a videogame and learning
from it, we aren’t witnessing gamification - the student is
experiencing game-based learning. An educational game
hasn’t been “gamified” - because it’s a game already!

ī‚§

ī‚§

ī‚§

Game elements are often “bolted on” to legacy training
products
ī‚§
ī‚§

ī‚§

Badgeville sells gamification add-ons for corporate training
Course Hero has online courses with game mechanics from
the Bunchball platform
Oxford University Press uses SecretBuilder’s game platform

Ambient Insight 2013
2012-2017
Worldwide Simulation-based
Learning Revenue Forecasts

Ambient Insight 2013
2012-2017 Worldwide Simulation-based Learning Market
The global growth rate of the Worldwide Simulation-based
Learning market is 23.0%. Revenues reached $2.3 billion in 2012.
Revenues will grow to $6.6 billion by 2017.
Simulation-based
Learning by
Region***

2012
Revenues

2017
Revenues

Five Year
CAGR
in $US Millions in $US Millions 2012-2017

North America

$1,289.71

$2,729.99

16.2%

Latin America

$116.07

$685.23

42.6%

Western Europe

$451.40

$1,001.91

17.3%

Eastern Europe

$55.46

$144.69

21.1%

Asia

$374.02

$1,774.49

36.5%

The Middle East

$12.90

$47.77

29.9%

Africa

$64.49

$264.81

32.6%

Total

$2,364.04

$6,648.89

23.0%

*** Includes custom content services and tools revenue
Ambient Insight 2013
2012-2017 Worldwide Simulation-based
Learning Five-year Growth Rates by Region

2012-2017 Growth Rates by Region
50%
40%
30%
20%
10%
0%
North
America

Ambient Insight 2013

Latin
America

Western
Europe

Eastern
Europe

Asia

Middle East

Africa
2012-2017
Worldwide Game-based Learning
Revenue Forecasts

Ambient Insight 2013
2012-2017 Worldwide Game-based Learning Market
The Worldwide Game-based Learning market reached
$1.5 billion in 2012. The global growth rate is 8.3% and
revenues will reach $2.3 billion by 2017.
Game-based
Learning by
Region***

2012
Revenues

2017
Revenues

Five Year
CAGR
2012-2017
in $US Millions in $US Millions

North America

$359.18

$582.00

10.1%

Latin America

$26.94

$71.59

21.6%

Western Europe

$96.98

$113.49

3.2%

Eastern Europe

$13.65

$29.10

16.3%

Asia

$1,029.43

$1,475.01

7.5%

The Middle East

$4.31

$9.89

18.1%

Africa

$17.96

$28.52

9.7%

Total

$1,548.44

$2,309.60

8.3%

*** Includes custom content development services revenue
Ambient Insight 2013
2012-2017 Worldwide Game-based Learning
Five-year Growth Rates by Region

2012-2017 Growth Rates by Region
25%
20%
15%
10%
5%
0%
North
America

Ambient Insight 2013

Latin
America

Western
Europe

Eastern
Europe

Asia

Middle East

Africa
Game-based Learning Catalysts
â€ĸ As of January 2013, Apple had app stores in 155 countries,
up from 90 countries the year before
â€ĸ December 2012 – Microsoft opens app stores in 37 more
countries – most of them in developing economies
â€ĸ Paid Android apps now available in Google Play stores in
134 countries as of March 2013
â€ĸ Amazon App stores operational in 7 countries as of March
2013– expanding to over 200 in 2013
â€ĸ May 2013 - Amazon is the first Western company to
offer a platform for paid Android apps in China
â€ĸ The telecom advantage: direct billing via telecoms is the
only viable payment method in many countries.
– Samsung, Nokia, Microsoft, BlackBerry, and Google have direct
billing agreements in Latin America, Africa, and Asia
Ambient Insight 2013
2012-2017 North America Edugame Forecast:
Robust Custom Content Services Growth
ī‚§

ī‚§

Revenues for packaged mobile edugames reached
$307.5 million in 2012. The growth rate (CAGR) is
8.4% and revenues will reach $459.9 million by 2017

The growth rate for custom edugame content
development services is 18.8% and revenues will
more than double to $122.0 million by 2017

North America
Edugame Content and
Services
Packaged Edugames
Custom Content
Development Services
Total
Ambient Insight 2013

2012
Revenues

2017
Revenues

in $US Millions

in $US Millions

Five Year
CAGR
2011-2016

$307.58

$459.95

8.4%

$51.60

$122.05

18.8%

$359.18

$582.00

10.1%
Worldwide Game-based Learning
Market Trends
Who is the Buyer?

Ambient Insight 2013
Buying Patterns: Game-based Learning
Buying Behavior is Different in Each Country
ī‚§ The top buying countries for mobile edugames in 2012
were the US, Japan, South Korea, China, and India,
respectively.
ī‚§ By 2017, the top buying countries will be China, the US,
India, Indonesia, and Brazil.
ī‚§ Early childhood learning are the top selling mobile
edugames in most countries in the world
ī‚§ Almost all of learning apps designed for young
children include gameplay

ī‚§ App-based Brain trainers have recently become popular in
the majority of countries across the planet
ī‚§ Leapfrogging the Digital Divide – All Roads Lead to Mobile

Ambient Insight 2013
Buying Patterns: 2012-2017 Worldwide Game-based
Learning Market by Buyer Segment
Consumers dominate the global Game-based Learning market

Global Game-based
Learning by Buying
Segment
Revenues
concentrated in
edugame
content

2012
Revenues

2017
Revenues

Five Year
CAGR
in $US Millions in $US Millions 2012-2017

Ambient Insight 2013

$1,145.85

$1,524.33

5.9%

PreK-12

$170.33

$323.34

13.7%

Higher Education

$15.48

$46.19

24.4%

Government

$77.42

$138.58

12.3%

Corporate

$46.45

$92.38

14.7%

Healthcare

$61.94

$115.48

13.3%

NGOs & Non-Profits

$30.97

$69.29

17.5%

Total

Revenues
concentrated in
custom
services

Consumer

$1,548.44

$2,309.60

8.3%
Buying Behavior is Different in Each Buyer Segment
ī‚§ Gaming consoles still banned in China
ī‚§ Consumers gravitate to edugames for young children and
brain training games for adults.
ī‚§ Massive adoption of tablets in the schools across the planet
is a major catalyst for Mobile Learning
ī‚§ In the US, Game-based Learning is ubiquitous in the early
grades but starts to taper out in middle school
ī‚§ Pearson shutters Alleyoop in March 2013 after one year
of operation
ī‚§ MineCraftEdu has sold over 700 licenses in the last year
ī‚§ Glass Lab will launch SimCityEdu in late 2013
ī‚§ Amplify to bring 35 edugames across the PreK-12
curriculum in late 2013

Ambient Insight 2013
Longitudinal Analysis: The Global Game-based
Learning Market Enters Mature Phase
Data based on Ambient Insight’s Game-based Learning
reports from 2006 to 2013.
Compound Annual Growth Rates by Seven Forecast Periods

25%
20%
15%
10%
5%
0%

Ambient Insight 2013
Buying Behavior is Different in Each Buyer Segment
ī‚§ The use of edugames in the corporate segment has
always been problematic
ī‚§ “We are here to work, not play”
ī‚§ There are seven other learning technologies used in
the corporate segment that essentially “compete” with
Game-based Learning
ī‚§

There is a lingering perception that simulation and
Game-based Learning are very expensive in comparison
to eLearning courses

ī‚§ Classroom is still the dominant delivery method in the
global corporate segment

Ambient Insight 2013
“The 2012 Content Trench” – Percent of Total Paid Mobile
Learning Apps by Target Demographic
What’s on the Store Shelves?
Consumer-facing Paid Mobile Learning Content
Across All Major Application Stores, Platforms, and Devices
40%
35%

31%

30%
25%

The vast majority
of PreK-2 Mobile
Learning content is
game-based

26%

20%
15%
10%

5%
0%

Ambient Insight 2013

12%
9%

6%
3%

8%
5%
Buying Behavior is Different in Each Buyer Segment
ī‚§ Federal agencies, particularly the military, are avid users
of edugames
ī‚§ Government agencies are increasingly paying developers
to create edugames ( web-based and mobile) for
mHealth, literacy, and language learning initiatives
ī‚§ The US State Dept.’s Trace Word Soup game on the
biNu platform launched in October 2012 and had over
1.4 million users in two months
ī‚§ Healthcare edugames are usually designed for patient
education, disease prevention, and behavior modification
ī‚§ NGOs and Non-profits fund the development of mobile
edugames relating to disease prevention, social
engineering, and the environment

Ambient Insight 2013
All Roads Lead to Mobile
“Mobile is an absolutely critical, if not ‘the'
growth driver for the industry for the next
several years.”
Frank Gibeau, President of Electronic Arts Labels
June 2013
Ambient Insight 2013
The Convergent Catalysts in the Booming 2012
Worldwide Mobile Learning Market

Large-scale
Tablet
Adoption in
Academia

Rapid Uptake
of Locationbased
Learning

Consumer
Demand for
Mobile
Learning

Explosion of
Mobile
Learning VAS

New Mobile
Learning
Tools and
Platforms
New Personal
Learning
Devices

Booming
Global
Mobile
Learning
Market

Integration of
Educational
Content in
mHealth

Telecoms’ new direct billing agreements with Nokia, Google, Microsoft,
Samsung, and Blackberry are now major catalysts in developing economies
Ambient Insight 2013
Six Types of Mobile Edugames in Ambient
Insight’s Research Taxonomy
Ambient Insight’s 2013 Learning Technology Research Taxonomy

ī‚§ Ambient Insight forecasts revenues for six types of
Mobile Edugames:
ī‚§ Knowledge-based games
ī‚§ Skills-based games
ī‚§ Brain training and cognitive fitness games
ī‚§ Language learning games
ī‚§ Location-based learning edugames

ī‚§ Mobile augmented reality edugames

ī‚§ Mobile edugames have higher price points than noneducational games
ī‚§ Consumers and schools are willing to pay more for
pedagogically-sound early childhood learning games
Ambient Insight 2013
2012-2017 North America Edugame Forecast: All
Roads Lead to Mobile
ī‚§

ī‚§

Revenues for mobile edugames reached $190.5 million
in 2012. The growth rate (CAGR) is 15.3% and
revenues will more than double to $388.2 million by
2017
In contrast, revenues for PC/Web/Console edugames
are in relatively steep decline

North America
Edugame Delivery
Platform*

2012
Revenues

2017
Revenues

in $US Millions

in $US Millions

Five Year
CAGR
2011-2016

Mobile Edugames

$190.56

$388.02

15.3%

Non-mobile Edugames

$117.02

$71.93

-9.3%

Total

$307.58

$459.95

8.4%

*Does not include custom content development services revenue
Ambient Insight 2013
What Sells?
Track the Top Selling Mobile Edugames by Country

ī‚§ Free ranking sites track the top selling educational
apps and games by country for:
ī‚§ Amazon Appstore, Apple App Store, BlackBerry World,
Google Play Store, Nokia Ovi Store, Samsung Apps,
Windows Phone Store, and Windows Store
ī‚§ There are often differences in app purchasing in different
stores in the same country

ī‚§ App Annie:
ī‚§ http://www.appannie.com/top/iphone/united-states/education/

ī‚§ Distimo:
ī‚§ http://www.distimo.com/leaderboards
Ambient Insight 2013
Leading Indicators: Game-based Learning
Private Investment Patterns

ī‚§ Game-based Learning companies garnered
$149.4 million in private funding in 2012
ī‚§ Of the 33 Game-based Learning companies
funded in 2012, 23 were mobile edugame
companies
ī‚§ Breakout by Target Customer
ī‚§ 23 were consumer facing, with 20 of them targeting
early childhood learning
ī‚§ 5 were PreK-12 – all of them targeting the early grades
ī‚§ 3 were healthcare-facing edugame companies
ī‚§ And only one investment each made to higher education
and corporate edugame companies
Ambient Insight 2013
Leading Indicators: Game-based Learning
Private Investment Patterns

Number of Companies Funded by Target Customer Type
20

15

10

5

0
Consumer

Ambient Insight 2013

PreK-12

Higher Education

Healthcare

Corporate
Q&A
This deck is posted in Ambient Insight’s Free Resource Library
at:
http://www.ambientinsight.com/News/PublishedContent.aspx

Sam@ambientinsight.com
Ambient Insight 2013

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Ambient Insight Serious Play 2013 Game-based Learning Market

  • 1. The 2012-2017 Worldwide Game-based Learning and Simulation-based Markets Key Findings from Recent Ambient Insight Research Serious Play Conference 2013 August 19-22, 2013 Sam S. Adkins, Chief Research Officer Ambient Insight Ambient Insight 2013
  • 2. Agenda ī‚§ Introductions - Research Taxonomy ī‚§ Worldwide Game-based Learning and Simulation-based Learning Revenues ī‚§ Worldwide Game-based Learning Revenues Buying Patterns, and Trends ī‚§ All Roads Lead to Mobile Ambient Insight 2013
  • 3. Partial List of Ambient Insight’s Clients Ambient Insight is an integrity-based market research firm that uses predictive analytics to identify revenue opportunities for suppliers. ī‚§ Adobe ī‚§ Hasbro ī‚§ Amazon ī‚§ Houghton Mifflin Harcourt ī‚§ Amplify ī‚§ IBM ī‚§ Apple ī‚§ John Wiley & Sons ī‚§ BlackBerry ī‚§ McGraw-Hill ī‚§ Blackboard ī‚§ Macmillan ī‚§ British Council ī‚§ Microsoft ī‚§ Chungdahm Learning ī‚§ Oxford University Press ī‚§ Dell ī‚§ Pearson ī‚§ Deutsche Telekom ī‚§ Disney ī‚§ Qualcomm ī‚§ Rosetta Stone Ambient Insight 2013
  • 4. Ambient Insight’s Learning Technology Research Taxonomy Seven International Regions Latin America North America Western Europe Eastern Europe The Middle East Africa Asia Have Eight Buyer Segments Consumer Higher Education PreK-12 Corporations - Businesses Federal Government State - Local Government Associations & Non-Profits Healthcare That Buy Eight Types of Digital Learning Products Self-paced eLearning Courseware Digital Video, Text, & Audio Reference Collaborationbased Learning Social Learning Simulationbased Learning Game-based Learning Cognitive Learning Mobile Learning From Six Types of Suppliers Packaged Content Custom Content Cloud-based Tools & Platforms Value Added Services (VAS) Installed Tools & Platforms These six supplier types map directly to the six subcategories of learning technology products Ambient Insight 2013 Learning Devices
  • 5. Game-based Learning is a Subset of the Learning Technology Industry Ambient Insight’s 2013 Learning Technology Research Taxonomy ī‚§ Ambient Insight defines Game-based Learning as one of the eight distinct types of learning technology products. ī‚§ We do not approach Game-based Learning as a subset of the global videogame industry. ī‚§ In the context of the worldwide learning technology market, isolating Game-based Learning products is relatively straightforward ī‚§ There is only one hardware-based learning technology product type and that is Personal Learning Devices (PLDs) Ambient Insight 2013
  • 6. 2012-2017 Global Market Forecasts for Game-based Learning and Simulation-based Learning ī‚§ ī‚§ ī‚§ Ambient Insight separates Game-based Learning revenues form Simulation-based Learning revenues There are distinct pedagogical differences between Game-based Learning and Simulation-based Learning. Our definitions of Simulation-based Learning and Game-based Learning are based on the research done by Alessi and Trollip. Global Revenues by Learning Product Type*** 2012 Revenues 2017 Revenues in $US Millions in $US Millions Five Year CAGR 2012-2017 Game-based Learning Simulation-based Learning $1,548.44 $2,309.60 8.3% $2,364.04 $6,648.89 23.0% Total $3,912.48 $8,958.49 18.0% *** Does not include hardware Ambient Insight 2013
  • 7. Pedagogical Definition of Game-based Learning There are distinct pedagogical differences between Game-based Learning and Simulation-based Learning. Ambient Insight’s 2013 Learning Technology Research Taxonomy ī‚§ Game-based Learning is a knowledge transfer method that utilizes "gameplay," which includes some form of competition (against oneself or others) and a reward/penalty system that essentially functions as an assessment method. ī‚§ ī‚§ Game-based Learning products (edugames) have explicit pedagogical goals. A user "wins" an edugame when they achieve the learning objectives of the gameplay. Ambient Insight 2013
  • 8. Pedagogical Definition of Simulation-based Learning There are distinct pedagogical differences between Game-based Learning and Simulation-based Learning. Ambient Insight’s 2013 Learning Technology Research Taxonomy ī‚§ There are four types of Simulation-based Learning: ī‚§ Physical Object and Environmental ī‚§ Process ī‚§ Procedural ī‚§ Situational ī‚§ Allessi and Trollip compressed these four into two instructional strategies: learning about something (physical and process), and learning to do something (procedural and situational). Ambient Insight 2013
  • 9. Gamification Versus Game-based Learning ī‚§ Game-based Learning versus Gamification (via SpongeLab): Gamification is the application of videogame rules, mechanics and conventions to a non-gaming situation. Put simply, if a student is playing a videogame and learning from it, we aren’t witnessing gamification - the student is experiencing game-based learning. An educational game hasn’t been “gamified” - because it’s a game already! ī‚§ ī‚§ ī‚§ Game elements are often “bolted on” to legacy training products ī‚§ ī‚§ ī‚§ Badgeville sells gamification add-ons for corporate training Course Hero has online courses with game mechanics from the Bunchball platform Oxford University Press uses SecretBuilder’s game platform Ambient Insight 2013
  • 11. 2012-2017 Worldwide Simulation-based Learning Market The global growth rate of the Worldwide Simulation-based Learning market is 23.0%. Revenues reached $2.3 billion in 2012. Revenues will grow to $6.6 billion by 2017. Simulation-based Learning by Region*** 2012 Revenues 2017 Revenues Five Year CAGR in $US Millions in $US Millions 2012-2017 North America $1,289.71 $2,729.99 16.2% Latin America $116.07 $685.23 42.6% Western Europe $451.40 $1,001.91 17.3% Eastern Europe $55.46 $144.69 21.1% Asia $374.02 $1,774.49 36.5% The Middle East $12.90 $47.77 29.9% Africa $64.49 $264.81 32.6% Total $2,364.04 $6,648.89 23.0% *** Includes custom content services and tools revenue Ambient Insight 2013
  • 12. 2012-2017 Worldwide Simulation-based Learning Five-year Growth Rates by Region 2012-2017 Growth Rates by Region 50% 40% 30% 20% 10% 0% North America Ambient Insight 2013 Latin America Western Europe Eastern Europe Asia Middle East Africa
  • 13. 2012-2017 Worldwide Game-based Learning Revenue Forecasts Ambient Insight 2013
  • 14. 2012-2017 Worldwide Game-based Learning Market The Worldwide Game-based Learning market reached $1.5 billion in 2012. The global growth rate is 8.3% and revenues will reach $2.3 billion by 2017. Game-based Learning by Region*** 2012 Revenues 2017 Revenues Five Year CAGR 2012-2017 in $US Millions in $US Millions North America $359.18 $582.00 10.1% Latin America $26.94 $71.59 21.6% Western Europe $96.98 $113.49 3.2% Eastern Europe $13.65 $29.10 16.3% Asia $1,029.43 $1,475.01 7.5% The Middle East $4.31 $9.89 18.1% Africa $17.96 $28.52 9.7% Total $1,548.44 $2,309.60 8.3% *** Includes custom content development services revenue Ambient Insight 2013
  • 15. 2012-2017 Worldwide Game-based Learning Five-year Growth Rates by Region 2012-2017 Growth Rates by Region 25% 20% 15% 10% 5% 0% North America Ambient Insight 2013 Latin America Western Europe Eastern Europe Asia Middle East Africa
  • 16. Game-based Learning Catalysts â€ĸ As of January 2013, Apple had app stores in 155 countries, up from 90 countries the year before â€ĸ December 2012 – Microsoft opens app stores in 37 more countries – most of them in developing economies â€ĸ Paid Android apps now available in Google Play stores in 134 countries as of March 2013 â€ĸ Amazon App stores operational in 7 countries as of March 2013– expanding to over 200 in 2013 â€ĸ May 2013 - Amazon is the first Western company to offer a platform for paid Android apps in China â€ĸ The telecom advantage: direct billing via telecoms is the only viable payment method in many countries. – Samsung, Nokia, Microsoft, BlackBerry, and Google have direct billing agreements in Latin America, Africa, and Asia Ambient Insight 2013
  • 17. 2012-2017 North America Edugame Forecast: Robust Custom Content Services Growth ī‚§ ī‚§ Revenues for packaged mobile edugames reached $307.5 million in 2012. The growth rate (CAGR) is 8.4% and revenues will reach $459.9 million by 2017 The growth rate for custom edugame content development services is 18.8% and revenues will more than double to $122.0 million by 2017 North America Edugame Content and Services Packaged Edugames Custom Content Development Services Total Ambient Insight 2013 2012 Revenues 2017 Revenues in $US Millions in $US Millions Five Year CAGR 2011-2016 $307.58 $459.95 8.4% $51.60 $122.05 18.8% $359.18 $582.00 10.1%
  • 18. Worldwide Game-based Learning Market Trends Who is the Buyer? Ambient Insight 2013
  • 19. Buying Patterns: Game-based Learning Buying Behavior is Different in Each Country ī‚§ The top buying countries for mobile edugames in 2012 were the US, Japan, South Korea, China, and India, respectively. ī‚§ By 2017, the top buying countries will be China, the US, India, Indonesia, and Brazil. ī‚§ Early childhood learning are the top selling mobile edugames in most countries in the world ī‚§ Almost all of learning apps designed for young children include gameplay ī‚§ App-based Brain trainers have recently become popular in the majority of countries across the planet ī‚§ Leapfrogging the Digital Divide – All Roads Lead to Mobile Ambient Insight 2013
  • 20. Buying Patterns: 2012-2017 Worldwide Game-based Learning Market by Buyer Segment Consumers dominate the global Game-based Learning market Global Game-based Learning by Buying Segment Revenues concentrated in edugame content 2012 Revenues 2017 Revenues Five Year CAGR in $US Millions in $US Millions 2012-2017 Ambient Insight 2013 $1,145.85 $1,524.33 5.9% PreK-12 $170.33 $323.34 13.7% Higher Education $15.48 $46.19 24.4% Government $77.42 $138.58 12.3% Corporate $46.45 $92.38 14.7% Healthcare $61.94 $115.48 13.3% NGOs & Non-Profits $30.97 $69.29 17.5% Total Revenues concentrated in custom services Consumer $1,548.44 $2,309.60 8.3%
  • 21. Buying Behavior is Different in Each Buyer Segment ī‚§ Gaming consoles still banned in China ī‚§ Consumers gravitate to edugames for young children and brain training games for adults. ī‚§ Massive adoption of tablets in the schools across the planet is a major catalyst for Mobile Learning ī‚§ In the US, Game-based Learning is ubiquitous in the early grades but starts to taper out in middle school ī‚§ Pearson shutters Alleyoop in March 2013 after one year of operation ī‚§ MineCraftEdu has sold over 700 licenses in the last year ī‚§ Glass Lab will launch SimCityEdu in late 2013 ī‚§ Amplify to bring 35 edugames across the PreK-12 curriculum in late 2013 Ambient Insight 2013
  • 22. Longitudinal Analysis: The Global Game-based Learning Market Enters Mature Phase Data based on Ambient Insight’s Game-based Learning reports from 2006 to 2013. Compound Annual Growth Rates by Seven Forecast Periods 25% 20% 15% 10% 5% 0% Ambient Insight 2013
  • 23. Buying Behavior is Different in Each Buyer Segment ī‚§ The use of edugames in the corporate segment has always been problematic ī‚§ “We are here to work, not play” ī‚§ There are seven other learning technologies used in the corporate segment that essentially “compete” with Game-based Learning ī‚§ There is a lingering perception that simulation and Game-based Learning are very expensive in comparison to eLearning courses ī‚§ Classroom is still the dominant delivery method in the global corporate segment Ambient Insight 2013
  • 24. “The 2012 Content Trench” – Percent of Total Paid Mobile Learning Apps by Target Demographic What’s on the Store Shelves? Consumer-facing Paid Mobile Learning Content Across All Major Application Stores, Platforms, and Devices 40% 35% 31% 30% 25% The vast majority of PreK-2 Mobile Learning content is game-based 26% 20% 15% 10% 5% 0% Ambient Insight 2013 12% 9% 6% 3% 8% 5%
  • 25. Buying Behavior is Different in Each Buyer Segment ī‚§ Federal agencies, particularly the military, are avid users of edugames ī‚§ Government agencies are increasingly paying developers to create edugames ( web-based and mobile) for mHealth, literacy, and language learning initiatives ī‚§ The US State Dept.’s Trace Word Soup game on the biNu platform launched in October 2012 and had over 1.4 million users in two months ī‚§ Healthcare edugames are usually designed for patient education, disease prevention, and behavior modification ī‚§ NGOs and Non-profits fund the development of mobile edugames relating to disease prevention, social engineering, and the environment Ambient Insight 2013
  • 26. All Roads Lead to Mobile “Mobile is an absolutely critical, if not ‘the' growth driver for the industry for the next several years.” Frank Gibeau, President of Electronic Arts Labels June 2013 Ambient Insight 2013
  • 27. The Convergent Catalysts in the Booming 2012 Worldwide Mobile Learning Market Large-scale Tablet Adoption in Academia Rapid Uptake of Locationbased Learning Consumer Demand for Mobile Learning Explosion of Mobile Learning VAS New Mobile Learning Tools and Platforms New Personal Learning Devices Booming Global Mobile Learning Market Integration of Educational Content in mHealth Telecoms’ new direct billing agreements with Nokia, Google, Microsoft, Samsung, and Blackberry are now major catalysts in developing economies Ambient Insight 2013
  • 28. Six Types of Mobile Edugames in Ambient Insight’s Research Taxonomy Ambient Insight’s 2013 Learning Technology Research Taxonomy ī‚§ Ambient Insight forecasts revenues for six types of Mobile Edugames: ī‚§ Knowledge-based games ī‚§ Skills-based games ī‚§ Brain training and cognitive fitness games ī‚§ Language learning games ī‚§ Location-based learning edugames ī‚§ Mobile augmented reality edugames ī‚§ Mobile edugames have higher price points than noneducational games ī‚§ Consumers and schools are willing to pay more for pedagogically-sound early childhood learning games Ambient Insight 2013
  • 29. 2012-2017 North America Edugame Forecast: All Roads Lead to Mobile ī‚§ ī‚§ Revenues for mobile edugames reached $190.5 million in 2012. The growth rate (CAGR) is 15.3% and revenues will more than double to $388.2 million by 2017 In contrast, revenues for PC/Web/Console edugames are in relatively steep decline North America Edugame Delivery Platform* 2012 Revenues 2017 Revenues in $US Millions in $US Millions Five Year CAGR 2011-2016 Mobile Edugames $190.56 $388.02 15.3% Non-mobile Edugames $117.02 $71.93 -9.3% Total $307.58 $459.95 8.4% *Does not include custom content development services revenue Ambient Insight 2013
  • 30. What Sells? Track the Top Selling Mobile Edugames by Country ī‚§ Free ranking sites track the top selling educational apps and games by country for: ī‚§ Amazon Appstore, Apple App Store, BlackBerry World, Google Play Store, Nokia Ovi Store, Samsung Apps, Windows Phone Store, and Windows Store ī‚§ There are often differences in app purchasing in different stores in the same country ī‚§ App Annie: ī‚§ http://www.appannie.com/top/iphone/united-states/education/ ī‚§ Distimo: ī‚§ http://www.distimo.com/leaderboards Ambient Insight 2013
  • 31. Leading Indicators: Game-based Learning Private Investment Patterns ī‚§ Game-based Learning companies garnered $149.4 million in private funding in 2012 ī‚§ Of the 33 Game-based Learning companies funded in 2012, 23 were mobile edugame companies ī‚§ Breakout by Target Customer ī‚§ 23 were consumer facing, with 20 of them targeting early childhood learning ī‚§ 5 were PreK-12 – all of them targeting the early grades ī‚§ 3 were healthcare-facing edugame companies ī‚§ And only one investment each made to higher education and corporate edugame companies Ambient Insight 2013
  • 32. Leading Indicators: Game-based Learning Private Investment Patterns Number of Companies Funded by Target Customer Type 20 15 10 5 0 Consumer Ambient Insight 2013 PreK-12 Higher Education Healthcare Corporate
  • 33. Q&A This deck is posted in Ambient Insight’s Free Resource Library at: http://www.ambientinsight.com/News/PublishedContent.aspx Sam@ambientinsight.com Ambient Insight 2013