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GAM
GAME BASED LEARNING IN THE
US TO 2019 — MARKET SIZE
REPORT
Indalytics Advisors business@indalytics.com www.indalytics....
Game Based Learning in the US to 2019 — Market Size Report
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TABLE OF...
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 Figure...
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ABOUT TH...
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DEFINITI...
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RESEARCH...
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EXECUTIV...
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Similarl...
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REPORT S...
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DISCLAI...
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NOTES
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Game Based in the US to 2019 - Market Size Report - Indalytics Advisors

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The report ‘Game Based Learning in the US to 2019 — Market Size Report’ is a snapshot of game based learning space in the US. The report discusses the current and forecasted market size for game based learning. It also provides information on market size and business model for game based learning in Education (B2B and B2C) and corporate sectors.

It further discusses the key activities in game–based learning space in the US.

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Game Based in the US to 2019 - Market Size Report - Indalytics Advisors

  1. 1. GAM GAME BASED LEARNING IN THE US TO 2019 — MARKET SIZE REPORT Indalytics Advisors business@indalytics.com www.indalytics.com March 2015
  2. 2. Game Based Learning in the US to 2019 — Market Size Report ©Indalytics Advisors Pvt. Ltd l www.indalytics.com l 1 TABLE OF CONTENTS  Definition of Game–based Learning  Definition of Revenue Models used by Educational Games  Market Size of Game–based Learning in the US o Game–based Learning in Corporate Space o Game–based Learning in B2B Education Space o Game–based Learning in B2C Education Space  Forecasted Market Size of Game–based Learning in the US to 2019  Latest Activities in the US Game–based Learning Space LIST OF FIGURES  Figure 1: Market Size of game–based Learning in the US — Education (B2B and B2C) and Corporate Sector  Figure 2: Market Size of game–based Learning in the US — Revenue from Mobile Devices and Consoles  Figure 3: Market Size of Game–based Learning in Corporate Space — By Sectors  Figure 4: Market Size of B2B game–based Learning in the US — School and Higher Education  Figure 5: Market Size of B2B game–based Learning in the US — Subscription and Server Sales  Figure 6: Market Size of B2B game–based Learning in the US — Elementary and Secondary Education  Figure 7: Market Size of B2C Game–based Learning in the US — School and Higher Education
  3. 3. Game Based Learning in the US to 2019 — Market Size Report ©Indalytics Advisors Pvt. Ltd l www.indalytics.com l 2  Figure 8: Market Size of B2C Game–based Learning in the US — Elementary and Secondary School Education  Figure 9: Market Size of B2C Game–based Learning in the US — Free and Freemium, and Paid and Paidmium games  Figure 10: Free and Freemium, and Paid and Paidmium games — School and Higher Education  Figure 11: Forecasted Market Size of Game–based Learning in the US  Figure 12: Forecasted Market Size and Growth Rate of Game–based Learning in the US — Education (B2B and B2C) and Corporate Sector PUBLICATION DATE March 2015 NUMBER OF PAGES 27 PRICE OF THE REPORT Single User: US$200 Multi User/ Enterprise: US$450 Visit www.indalytics.com or write to us at info@indalytics.com to know more about the report.
  4. 4. Game Based Learning in the US to 2019 — Market Size Report ©Indalytics Advisors Pvt. Ltd l www.indalytics.com l 3 ABOUT THE REPORT This report is a snapshot of game based learning space in the US. The report discusses the current and forecasted market size for game based learning. It also provides information on market size and business model for game based learning in Education (B2B and B2C) and corporate sectors. It further discusses the key activities in game–based learning space in the US. DEFINITION OF GAME–BASED LEARNING Game based learning involves teaching with the help of video games. Under the approach, specific games are prepared, which help the users to learn the intended concept or process, while playing the game. As games generally involve active participation and interaction by gamers during the playing experience, they help in better cognition of the concept or process, which otherwise, would have been boring to learn. Game based learning comprises of both conventional and digital educational games. Conventional games include games such as Chess or other role–play games. Digital games, on the other hand, include offline games — which can be downloaded or installed to be played on consoles or other platforms, and online games — which are played dynamically, with the use of internet. In this report, we have only covered digital game based learning.
  5. 5. Game Based Learning in the US to 2019 — Market Size Report ©Indalytics Advisors Pvt. Ltd l www.indalytics.com l 4 DEFINITION OF REVENUE MODELS USED BY EDUCATIONAL GAMES Game–based learning companies follow different revenue models, depending on their business models. Companies creating games for corporate clients under the Business–to–Business (B2B) model generally follow a project–based pricing, where they charge the clients for the game, along with its hosting and maintenance. Under the Business–to–Consumer (B2C) model, where the gaming companies provide direct downloads via mobile and other computing devices, the business model falls under one of the following:  Free — majority of the mobile learning apps are free to download for the end users. The gaming companies in this case earn revenue through advertising.  Freemium — under this model, a certain part of the game is free, and the end users have to make in–app purchases to access the full game.  Paid (Direct Sale) — under this model, the users have to pay for the game before downloading or accessing it.  Paidmium (Direct Sale and In-App Purchases) — some paid games also provide additional features such as hosting space or extended features, which can be accessed by user through in–app purchasing.
  6. 6. Game Based Learning in the US to 2019 — Market Size Report ©Indalytics Advisors Pvt. Ltd l www.indalytics.com l 5 RESEARCH METHODOLOGY In order to estimate the market size, we have segregated the total demand for game based learning under the following groups:  Demand from education sector o Demand from B2B customers o Demand from B2C customers  Demand from corporate sector Potential market size for all the groups is the product of total number of potential users, who can buy / use a learning game, and the revenue per users, which gaming companies charge for the games. For the education sector, only the school and higher education students — that have internet access — have been considered to be potential users of learning and educational games.
  7. 7. Game Based Learning in the US to 2019 — Market Size Report ©Indalytics Advisors Pvt. Ltd l www.indalytics.com l 6 EXECUTIVE SUMMARY Game–based learning in the US is estimated to reach US$XX million at the end of 2015. Out of the total market size, game based learning in corporate sector constitutes XX% of the total market — valuing at US$XX million. Game–based learning for education sector is estimated to be worth US$XX million. Of this, B2B education space constitutes XX% share of the total market, at US$XX million, and B2C education space accounts for the remaining XX% of the market at US$XX million. In the corporate space, retail, wholesale, services and government (including defense), constitutes approximately XX% of the demand for learning games — used by organizations to train their workforce. In the B2B education space — where the game manufacturers sell the games to schools and higher education institutions — school education constitutes XX% of the market, while higher education accounts for only XX%. Further, XX% of the B2B education market comprises of subscriptions and value–added or premium services, while XX% comprises of sales of server space.
  8. 8. Game Based Learning in the US to 2019 — Market Size Report ©Indalytics Advisors Pvt. Ltd l www.indalytics.com l 7 Similarly in B2C education space — where the game manufacturers sell games directly to learners — XX% of the market is dominated by school education, while the remaining XX% consists of postsecondary higher education. Further, XX% of the market in B2C education space consists of games following Free or Freemium business model, and XX% of the market consists of games following Paid or Paidmium business model. The market is expected to grow at a compound annual growth rate (CAGR) of XX%, and reach US$XX million by 2019. The growth will be supported by various factors, such as growth in population, internet penetration, reduction in cost of computing devices, and increasing propensity to consume. LIST OF ORGANIZATIONS MENTIONED IN THE REPORT Accel Partners Entellect Limited K9 ventures Kaplan KneoWorld LeapFrog Enterprises Massachusetts Institute of Technology Osmo Speakaboos Squla Tangible Play Upfront Ventures
  9. 9. Game Based Learning in the US to 2019 — Market Size Report ©Indalytics Advisors Pvt. Ltd l www.indalytics.com l 8 REPORT SAMPLE FIGURE 1: MARKET SIZE OF GAME–BASED LEARNING IN THE US — EDUCATION (B2B AND B2C) AND CORPORATE SECTOR Source: Indalytics Advisors FIGURE 2: MARKET SIZE OF GAME–BASED LEARNING IN CORPORATE SPACE — BY SECTORS Source: Indalytics Advisors XX XX% XX XX% XX XX% Year = 2015 (E) Total Market Size: US$XX million XX XX% XX XX%XX XX% XX XX% XX XX% XX XX% XX XX% Year = 2015 (E) Total Market Size: US$XX million
  10. 10. Game Based Learning in the US to 2019 — Market Size Report ©Indalytics Advisors Pvt. Ltd l www.indalytics.com l 9 FIGURE 3: MARKET SIZE OF B2C GAME–BASED LEARNING IN THE US — ELEMENTARY AND SECONDARY SCHOOL EDUCATION Source: Indalytics Advisors FIGURE 4: FREE AND FREEMIUM, AND PAID AND PAIDMIUM GAMES — SCHOOL AND HIGHER EDUCATION Source: Indalytics Advisors XX XX% XX XX% Year = 2015 (E) Total Market Size: US$XX million XX XX XX XX School Education Higher Education Year = 2015 (E) Total Market Size: US$XX million Figures in million
  11. 11. Game Based Learning in the US to 2019 — Market Size Report ©Indalytics Advisors Pvt. Ltd l www.indalytics.com l 10 TABLE 1: GAME BASED LEARNING USERS, CATEGORIZED ON THE BASIS OF REVENUE MODEL AND GAME TYPES Education – B2B Education – B2C Corporate Revenue models Subscription In–game advertising Box–sales based Merchandising Freemium Serve Space Leasing Paid and Paidmium Subscription Analytics for Educators Micro–transactions Virtual currency coupons Game types Online – hosted on publisher’s server Online – hosted on publisher’s server Customized games as per client’s specifications Console based Downloadable simple games Multi–player simulation games Cloud based (SaaS) Mobile Applications Simple flash games Source: Indalytics Advisors
  12. 12. Game Based Learning in the US to 2019 — Market Size Report ©Indalytics Advisors Pvt. Ltd l www.indalytics.com l 11 FIGURE 5: FORECASTED MARKET SIZE AND GROWTH RATE OF GAME–BASED LEARNING IN THE US — EDUCATION (B2B AND B2C) AND CORPORATE SECTOR Source: Indalytics Advisors XX XX XX XX XX XX 2015 (E) 2019 (F) Figures in US$ million
  13. 13. Game Based Learning in the US to 2019 — Market Size Report ©Indalytics Advisors Pvt. Ltd l www.indalytics.com l 12 DISCLAIMER No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publisher, Indalytics Advisors Private Limited. The information contained in this report is of a general nature and is not intended to address any particular individual or entity’s circumstances. Although proper care has been taken to provide accurate and timely information, there can be no guarantee that such information is accurate as of the date it is received or that it will continue to be accurate in the future. The publisher should not be held liable for any discrepancy in the information. No one should act upon such information without appropriate professional advice after a thorough examination of the particular situation. Publication Volume: GCI-15-GL-03 Publication Date – March 2015 © 2015 Indalytics Advisors Private Limited For further information, please contact info@indalytics.com
  14. 14. Game Based Learning in the US to 2019 — Market Size Report ©Indalytics Advisors Pvt. Ltd l www.indalytics.com l 13 NOTES

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